This fixes the failure to build non-code projects for mobile, PS4, and XB1
#codereview robert.manuszweski
#rb none
#lockdown nick.penwarden
[CL 3153699 by Peter Sauerbrei in Main branch]
#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]
#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]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2975891 on 2016/05/12 by Gil.Gribb
merged in new async stuff from dev-rendering.
Change 2976695 on 2016/05/13 by Gil.Gribb
updated precache list
Change 2977030 on 2016/05/13 by Gil.Gribb
Added time slicing to CreateAsyncPackagesFromQueue, radically reduced the frequency of "precache trimming" and changed a few things in the test rig and logging
Change 2977090 on 2016/05/13 by Gil.Gribb
Fixed module manager threading and added cmd line param to force async loading thread.
Change 2977292 on 2016/05/13 by Gil.Gribb
check for thread safety in looking at asset registry
Change 2977296 on 2016/05/13 by Gil.Gribb
removed some super-expensive check()s from precacher
Change 2978368 on 2016/05/16 by Gil.Gribb
Move several exposive bools inside of the basic tests inside of FLinkerLoad::Preload, saves a fraction of second.
Change 2978414 on 2016/05/16 by Gil.Gribb
Added support and testing for unmounting pak files to the pak precacher.
Change 2978446 on 2016/05/16 by Gil.Gribb
Allow linker listing in non-shipping builds
Change 2978550 on 2016/05/16 by Gil.Gribb
Allowed some linker spew in non-shipping builds (instead of debug builds). Some tweak to help track down the music.uasset leak.
Change 2979952 on 2016/05/17 by Robert.Manuszewski
Merging //UE4/Dev-Core @ 2979938 to Dev-UE-30519-LoadTimes
Change 2984927 on 2016/05/20 by Gil.Gribb
fix a few bugs with an mcp repro
Change 2984951 on 2016/05/20 by Gil.Gribb
fixed issues with USE_NEW_ASYNC_IO = 0
Change 2985296 on 2016/05/20 by Gil.Gribb
Fixed several bugs with the MCP boot test
Change 2987956 on 2016/05/24 by Robert.Manuszewski
Fixing leaked linkers created by blocking load requests during async loading.
Change 2987959 on 2016/05/24 by Joe.Conley
Enable load timings in block loading also (in addition to async loading).
Change 3017713 on 2016/06/17 by Robert.Manuszewski
Removing GUseSeekFreeLoading.
Change 3017722 on 2016/06/17 by Robert.Manuszewski
Renaming LOAD_SeekFree flag to LOAD_Async to better reflect its current purpose.
Change 3017833 on 2016/06/17 by Robert.Manuszewski
Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)
Change 3017840 on 2016/06/17 by Robert.Manuszewski
Re-doing Dev-Core changes to Delegates 2/2
Change 3022872 on 2016/06/22 by Gil.Gribb
reorder memory trim and deleting loaders
Change 3059218 on 2016/07/21 by Robert.Manuszewski
Fixing compilation errors - adding missing load time tracker stats.
Change 3064508 on 2016/07/26 by Robert.Manuszewski
Removing blocking loading path in cooked builds. LoadPackage will now use the async path.
Change 3066312 on 2016/07/27 by Gil.Gribb
Event driven loader, first pass
Change 3066785 on 2016/07/27 by Gil.Gribb
Removed check...searching forward for export fusion can release a node
Change 3068118 on 2016/07/28 by Gil.Gribb
critical bug fixes for the event driven loader
Change 3068333 on 2016/07/28 by Gil.Gribb
correctly handle the case where a file is rejected after loading the summary
Change 3069618 on 2016/07/28 by Robert.Manuszewski
Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)
Change 3069901 on 2016/07/29 by Robert.Manuszewski
Fixing an hang when loading QA-Blueprints level
Change 3070171 on 2016/07/29 by Gil.Gribb
fixed CDO cyclic dependencies
Change 3075288 on 2016/08/03 by Gil.Gribb
misc fixes to the event driven loader
Change 3077332 on 2016/08/04 by Robert.Manuszewski
Fixing checkSlow asserts caused by new loading code not being flagged as IsInAsyncLoadThread() and CreateSynchEvent deprecation warning.
Change 3078113 on 2016/08/04 by Gil.Gribb
implemented "nicks rule" and undid some previous material and world hacks needed without it.
Change 3079480 on 2016/08/05 by Gil.Gribb
fixes and tweaks on event driven loader
Change 3080135 on 2016/08/07 by Gil.Gribb
misc fixes for event driven loader, now with reasonable memory
Change 3083722 on 2016/08/10 by Robert.Manuszewski
Fixing hangs when async loading packages.
Change 3091747 on 2016/08/17 by Gil.Gribb
Fix all hitches in streaming load that were regressions.
Change 3093258 on 2016/08/18 by Gil.Gribb
Fix bug that caused an assert when packages fail to load for certain reasons (like loading an uncooked file).
Change 3095719 on 2016/08/20 by Gil.Gribb
reenable async loading thread and cleanup and bug fixes
Change 3096350 on 2016/08/22 by Gil.Gribb
tweak task priorities a bit to minimize precaching memory
Change 3096355 on 2016/08/22 by Gil.Gribb
add support for precaching for "loose files" in the generic async layer.
Change 3098091 on 2016/08/23 by Gil.Gribb
Split header into a separate file and disabled a bad optimization in the bulk data.
Change 3099783 on 2016/08/24 by Gil.Gribb
rework dependency graph to be much, much faster. About half done.
Change 3100995 on 2016/08/25 by Gil.Gribb
fixed bugs with streaming texture from .uexp and cook time check that should have been runtime only
Change 3101369 on 2016/08/25 by Gil.Gribb
fixed bug with blueprints in the new loader.
Change 3102793 on 2016/08/26 by Gil.Gribb
PS4 - fixed small block memcpy to actually be inline
Change 3103785 on 2016/08/27 by Gil.Gribb
fixed case bug with pak order. devirtualized flinkerload::serialize, made sure -fileopenlog is not heavily skewed
Change 3104884 on 2016/08/29 by Gil.Gribb
fixed a BP bug and tweaked the -fileopenlog behavior to do leaf assets DFS
Change 3105266 on 2016/08/29 by Ben.Zeigler
Editor build compilation fix
Change 3105774 on 2016/08/30 by Gil.Gribb
add checks to locate cases where we try to use something that isn't loaded yet
Change 3107794 on 2016/08/31 by Gil.Gribb
fixed abug with BP's not loading the parent CDO soon enough
Change 3114278 on 2016/09/06 by Gil.Gribb
looping loads for paragon load test
Change 3114311 on 2016/09/06 by Ben.Zeigler
Fix linux compile
Change 3114350 on 2016/09/06 by Ben.Zeigler
Linux supports fast unaligned int reads
Change 3116169 on 2016/09/07 by Ben.Zeigler
Force enable separate bulk data cooking when using split cooked files, end-of-exp-file doesn't make sense with the new cook scheme and will crash at runtime
Change 3116538 on 2016/09/07 by Gil.Gribb
add dependencies for CDO subobjects
Change 3116596 on 2016/09/07 by Ben.Zeigler
Change crash to warning when trying to load an import to a missing native class, can happen with editor only classes.
Change 3116855 on 2016/09/07 by Ben.Zeigler
Move cook dialog down a bit so I can cook without constant dialogs popping up
Change 3117452 on 2016/09/08 by Robert.Manuszewski
Fixing hang when suspending async loading with the async loading thread enabled.
Change 3119255 on 2016/09/09 by Robert.Manuszewski
Removing texture allocations from PackageFileSummary as they were not used by anything.
Change 3119303 on 2016/09/09 by Gil.Gribb
Fixed font issue by making all all bulk data either inline or in a ubulk. Added support for compressed packages.
Change 3120324 on 2016/09/09 by Ben.Zeigler
Fix Cook warnings. Skip transient and client/server only objects when adding dependencies, and mark ShapeComponent BodySetups as properly transient.
Change 3121960 on 2016/09/12 by Ben.Zeigler
Add RandomizeLoadOrder CVar to randomize the package serial number it uses for sorting async loads
Change 3122635 on 2016/09/13 by Gil.Gribb
reworked searching disk warning and minor change to the background tasks used for decompression
Change 3122743 on 2016/09/13 by Gil.Gribb
added some checks around memory accounting
Change 3123395 on 2016/09/13 by Ben.Zeigler
Enable MallocBinned2 by default on cooked windows builds, similar to how PS4 works.
Disabled thread pool cache clearing on windows, the threading function it was using is very slow on windows specifically
Change 3124748 on 2016/09/14 by Gil.Gribb
Store template in import/export table and refer to it for each export to avoid calling GetArchetypeFromRequiredInfo. Minor fix for some NeedLoadForCLient etc stuff on landscape and CDOs. Fix texture streamer minmips stuff.
Change 3125153 on 2016/09/14 by Gil.Gribb
don't put transient objects in the import map
Change 3126668 on 2016/09/15 by Gil.Gribb
Fix critical bug with imports not waiting for the corresponding export to serialize. Fixed paragon test rig to run longer looping by flushing the renderer. Made random mode more random.
Change 3126755 on 2016/09/15 by Gil.Gribb
ooops, test rig fix
Change 3127408 on 2016/09/15 by Ben.Zeigler
Back out changelist 3123395, restoring windows memory to 4.13 setup
Change 3127409 on 2016/09/15 by Ben.Zeigler
Remove Memory trim from FlushAsyncLoading, because it gets called much more often in new flow and is slow on some platforms
Change 3127948 on 2016/09/16 by Gil.Gribb
Added a check() on any attempt to serialize a pointer to something that hasn't been created yet. This will help us find missing dependencies. There is an exception to this related to CDOs.
Change 3128094 on 2016/09/16 by Robert.Manuszewski
Fixing exports referenced by weak object pointers not being added to the preload dependency list of of the exports that depend on them.
+ Moved weak object pointer serialization to FArchive operator << to be able to override its behavior when cooking.
Change 3128148 on 2016/09/16 by Robert.Manuszewski
Gil's mod to how we detect exports with missing dependencies
Change 3129052 on 2016/09/16 by Ben.Zeigler
Add Missing Serialize helpers for WeakObjectPtrs, fixes crash with replicating weak objects
Change 3129053 on 2016/09/16 by Ben.Zeigler
Fake integrate CL #3123581 from Dev-Framework, to correctly handle detecting components as editor only even when they have collision. Fixes crashes with blueprint editor only components that depend on native templates
Change 3129630 on 2016/09/17 by Gil.Gribb
better logging for missing dependencies and properly ifdef'd the CDO primitive comp hack
Change 3130178 on 2016/09/19 by Robert.Manuszewski
Use the correct macro (COOK_FOR_EVENT_DRIVEN_LOAD instead of USE_NEW_ASYNC_IO) for SavePackage changes from CL #3128094
Change 3130224 on 2016/09/19 by Robert.Manuszewski
Compile error fix
Change 3130391 on 2016/09/19 by Gil.Gribb
Add cook time fatal errors, and undid a previous change we don't seem to need relating to editor only CDOs
Change 3130484 on 2016/09/19 by Gil.Gribb
fixed botched GetArchetypeFromRequiredInfo
Change 3131966 on 2016/09/20 by Robert.Manuszewski
Making the new event driven loader disabled by default. It's now also configurable via project settings (under Streaming Settings -> Event Driven Loader Enabled).
Enabled the event driven loader for a few internal projects.
Change 3132035 on 2016/09/20 by Gil.Gribb
fix dynamic switch on new loader
Change 3132041 on 2016/09/20 by Robert.Manuszewski
Fix for packages not being saved to disk when cooking with event driven loader disabled.
Change 3132195 on 2016/09/20 by Robert.Manuszewski
Enabling the event driven loader for Zen
Change 3133870 on 2016/09/21 by Graeme.Thornton
Config files now enable the event driven loader with the correct cvar name
Change 3135812 on 2016/09/22 by Gil.Gribb
fixed some bugs with GC during streaming
Change 3136102 on 2016/09/22 by Robert.Manuszewski
Release GC lock when FlushingAsyncLoading when running GC.
Change 3136633 on 2016/09/22 by Gil.Gribb
fix bug with linkers finsihing before other things linked their imports
Change 3138002 on 2016/09/23 by Robert.Manuszewski
Added an assert that will prevent content cooked for the event driven loader to be loaded by game builds that have the EDL disabled.
Change 3138012 on 2016/09/23 by Gil.Gribb
Improved the fix to prevent packages from finishing before external imports have linked. Async load object libraries.
Change 3138031 on 2016/09/23 by Gil.Gribb
do not preload obj libs in editor
Change 3139176 on 2016/09/24 by Gil.Gribb
fixed another bug with an attempt to call GetArchetypeFromRequiredInfo
Change 3139459 on 2016/09/26 by Robert.Manuszewski
Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)
Change 3139668 on 2016/09/26 by Gil.Gribb
change some checks to errors on bad bulk data loads
Change 3141127 on 2016/09/27 by Robert.Manuszewski
Preventing linkers from being detached too early when async loading.
Change 3141129 on 2016/09/27 by Robert.Manuszewski
Releasing GC Lock before calling post GC callbacks to allow StaticFindObject use in these callbacks
Change 3142048 on 2016/09/27 by Robert.Manuszewski
Changing async loading code to not close DelayedLinkerClosePackages linkers until the async package that triggered their creation has finished loading.
Change 3143132 on 2016/09/28 by Gil.Gribb
fixed text render comp, which has some editor only issues. Fixes a runtime crash and adds a cooktime warning.
Change 3143198 on 2016/09/28 by Gil.Gribb
fixed it so that bogus loads of bulk data are warned but do not crash
Change 3143287 on 2016/09/28 by Robert.Manuszewski
UBT will now invalidate its makefiles if ini files are newer than the makefile (ini files may contains global build settings).
+ Android toolchain will add hashed command line values to the action reposnse filenames to actually allow it to detect compiler command line changes when detecting actions to execute
Change 3143344 on 2016/09/28 by Robert.Manuszewski
Make UAT pass the project filename to UBT when build non-code projects so that UBT can parse all ini files.
Change 3143865 on 2016/09/28 by Gil.Gribb
iffy fix for the net load assert in paragon, plus a few checks and one bit of code removed that should never be hit in the EDL, but makes no sense
Change 3144683 on 2016/09/29 by Graeme.Thornton
Minor refactor of pak file non-filename stuff
- Don't check for file existing before running through the security delegate
- Default behaviour when using new IO is to reject uasset/umap/ubulk/uexp files immediately. Can be disabled by setting EXCLUDE_NONPAK_UE_EXTENSIONS to 0 in project .build.cs
Change 3144745 on 2016/09/29 by Graeme.Thornton
Orion non-pak file whitelisting is enabled for all cooked game only builds now, rather than just clients
Change 3144780 on 2016/09/29 by Gil.Gribb
use poison proxy on non-test/shipping builds
Change 3144819 on 2016/09/29 by Gil.Gribb
added a few asserts and added an improved fix for the net crash
Change 3145414 on 2016/09/29 by Gil.Gribb
fixed android assert....not sure why I need that block of code.
Change 3146502 on 2016/09/30 by Robert.Manuszewski
Fix for GPU hang from MarcusW
Change 3146774 on 2016/09/30 by Robert.Manuszewski
Fixing a crash when constantly streaming levels in and out caused by keeping references to objects (levels) that were requested to be streamed out.
- Removed FAsyncObjectsReferencer. References will now be owned by FAsyncPackage
- UGCObjectReferencer is now more thread safe
Change 3148008 on 2016/10/01 by Gil.Gribb
add additional error for attempting to create an object from a class that needs to be loaded
Change 3148009 on 2016/10/01 by Gil.Gribb
fix very old threading bug whereby the ASL and GT would attempt to use the same static array
Change 3148222 on 2016/10/02 by Robert.Manuszewski
Fix for an assert when an FGCObject is removed when purging UObjects
Change 3148229 on 2016/10/02 by Gil.Gribb
disable assert that was crashing paragon ps4
Change 3148409 on 2016/10/03 by Robert.Manuszewski
Allow another case for removing FGCObjects while in GC.
Change 3148416 on 2016/10/03 by Robert.Manuszewski
Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)
Change 3149566 on 2016/10/03 by Ben.Zeigler
#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point
Change 3149913 on 2016/10/04 by Gil.Gribb
better broadcast
Change 2889560 on 2016/03/02 by Steven.Hutton
Packages for scheduled tasks.
Change 2889566 on 2016/03/02 by Steven.Hutton
Remaining nuget packages for hangfire, unity and scheduled tasks.
Change 2980458 on 2016/05/17 by Chris.Wood
Attempt to fix crash report submission problems from CRP to CR website
[UE-30257] - Crashreports are sometimes missing file attachments
Passing crash GUID so that website can easily check for duplicates in future
Increased request timeout for AddCrash to be longer than website database timeout
Logging retries for future visibility
CRP v.1.1.6
Change 3047870 on 2016/07/13 by Steven.Hutton
Updated CRW to entity framework with repository models. #rb none
Change 3126265 on 2016/09/15 by Steve.Robb
Fix for TCString::Strspn.
Change 3126266 on 2016/09/15 by Steve.Robb
Alternative fix for GitHub 2698: Fix one bug : Parsing command "Enable True" is invalid.
#jira UE-34670
Change 3126268 on 2016/09/15 by Steve.Robb
UWorld can no longer be extended by users.
UHT now handles final class declarations.
#jira UE-35708
Change 3126273 on 2016/09/15 by Steve.Robb
A further attempt to catch uninitialized pointers supplied to the GC.
#jira UE-34361
Change 3130042 on 2016/09/19 by Steve.Robb
Super for USTRUCTs.
Suggested here: https://udn.unrealengine.com/questions/310461/automatically-typedef-super-for-ustructs.html
Change 3131861 on 2016/09/20 by Steven.Hutton
Reconciling work for view engine changes #rb none
Change 3131862 on 2016/09/20 by Steve.Robb
Removal of THasOperatorEquals and THasOperatorNotEquals from Platform.h, which should have happened as part of CL# 3045963.
Change 3131863 on 2016/09/20 by Steven.Hutton
Adding packages #rb none
Change 3131869 on 2016/09/20 by Steve.Robb
Improved error message for enum classes with a missing base:
Error: Missing base specifier for enum class 'EMyEnum' - did you mean ': uint8'?
Change 3132046 on 2016/09/20 by Graeme.Thornton
Fix for cvar thread access assert in FLandscapeComponentGrassData serialization function
- This function can be called from the async thread so access CVarGrassDiscardDataOnLoad with GetValueOnAnyThread() rather than GetValueOnGameThread()
Change 3133201 on 2016/09/20 by Ben.Zeigler
Reorganize WindowsPlatformMemory and MacPlatformMemory to work like LinuxPlatformMemory where there is an enum to select the allocator, and move some of it up to GenericPlatformMemory
Add command line options to select malloc at runtime for Windows and Linux, I don't know how Mac options work
Improve the performance of BroadcastSlow_OnlyUseForSpecialPurposes on windows, but there are cases where it occaisionally stalls for a few seconds waiting for the flush
Add MallocBinned2 as an option for mac, linux, and windows, but default to off due to some threading issues
Change 3133722 on 2016/09/21 by Graeme.Thornton
Cooker forces a shader compilation flush when it detects that it has passed the max memory budget
Change 3133756 on 2016/09/21 by Steve.Robb
Refactor of TrimPrecedingAndTrailing to avoid a call to FString::Mid with a negative count, which is now illegal.
#jira UE-36163
Change 3134182 on 2016/09/21 by Steve.Robb
GitHub #1986: Don't show warnings and erros in console twice with UCommandlet::LogToConsole == true
#jira UE-25915
Change 3134306 on 2016/09/21 by Ben.Zeigler
Fix it so FMallocBinned2::Trim skips task threads on desktop platforms, they are too slow and don't allocate much memory
Enable MallocBinned2 as default binned malloc on Windows
Remove the -Run command line check as it was removed from the old version as well
Change 3135569 on 2016/09/22 by Graeme.Thornton
Don't create material resources if we are in a build that can never render
- Saves a few MB of memory
Change 3135652 on 2016/09/22 by Steve.Robb
New async-loading-thread-safe IsA implementation.
#jira UECORE-298
Change 3135692 on 2016/09/22 by Steven.Hutton
Minor bug fixes to view pages #rb none
Change 3135990 on 2016/09/22 by Robert.Manuszewski
Adding ENGINE_API to FStripDataFlags sp that it can be used outside of the Engine module.
Change 3136020 on 2016/09/22 by Steve.Robb
Display a meaningful error and shutdown if Core modules fail to load.
https://udn.unrealengine.com/questions/312063/mac-unrealheadertool-failing-randomly.html
Change 3136107 on 2016/09/22 by Chris.Wood
Added S3 file upload to output stage of Crash Report Process (v.1.1.26)
[UE-35991] - Crash Report Process to write crash files to S3
Also adds OOM alerts to CRP.
Also disk space alerts changed to 5% free space and repeat once every 30 minutes instead of 10 minutes.
Change 3137562 on 2016/09/23 by Steve.Robb
TUniquePtr<T[]> support.
Change 3138030 on 2016/09/23 by Steve.Robb
Virtual UProperty functions moved out of headers into .cpp files to ease iteration.
Change 3140381 on 2016/09/26 by Chris.Wood
Disabled uploads via CRRs while leaving services switched on to avoid crashes in some clients.
[UETOOL-1005] - Turn off CrashReportReceivers
Change 3141150 on 2016/09/27 by Steve.Robb
Invoke support for TFunction.
Change 3141151 on 2016/09/27 by Steve.Robb
UBoolProperty now supports hashing and is therefore usable as a TSet element or TMap key.
FText is now prevented from being a TSet element or TMap key.
UTextProperty::GetCPPTypeForwardDeclaration implementation moved to the .cpp file.
#jira UE-36051
#jira UE-36053
Change 3141440 on 2016/09/27 by Chris.Wood
Removed legacy queues and unnecessary duplication checks from Crash Report Process (v1.2.0)
[UE-36246] - CRP scalability: Simplify CRP inputs to DataRouter/S3 only
Change 3142999 on 2016/09/28 by Chris.Wood
Added dedicated PS4 crash queue to Crash Report Process (v1.2.1)
Change 3144831 on 2016/09/29 by Steve.Robb
InternalPrecache now flags the archive as in-error so that it can be checked by a caller, rather than popping up a dialog box and asserting.
#jira https://jira.it.epicgames.net/browse/OPP-6036
Change 3145184 on 2016/09/29 by Robert.Manuszewski
FScopedCreateImportCounter will now always store the current linker and restore the previous one when it exits.
Change 3148432 on 2016/10/03 by Robert.Manuszewski
Thread safety fixes for the async log writer + made the async log writer flush its archive more often.
Change 3148661 on 2016/10/03 by Graeme.Thornton
Fixing merge of IsNonPakFilenameAllowed()
- Removed directory search stuff... we pass everything to the delegate now anyway
Change 3149669 on 2016/10/03 by Ben.Zeigler
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily.
Change 3149670 on 2016/10/03 by Ben.Zeigler
Merge CL #3149566 from Dev-LoadTimes
#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point
Change 3149835 on 2016/10/04 by Graeme.Thornton
Thread safety fix for SkyLightComponent
- Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)
Change 3149836 on 2016/10/04 by Graeme.Thornton
Thread safety fix for ReflectionCaptureComponent
- Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)
Change 3149959 on 2016/10/04 by Robert.Manuszewski
Allow import packages to be missing if they're on the KnownMissingPackages list
Change 3150023 on 2016/10/04 by Steven.Hutton
Updating jira strings. #rb none
Change 3150050 on 2016/10/04 by Steve.Robb
MakeShared now returns a TSharedRef (which is implicitly convertible to TSharedPtr) rather than a TSharedPtr (which is not implicitly convertible to TSharedRef), for ease of use and because MakeShared can't return a null pointer anyway.
Change 3150110 on 2016/10/04 by Robert.Manuszewski
Allow UGCObjectReferencer::AddObjects to happen during BeginDestry and FinishDestroy. It's fine as long as we're not adding new objects during reachability analysis.
Change 3150120 on 2016/10/04 by Gil.Gribb
fix task graph/binned2 broadcast for PS4
Change 3150195 on 2016/10/04 by Robert.Manuszewski
Fixing WEX crash
#jira UE-36801
Change 3150212 on 2016/10/04 by Robert.Manuszewski
Increasing compiler memory limit to fix CIS errors
#jira UE-36795
Change 3151583 on 2016/10/05 by Robert.Manuszewski
Temporarily switching to the old IsA path
#jria UE-36803
Change 3151642 on 2016/10/05 by Steve.Robb
Dependency fixes for GameFeedback modules.
Change 3151653 on 2016/10/05 by Robert.Manuszewski
Maybe fix for crash on the Mac
#jira UE-36846
[CL 3152539 by Robert Manuszewski in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
Change 3133997 on 2016/09/21 by Alex.Delesky
#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.
Change 3134132 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
Change 3134147 on 2016/09/21 by Frank.Fella
Core - Add multitouch support to windows.
Change 3134349 on 2016/09/21 by Michael.Dupuis
#jira UE-36151 Update the title bar to display the branch also
Change 3134355 on 2016/09/21 by Michael.Dupuis
#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file
Change 3134447 on 2016/09/21 by Alexis.Matte
#jira UE-36064
The SpriteComponent is now properly reused when duplicating a light.
Change 3134451 on 2016/09/21 by Alexis.Matte
#jira UE-22782
Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true
Change 3134457 on 2016/09/21 by Jamie.Dale
FInternationalization::Leetify now deals with escape sequences correctly.
This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.
Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt
Cleaned up some of the UI for the new material slot workflow (part 1)
Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt
Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected
Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt
Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade
Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
Change 3134939 on 2016/09/21 by Nick.Darnell
Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.
Change 3134941 on 2016/09/21 by Nick.Darnell
Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison.
Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt
Fixed size of material slots in persona details panel
Change 3135076 on 2016/09/21 by Nick.Darnell
Automation - Adding a missing file.
Change 3135584 on 2016/09/22 by Gareth.Martin
Removed unused ULandscapeInfo::BeginDestroy
Slight cleanup to FLandscapeEditDataInterface::DeleteLayer
Change 3135585 on 2016/09/22 by Gareth.Martin
New Count algo
Const'd Copy/Accumulate/Transform
Change 3135599 on 2016/09/22 by Gareth.Martin
Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
#jira UE-35709
Change 3135724 on 2016/09/22 by Michael.Dupuis
#jira UE-32662 Remove old migration code that was causing this side effect
Change 3135726 on 2016/09/22 by Nick.Darnell
Slate - Removing the SLATE_PRE_MULTIPLY macro.
Change 3135730 on 2016/09/22 by Nick.Darnell
UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.
Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure any handles to the backbuffer are released before the backbuffer is resized
https://jira.it.epicgames.net/browse/UE-30488
Change 3135810 on 2016/09/22 by Ben.Marsh
Build: Compile tools before running automated tests.
Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
https://jira.it.epicgames.net/browse/UE-36276
Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt
Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components.
Change 3136318 on 2016/09/22 by Alex.Delesky
#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus
Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt
Fix crash restarting a mission in Odin
Change 3136741 on 2016/09/22 by Cody.Albert
Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget
#jira UE-36322
Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt
Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name.
Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt
Removed the pooled draw elements stuff which is not used
Change 3137791 on 2016/09/23 by Nick.Darnell
MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load.
Change 3137793 on 2016/09/23 by Nick.Darnell
Localization - Adjusting some log statements to say with instead of w/
Change 3137796 on 2016/09/23 by Nick.Darnell
Slate - Adding missing and replacing corrupted style files in the editor.
Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level
Change 3137876 on 2016/09/23 by Jamie.Dale
Added allocation tagging to MProf2
This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).
#jira UETOOL-950
Change 3137982 on 2016/09/23 by Gareth.Martin
Added Invoke() support to CopyIf
Change 3137983 on 2016/09/23 by Gareth.Martin
Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code
Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed Child Actor Template properties not visible after changing Child Actor Class
Change 3138079 on 2016/09/23 by Jamie.Dale
Fixing some Clang warnings
Change 3138087 on 2016/09/23 by Jamie.Dale
Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize
GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).
Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.
#jira UETOOL-952
Change 3138127 on 2016/09/23 by Gareth.Martin
Fixed crash when merging levels containing landscape
#jira UE-36267
Change 3138821 on 2016/09/23 by Stephan.Jiang
Fixes "Select all input node" doesn't work properly on output node.
#jira UE-36335
Change 3138915 on 2016/09/23 by Stephan.Jiang
Disable "select all linked nodes" for output nodes in material editor
Change 3139341 on 2016/09/25 by Nick.Darnell
Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.
Change 3139342 on 2016/09/25 by Nick.Darnell
Landscape - Fixing some compiler errors on mac.
Change 3139345 on 2016/09/25 by Nick.Darnell
Automation - Spelling and cleanup.
Change 3139346 on 2016/09/25 by Nick.Darnell
Engine - Changing a check to an ensure, there's no reason to crash if this happens.
Change 3139347 on 2016/09/25 by Nick.Darnell
Automation - Making EFunctionalTestResult a BlueprintType
Change 3139348 on 2016/09/25 by Nick.Darnell
Automation - Adding another test map.
Change 3139676 on 2016/09/26 by Michael.Dupuis
#jira UE-32335 If we are a config object simply permit the transaction for undo/redo
Change 3139702 on 2016/09/26 by Nick.Darnell
UMG - Making GetLocalHitLocation on UWidgetComponent virtual.
Change 3139760 on 2016/09/26 by Alexis.Matte
Make sure we remove override materials from the list when the mesh point by the component has less materials.
#jira UE-28845
Change 3139761 on 2016/09/26 by Alex.Delesky
Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.
#jira none
Change 3139843 on 2016/09/26 by Alex.Delesky
#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.
Change 3139880 on 2016/09/26 by Frank.Fella
QAGame - Update multitouch test with less crashy assets?
Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt
Fix selections having the potential to be out of sync after undo/redo
Change 3139928 on 2016/09/26 by Nick.Darnell
Automation - tweaking the test maps some more.
Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt
Fix false positive with the test for vaild materials being rendered by slate.
Change 3140912 on 2016/09/26 by Frank.Fella
Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.
Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt
PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)
Change 3141223 on 2016/09/27 by Jamie.Dale
Updated UTextProperty::Identical to no longer compare display strings all the time
It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.
#jira UE-36456
Change 3141242 on 2016/09/27 by Richard.TalbotWatkin
Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
Duplicated CL 3139370 from //UE4/Release-4.13
Duplicated CL 3139878 from //UE4/Release-4.13
Change 3141323 on 2016/09/27 by Michael.Dupuis
#jira UE-35081 Enable bDisplayEngineVersionInBadge by default
Change 3141798 on 2016/09/27 by tim.gautier
Added UMG_DisplayWidget
Change 3143038 on 2016/09/28 by Jamie.Dale
Added extra context to FTableRowBase::OnPostDataImport
It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).
Change 3143039 on 2016/09/28 by Jamie.Dale
Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity
Only texts which have the same display string pointer can have the same identity, so this is a much faster check.
Change 3143098 on 2016/09/28 by Gareth.Martin
Fixed crash when loading duplicated landscape levels
#jira UE-34890
Change 3143300 on 2016/09/28 by Gareth.Martin
Fixed crash when duplicating a level containing a landscape through the content browser
#jira UE-34890
Change 3143389 on 2016/09/28 by Jamie.Dale
LastResort is no longer staged in shipping builds
You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).
This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.
Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed this file
Change 3143717 on 2016/09/28 by Michael.Dupuis
Fixed lowercase
Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport
Change 3143820 on 2016/09/28 by Alexis.Matte
Use the PersonaToolikit to get the mesh
Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt
Added guard for UE-36499
Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt
Fix constructor init order
Change 3144821 on 2016/09/29 by Jamie.Dale
Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize
If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.
Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt
Added a commandlet to allow command line importing of any asset type the engine supports.
- Intermediate checkin
Change 3144875 on 2016/09/29 by Nick.Darnell
Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.
Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt
Disable auto-applying of scalability settings
The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.
Change 3145274 on 2016/09/29 by Jamie.Dale
New asset menu no longer has a scrollbar on most displays
Change 3146004 on 2016/09/29 by Matt.Barnes
Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.
Change 3146377 on 2016/09/30 by Gareth.Martin
Fixed landscape rendering errors after using the "change component size" tool
- also affected initial import of a landscape+weightmaps
#jira UE-34518
Change 3146455 on 2016/09/30 by Jamie.Dale
Fixing more menus that had scrollbars due to only being able to use half the vertical resolution
Change 3146466 on 2016/09/30 by Gareth.Martin
Fixed not being able to erase foliage attached to BSP
#jira UE-36297
Change 3146471 on 2016/09/30 by Jamie.Dale
Can no longer localize sequences via the Content Browser
Change 3146569 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
Change 3147116 on 2016/09/30 by Michael.Dupuis
#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)
Change 3148091 on 2016/10/01 by Matt.Barnes
Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively
Change 3148714 on 2016/10/03 by Nick.Darnell
PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)
#jira UE-35568
Change 3148793 on 2016/10/03 by Nick.Darnell
Automation - TPS for SM_Cornellbox
Change 3148801 on 2016/10/03 by Nick.Darnell
PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)
#jira UE-36711
Change 3148805 on 2016/10/03 by Nick.Darnell
PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)
#jira UE-36715
Change 3148813 on 2016/10/03 by Nick.Darnell
UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget.
Change 3148855 on 2016/10/03 by Gareth.Martin
Fixed performance regression when importing landscape heightmaps
#jira UE-36659
Change 3149482 on 2016/10/03 by Cody.Albert
Added link to Support landing page to Help menu
#jira UE-36603
Change 3149520 on 2016/10/03 by tim.gautier
Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.
Change 3149945 on 2016/10/04 by Gareth.Martin
Fixed invisible landscape components when using tessellation on landscape material
#jira UE-35494
Change 3149951 on 2016/10/04 by Gareth.Martin
Reduced material update log spam when creating and editing landscapes
- Some will remain, landscape fundementally manipulates a lot of material instances
#jira UE-34440
Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt
Fix not crashing when trying to clear objects which have a specific class filter in the property settings
https://jira.it.epicgames.net/browse/UE-36692
Change 3150614 on 2016/10/04 by Nick.Darnell
Git - Disabling some logging in non-debug builds of the git source control plugin.
Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt
Fix loc warnings in these files (duplicate loc keys)
Change 3151679 on 2016/10/05 by Nick.Darnell
Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.
Change 3151722 on 2016/10/05 by Gareth.Martin
Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration
Change 3151816 on 2016/10/05 by Gareth.Martin
Fixed more breakage to Landscape caused by Dev-VREditor from main integration
[CL 3152072 by Matt Kuhlenschmidt in Main branch]
this is needed to fix up physx compiler errors
#rb none
#code.review ori.cohen
#lockdown josh.adams
#jira UE-36562
[CL 3151140 by Nick Shin in Main branch]
this is needed to fix up physx compiler errors
#rb none
#code.review ori.cohen
#lockdown josh.adams
#jira UE-36562
[CL 3151133 by Nick Shin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2883376 on 2016/02/26 by Max.Chen
Sequencer: Refactored track instance API to better deal with invalid object bindings (fixes UE-27286)
Change 3117044 on 2016/09/07 by Max.Chen
Cine Camera: Add GetCineCameraComponent function from Cine Camera Actor.
#jira UE-34036
Change 3117127 on 2016/09/07 by Max.Preussner
MediaAssets: File media source path improvements
Change 3117128 on 2016/09/07 by Max.Preussner
PS4Media: Copied memory allocator fixes (CL# 3114158)
Change 3117142 on 2016/09/07 by Max.Preussner
MediaPlayerEditor: Normalizing paths of drag & drop media files
Change 3117143 on 2016/09/07 by Max.Preussner
Media: Made media player name accessible via IMediaPlayer
Change 3117161 on 2016/09/07 by Max.Preussner
PS4Media: Fixed CPU/GPU may crash due to race condition in destructor (UE-35696)
Copied from Release-4.13 CL# 3117159
Change 3117184 on 2016/09/08 by Max.Chen
Sequencer: Update sequencer selection on undo so that the sequencer selection stays in sync with the scene selection.
Clear cached set of spawned objects in the spawn register only for spawned objects, rather than completely. This fixes an issue where deleting a selected spawnable and then undoing doesn't restore the
spawnable as selected because the cached spawned objects gets cleared wholesale.
#jira UE-27683
Change 3117831 on 2016/09/08 by Max.Chen
Sequencer: Add option to create sub sequences for each master sequence shot.
#jira UE-35378
Change 3118467 on 2016/09/08 by Max.Preussner
Slate: ScrollyZoomy documentation cleanup pass
Change 3118468 on 2016/09/08 by Max.Preussner
MediaPlayerEditor: Added OriginalSize viewport mode (UE-35560)
#jira UE-35560
Change 3118700 on 2016/09/08 by Max.Preussner
Media: Removed still image tracks and sinks (UE-35767)
#jira UE-35767
Change 3118987 on 2016/09/09 by Max.Chen
Sequencer: Initialize player on post initialize components of level sequence actor. This is a speculative fix for GetSequencePlayer not initialized in Actor::BeginPlay before a Begin Play event in a level
blueprint is invoked.
#jira UE-34439
Change 3119896 on 2016/09/09 by Max.Preussner
MediaAssets: Logging URL when failing to validate media source
Change 3119921 on 2016/09/09 by Max.Preussner
MediaAssets: Verbose logging sink shutdown in media texture
Change 3120173 on 2016/09/09 by Max.Preussner
WmfMedia: Refactored playback topology handling to support multiple tracks & track switching
#jira UE-35383
#jira UE-35385
#jira UE-32582
Change 3120587 on 2016/09/11 by Max.Chen
Fbx Export: Fix double transforms on an exported mesh.
Added an option to map the skeletal motion to the root bone. In General Settings (Miscellaneous).
#jira UE-35174
Change 3120685 on 2016/09/11 by Max.Chen
Sequencer: Subtitles
#jira UE-35824
Change 3121957 on 2016/09/12 by Max.Preussner
MediaAssets: Replaced legacy texture sink shutdown code to fix race condition
Change 3122113 on 2016/09/12 by Max.Preussner
Media: Renamed Script track type to Text
Change 3122386 on 2016/09/13 by Max.Chen
Sequencer: Render movies with handles
#jira UETOOL-733
Change 3124278 on 2016/09/14 by Max.Chen
Sequencer: Add nullptr check for camera anim.
#jira UE-35911
Change 3127211 on 2016/09/15 by Max.Preussner
MediaAssets: Implemented Per-platform media player overrides in MediaAsset derived classes (UE-35478)
#jira UE-35478
Change 3127536 on 2016/09/15 by Max.Preussner
MediaAssets: Renamed platform player overrides property
#jira UE-35478
Change 3127539 on 2016/09/15 by Max.Preussner
MediaPlayerEditor: Implemented platform player overrides details customization for media assets (UE-35478)
#jira UE-35478
Change 3127614 on 2016/09/15 by Max.Preussner
MediaAssets: Fixed MediaSource serialization (UE-35478)
#jira UE-35478
Change 3127617 on 2016/09/15 by Max.Preussner
MediaAssets: Implemented PlatformMediaSource (UE-35387)
#jira UE-35387
Change 3127626 on 2016/09/15 by Max.Preussner
MediaAssets: Started to implement PlatformMediaSource customization (UE-35387)
#jira UE-35387
Change 3128686 on 2016/09/16 by Max.Preussner
WmfMedia: Added QuickTime to known video sub types
Change 3128703 on 2016/09/16 by Max.Preussner
WmfMedia: Fixed GuidToString printing incorrect byte sequence
Change 3128705 on 2016/09/16 by Max.Preussner
Core: Slightly more complicated unit test for TripleBuffer
Change 3129281 on 2016/09/16 by Max.Preussner
MediaPlayerEditor: Finished customization for PlatformMediaSource (UE-35387)
#jira UE-35387
Change 3129291 on 2016/09/16 by Max.Preussner
MediaAssets: Added verbose logging for dropped video frames
Change 3130495 on 2016/09/19 by Max.Preussner
PropertyEditor: Added missing forward declarations; code and documentation cleanup pass.
Change 3131531 on 2016/09/19 by Max.Preussner
Core: Accepting comma in milliseconds separator when parsing FTimespan
Change 3131533 on 2016/09/19 by Max.Preussner
Media: Started to implement subtitle support
Change 3132468 on 2016/09/20 by Max.Preussner
Core: Fixed TMap deserialization in struct serializer & updated unit tests
Change 3132846 on 2016/09/20 by Max.Preussner
SlateRemoteServer: Fixed Editor freezes and leaks memory when slate remote enabled (UE-35907)
#jira UE-35907
Change 3136577 on 2016/09/22 by Frank.Fella
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
Change 3136661 on 2016/09/22 by Max.Preussner
WmfMedia: Fixed memory leak while playing videos (UE-36289)
#jira UE-36289
Change 3137035 on 2016/09/22 by Cody.Albert
Changed FMovieScene3DTransformTrackInstance::Update to update ComponentVelocity
Change 3137155 on 2016/09/22 by Max.Preussner
MediaAssets: Added OpenFile method to MediaPlayer.
Change 3138413 on 2016/09/23 by Cody.Albert
Fixed ComponentVelocity to use UpdateData instead of FApp::GetDeltaTime()
Change 3138627 on 2016/09/23 by Max.Preussner
WmfMedia: Fixed FourCC types printing in reverse order
Change 3139020 on 2016/09/23 by Max.Preussner
MediaAssets: Fixed Crash when after playing media that requires a different conversion shader (UE-36393)
#jira UE-36393
Change 3139028 on 2016/09/23 by Max.Preussner
MediaPlayerEditor: Trimming leading & trailing whitespace in URL text box
Change 3139046 on 2016/09/23 by Max.Preussner
MediaPlayerEditor: Implemented statistics tab
#jira UE-35395
Change 3139072 on 2016/09/23 by Max.Preussner
MediaPlayerEditor: Stats and Info tab UI polish
Change 3142667 on 2016/09/27 by Max.Preussner
MediaAssets: Fixed serialization of older assets
Change 3142669 on 2016/09/27 by Max.Preussner
Automation: Allowing movie files to be renamed to match platform requirements
Merged from Fortnite-Main CL# 3140907
Change 3145836 on 2016/09/29 by andrew.porter
Adding and updating media framework test content
Change 3145920 on 2016/09/29 by tim.gautier
Added Media Audio actor to level QA-Media
Change 3145979 on 2016/09/29 by andrew.porter
Updating media player test content
Change 3146311 on 2016/09/30 by Andrew.Rodham
Sequencer: Fixed cursor jumping around inconsistently when ending a drag
- The time slider controller was using a mixture of GetScreenSpacePosition and GetLastScreenSpacePosition when calculating times. It now only uses the current screen position.
#jira UE-34738
Change 3147838 on 2016/09/30 by Max.Chen
Sequencer: Fix crash when rendering with handle frames = 0.
#jira UE-36708
Change 3147875 on 2016/10/01 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
#jira UE-36707
Change 3148176 on 2016/10/01 by Max.Chen
Sequencer: When keep playback range in section bounds, infinite sections should be bounded by their keyframe times.
#jira UE-36666
Change 3148824 on 2016/10/03 by Max.Preussner
Media: Continued to implement subtitle tracks
UpgradeNotes:
- caption tracks were split into captions, subtitles, and generic text tracks
- added IMediaOverlaySink
- IMediaOutput::SetCaptionSink renamed to SetOverlaySink
[CL 3149180 by Max Chen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3148556 on 2016/10/03 by Ben.Marsh
EC: Add settings for building PhysX libs from Dev-Physics.
Change 3148819 on 2016/10/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to //UE4/Dev-Physics (Source: //UE4/Dev-Physics-Upgrade @ 3148792)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3141681 on 2016/09/27 by Ales.Borovicka
[From trunk] 21196241 - [PX-753] Keep kinematics awake for an adidtional frame (now 2 frames) after they've reached their target. This ensures that objects that lost a touch with the moving kinematic are woken correctly. Based on an Epic request. Reviewed by Michelle
p4rmerge of Change 21201351 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201351.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3141684 on 2016/09/27 by Ales.Borovicka
[From trunk] 21196284 - [3.4 trunk][PX-755] Fixed bug with empty constraint partitions in islands with articulations. It could have previously led to empty batch headers being created containing uninitialized garbage memory. Addresses bug reported by Square Enix. Reviewed by Michelle.
p4rmerge of Change 21201352 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201352.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3141686 on 2016/09/27 by Ales.Borovicka
[From trunk] 21196768 - [PX-754] Adaptive force now uses the correct counter (the number of touching interactions, rather than total number of interactions). Removed "numUniqueInteractions" and doubled up the usage of "numBodyInteractions" to conditionally either produce the number of touching interactions or the number of unique body-body interactions affecting a given body, depending on whether adaptive force or stabilization are in use. NumBodyInteractions is only used if one or the other is in use. Reviewed by Michelle
p4rmerge of Change 21201353 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201353.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3141687 on 2016/09/27 by Ales.Borovicka
[From trunk] 21196787 - Missing file from last submission.
p4rmerge of Change 21201354 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201354.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3141689 on 2016/09/27 by Ales.Borovicka
[From trunk] 21201177 - PX-756 - Investigate assert in MBP
Review: Kier
So what's going on?
?
We add some objects to a region:
MBP_Index Region::addObject(const MBP_AABB& bounds, MBP_Handle mbpHandle, bool isStatic)
We hit the normal codepath so basically just:
MBP_Index handle;
handle = MBP_Index(mNbObjects);
mNbObjects++;
And:
PxU32 boxIndex;
boxIndex = mNbDynamicBoxes++;
mDynamicBoxes[boxIndex] = bounds;
mInToOut_Dynamic[boxIndex] = handle;
And:
mObjects[handle].mIndex = boxIndex;
mObjects[handle].mMBPHandle = mbpHandle;
return handle;
So we return 'handle', which is a const for the lifetime of this object, so it is always going to index the same position in mObjects.
In particular if we add 8 objects (mNbObjects==8), mObjects[7] is a valid entry.
?
Then we release object 3. In the following function, 'handle'==3. Note the assert against mMaxNbObjects there:
void Region::removeObject(MBP_Index handle)
{
PX_ASSERT(handle<mMaxNbObjects);
MBPEntry& object = mObjects[handle];
/const/ PxU32 removedBoxIndex = object.mIndex; <==== 3
MBP_Index* PX_RESTRICT mapping;
MBP_AABB* PX_RESTRICT boxes;
PxU32 lastIndex;
PxU32 maxNbBoxes;
if(!object.isStatic())
{
mPrevNbUpdatedBoxes = 0;
mNeedsSortingSleeping = true;
PX_ASSERT(mInToOut_Dynamic[removedBoxIndex]==handle);
const bool isUpdated = removedBoxIndex<mNbUpdatedBoxes;
PX_ASSERT(isUpdated==object.mUpdated);
if(isUpdated)
{ ... }
mapping = mInToOut_Dynamic;
boxes = mDynamicBoxes;
lastIndex = --mNbDynamicBoxes; <==== 8 goes to 7
maxNbBoxes = mMaxNbDynamicBoxes;
}
else
{ ... }
remove(mObjects, mapping, boxes, removedBoxIndex, lastIndex);
...
object.mIndex = mFirstFree;
object.mMBPHandle = INVALID_ID;
mFirstFree = handle;
mNbObjects--;
...
}
Which calls this with 'removedBoxIndex'==3, 'lastIndex'==7:
static PX_FORCE_INLINE void remove(MBPEntry* PX_RESTRICT objects, MBP_Index* PX_RESTRICT mapping, MBP_AABB* PX_RESTRICT boxes, PxU32 removedBoxIndex, PxU32 lastIndex)
{ const PxU32 movedBoxHandle = mapping[lastIndex]; boxes[removedBoxIndex] = boxes[lastIndex]; // Relocate box data mapping[removedBoxIndex] = MBP_Index(movedBoxHandle); // Relocate mapping data MBPEntry& movedObject = objects[movedBoxHandle]; PX_ASSERT(movedObject.mIndex==lastIndex); // Checks index of moved box was indeed its old location movedObject.mIndex = removedBoxIndex; // Adjust index of moved box to reflect its new location }
=> so we update the mIndex of movedObject, but the moved object's position (movedBoxHandle==7) remains valid. We don't actually move the object within mObjects. This makes sense since it's indexed by const handles sent to the higher level MBP class.
So mNbObjects is decreased, but mObjects[7] remains valid. Just before returning it has an mIndex of 3 and an mMBPHandle of 28.
?
Then we shift the origin. We end up with:
const PxU32 nbObjects = mMBP_Objects.size();
MBP_Object* objects = mMBP_Objects.begin();
With 'nbObjects'==8. We crash at i==7, i.e. on the last object.
If we access the supposedly invalid object it has an mIndex of 6 and an mMBPHandle of 28. Which is valid.
In other words, the assert is wrong.
p4rmerge of Change 21201358 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201358.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3142216 on 2016/09/27 by Dmitry.Rekman
Do not link to APEX_Loader (UE-24918).
#tests Compiled and ran Linux and Mac editors.
Change 3143844 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3145276 on 2016/09/29 by Ori.Cohen
Workaround for physx refilter not working on aggregates. Use supress for everything for now. Fixes ragdolls falling through BSP.
#JIRA UE-UE-36598
Change 3145597 on 2016/09/29 by Dmitry.Rekman
PhysX: fix native compilation.
- Fix a case-sensitivity error.
- Allow native architecture.
Change 3146338 on 2016/09/30 by Ales.Borovicka
[From trunk] 21214360 - increased significantly tolerance in quickhullgen to refuse newly added points, the tolerance is still better than legacy inflation hull
p4rmerge of Change 21214366 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21214366.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3146720 on 2016/09/30 by Dmitry.Rekman
PhysX: Remove restrict from memMove.
- Also optimize to -O3 and not -O2 to match other platforms.
Change 3146771 on 2016/09/30 by Ales.Borovicka
[From trunk] 21214415 - [PX-761]Divide by zero in segment-triangle distance function [Reviewer: Pierre]
p4rmerge of Change 21215656 by aborovicka
from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21215656.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3147891 on 2016/10/01 by Nick.Shin
cleanup - removing old HTML5 PhysX libs
Change 3147892 on 2016/10/01 by Nick.Shin
library postfix name fixups
compiler errors fixup - HOWEVER, this will also require a new emscripten toolchain - TBD
in the meantime will continue to hunt for a solution to the "zext <4 x i1> %300 to <4 x i32>" error while using the current emsdk toolchain
#code.review ori.cohen josh.adams
Change 3148516 on 2016/10/03 by Thomas.Sarkanen
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
[CL 3148839 by Ori Cohen in Main branch]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3129636 on 2016/09/17 by Ben.Marsh
UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc...
Change 3129825 on 2016/09/18 by Ben.Marsh
UBT: Don't force Linux to build in unity; it seems to build fine without.
Change 3129965 on 2016/09/19 by Matthew.Griffin
Duplicating CL#3129960 from Release-4.13
Exclude NetworkProfiler when building CS tools for Linux
Change 3130653 on 2016/09/19 by Ben.Marsh
UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails.
Change 3130662 on 2016/09/19 by Ben.Marsh
EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output.
Change 3131956 on 2016/09/20 by Matthew.Griffin
Addtional fixes for compiling Editor as a monolithic executable
Change so monolithic editor is output to Project Binaries directory
Removed duplicated ReturnContainerIndexFromChannelName function
Only check for out of date modules for non monolithic editor
Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere
Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules
Change 3132112 on 2016/09/20 by Ben.Marsh
Docs: Remove reference to UBT environment variables from configuration docs.
Change 3132815 on 2016/09/20 by Ben.Marsh
AutomationTool: Delete GUBP. Everything now uses BuildGraph!
Change 3132871 on 2016/09/20 by Ben.Marsh
UBT: Remove GUBP callbacks from TargetRules instances.
Change 3132987 on 2016/09/20 by Ben.Marsh
Allow public distribution of the compiled SimplygonMeshUtilities binaries.
Change 3133974 on 2016/09/21 by Ben.Marsh
Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly.
Change 3137228 on 2016/09/22 by Ben.Marsh
UAT: Merging fix to parallel executor on Linux from 4.13 branch.
Change 3139783 on 2016/09/26 by Matthew.Griffin
Fixed Xbox support for Installed Builds
Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe
Added Xbox versions of ThirdParty libs that hadn't been specified until now
Change 3141721 on 2016/09/27 by Ben.Marsh
Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games.
Change 3141789 on 2016/09/27 by Ben.Marsh
UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules.
Change 3141805 on 2016/09/27 by Ben.Marsh
UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another.
Change 3141980 on 2016/09/27 by Ben.Marsh
EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step.
Change 3143996 on 2016/09/28 by Ben.Marsh
BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate.
Change 3144696 on 2016/09/29 by Matthew.Griffin
Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game
Fixed redefinition of __WINDOWS_DS__
Change 3144931 on 2016/09/29 by Ben.Marsh
Core: Changes to search paths for DLL loading.
* The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories().
* Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory().
* Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory.
* Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do.
Change 3144932 on 2016/09/29 by Ben.Marsh
Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times.
Change 3145011 on 2016/09/29 by Ben.Marsh
Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix.
[CL 3146509 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Copying //UE4/Dev-Physics-Upgrade to //UE4/Dev-Physics (Source: //UE4/Dev-Physics-Upgrade @ 3140195)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2954345 on 2016/04/25 by Thomas.Sarkanen
Merging in latest 3.4 code drop from NVIDIA using DevPhysicsUpgrade_To_NVIDIA_PhysX34
Change 2954421 on 2016/04/25 by Thomas.Sarkanen
Removed old PhysX 3.3 and APEX 1.3
Change 2955821 on 2016/04/26 by Thomas.Sarkanen
Back out changelist 2954345
Change 2955880 on 2016/04/26 by Thomas.Sarkanen
Merging using DevPhysicsUpgrade_To_NVIDIA_PhysX34
Attempt to re-integrate after botched merge in CL 2954345. Cherry picking only PhysX directories, auto-merging accepting source, forcing integration.
Change 2957403 on 2016/04/27 by Thomas.Sarkanen
Adding initial UAT script for PhysX/APEX
Change 2957690 on 2016/04/27 by Thomas.Sarkanen
Upgraded BuildPhysX to call CMake directly
Now all that is needed are the CMakeLists.txt files, rather than slightly shaky batch files.
Still need to make the CMake command line handling a bit more sane and move into more conventional directories like \Win64\VS2015\ etc.
Added RemoveDirectory() to DirectoryReference.
Change 2960653 on 2016/04/29 by Thomas.Sarkanen
Updated BuildPhysX script to target engine-style directory structures
We now build directly into (e.g.) Win64\VS2015 directories.
Also updated to build using multiple compiler versions.
Change 2964162 on 2016/05/03 by Thomas.Sarkanen
Added deployment to BuildPhysX script
Script now copies source, binaries and libs to appropriate directories & can optionally auto-submit (note this is turned ON by default! Use -SkipSubmit to disable).
Change 2964171 on 2016/05/03 by Thomas.Sarkanen
BuildPhysX script: Added switch to disable auto-submit seperately from changelist creation
Allows easier dry-run testing.
Change 2964245 on 2016/05/03 by Thomas.Sarkanen
Added external binary deployment to BuildPhysX script
May still need to add the OpenGL binaries if need be
Change 2968733 on 2016/05/06 by Thomas.Sarkanen
Filter out Source\compiler when deploying
Also updated cmake invocation to redirect output correctly. Oddly cmake redirects non-errors via stderr, so we only redirect stdout in this case.
Change 2978738 on 2016/05/16 by Thomas.Sarkanen
Added PhysX Vehicle and Extensions libs/binaries to deployment
My previous wildcard filter didnt pick them up.
Change 2978741 on 2016/05/16 by Thomas.Sarkanen
Removed PhysX 3.3 and APEX 1.3 binaries
Change 2982013 on 2016/05/18 by Thomas.Sarkanen
Upgrade engine to PhysX 3.4 & APEX 1.4
Change 2983305 on 2016/05/19 by Thomas.Sarkanen
Fixed BuildPhysX script to deploy missing libs
Change 2983384 on 2016/05/19 by Thomas.Sarkanen
Fix compiler and linker issues found when batch compiling all available platforms/configs
PhysXCollision.cpp: Clang seems to have issues with inheriting from a templated base class & accessing base members, so qualified with "this->".
Added missing libs to Win32 build.
Change 2987027 on 2016/05/23 by Chad.Garyet
Merging the main integration into dev-physics into dev-physics-upgrade per Ori.
Change 2988274 on 2016/05/24 by Thomas.Sarkanen
Fixup compilation issues post-merge from Main
Change 3035770 on 2016/07/01 by Thomas.Sarkanen
Updated cmake scripts
Added GeomUtils include & missing files
Specified PDB generation for all dlls.
Removed VS2013 from default compilers list.
Change 3036954 on 2016/07/04 by Thomas.Sarkanen
Removing APEX and PhysX binaries
Change 3037006 on 2016/07/04 by Thomas.Sarkanen
Removing old PhysX source
Change 3037400 on 2016/07/05 by Thomas.Sarkanen
Make sure to set GW_DEPS_ROOT environment variable
Otherwise CMake can pick up old files or fail to build projects.
Change 3037763 on 2016/07/05 by Thomas.Sarkanen
Make sure we default to older convex hull generation method.
New method doesnt deal with degenerate cases as well as the old so if we want to use it we will need better fallback code.
Change 3039192 on 2016/07/06 by Thomas.Sarkanen
Fixed destructible & convex collision not generating correct hulls
Reverted to older hull generaiton method as thinner meshes are not being generated correctly with the new eQUICK_HULL method.
Also made sure to set cooking params correctly (previously params were only set the first time a deformable mesh was cooked).
PCM is enabled now by default so hooked up the flag to correctly disbale it.
Bumped the DDC GUID to force a re-cook of convex meshes.
Change 3039236 on 2016/07/06 by Thomas.Sarkanen
Prevented warning log spam from fetchResults()
APEX does not call simulate() on the PhysX scene if there are no actors, so we duplicate the logic and dont call simulate() or fetchResults() if there are no actors present.
#jira UE-31515 - NpScene.cpp 2304 eINVALID_OPERATION : PxScene::fetchResults: fetchResults() called illegally! - Error when playing in First Person template
Change 3039244 on 2016/07/06 by Thomas.Sarkanen
Bumped the landscape version DDC key to force a heightfield re-cook
#jjira UE-31532 - Landscapes do not have collision
Change 3040887 on 2016/07/07 by Thomas.Sarkanen
Stopped onWake() callbacks being fired when objects are initially sleeping
Objects start awake in the new PhysX, so we require an explicit putToSleep() call rather than relying on the wake timer timeout.
#jira UE-31504 - Physics-enabled component is awake even with Start Awake disabled
Change 3067119 on 2016/07/27 by Ori.Cohen
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
Change 3068266 on 2016/07/28 by Thomas.Sarkanen
Fixed standalone building of solutions
Also added CMake directories to deployment script
Change 3073437 on 2016/08/02 by Ori.Cohen
Added custom code for finding convex faces. This is to get the most opposing normal behavior.
#JIRA UE-31512, UE-31533
Change 3075553 on 2016/08/03 by Ori.Cohen
Fix deprecated SafeNormal vs GetSaveNormal
Change 3077938 on 2016/08/04 by Ori.Cohen
Fix bad constraint issue when waking up kinematic actors
Change 3077939 on 2016/08/04 by Ori.Cohen
Fix limits of size 0 going into physx constraints.
Change 3080809 on 2016/08/08 by Marc.Audy
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
Resolved BodyInstance.cpp conflicts in UpdateInstanceSimulatePhysics
Change 3085212 on 2016/08/11 by Thomas.Sarkanen
Updated CMake command lines now that platforms are in seperate directories
BuildPhysX script now works again
Change 3090340 on 2016/08/16 by Benn.Gallagher
Fixed usage of setRigidDynamicFlag after API change
Change 3090892 on 2016/08/16 by Marc.Audy
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
Change 3093595 on 2016/08/18 by Benn.Gallagher
Fixed new code coming down from main to new APIs
Change 3099294 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees
Merging
//UE4/Dev-Physics-Upgrade/PhysX/...
to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/...
Change 3099296 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees
-PhysX in-place build from Engine folder
-Optional loading or NvToolsExt
Change 3101628 on 2016/08/25 by Ori.Cohen
Make cmake portable and fixup generated projects to use proper lib/dll output
Change 3101634 on 2016/08/25 by Ori.Cohen
Temp script to make it easy to generate projects using UAT
Change 3101714 on 2016/08/25 by Ori.Cohen
CMake distributed for building without install
Change 3101719 on 2016/08/25 by Ori.Cohen
Fix non-install cmake not working for ps4. Also update toolchain paths and compiler.
Change 3101777 on 2016/08/25 by Ori.Cohen
Fix accidently skipping generating solutions.
Change 3101866 on 2016/08/25 by Ori.Cohen
Fix second run of cmake not being able to delete readonly cmake files copied over
Change 3102520 on 2016/08/26 by Ori.Cohen
BuildPhysX.Automation: Deploying PhysX & APEX libs.
Change 3102531 on 2016/08/26 by Ori.Cohen
Up DDC version for new physx libs
Change 3102572 on 2016/08/26 by Ori.Cohen
Fix lib to Lib and also remove dead code related to deploy which we no longer need
Change 3102656 on 2016/08/26 by Sheikh.Dawood.Abdul.Ajees
Add pdbs to static libs.
Change 3102745 on 2016/08/26 by Ori.Cohen
Fix physxbuild ignoring lib PDBs now that they are correctly generating.
Change 3102750 on 2016/08/26 by Benn.Gallagher
Fix for explosive fracture events due to changes in mesh inflation.
Change 3102855 on 2016/08/26 by Ori.Cohen
Added lib pdbs
Change 3106690 on 2016/08/30 by Ori.Cohen
Fix external physx cmake modules path being set incorrectly
Change 3107042 on 2016/08/30 by Ori.Cohen
Fix namespace typo and add ImmediateMode to cmake
Change 3107304 on 2016/08/30 by Sheikh.Dawood.Abdul.Ajees
Fix PhysX lib rename
Change 3108078 on 2016/08/31 by Ori.Cohen
Move ImmediateMode module inside physx.
Change 3108276 on 2016/08/31 by Ori.Cohen
Immediate mode is now compiled
Change 3111534 on 2016/09/02 by Thomas.Sarkanen
Fixup deprecated PhysX APIs
"Active transforms" feature replaced with "active actors".
Convex skinWidth and heightfield thickness removed as they were unused.
Tolerance mass removed as it is ignored internally now.
CreateShape now uses the PxPhysics version, with exclusivity respected via the passed-in flag.
Note, we still use the following deprecated calls:
- PxVec3::operator[]: This is used to iterate over dimensions and is still extremely useful so I've kept it for now.
- Batched queries are still used by the vehicle system, so we still need to use them although they are deprecated.
#jira UE-17833 - Stop using deprecated PhysX API calls
Change 3111636 on 2016/09/02 by Thomas.Sarkanen
Removed deprecated use of PxVec3::operator[]
After discussion on slack, apparently this was causing aliasing issues with certain compilers (XboxOne, for instance).
#jira UE-17833 - Stop using deprecated PhysX API calls
Change 3111793 on 2016/09/02 by Ales.Borovicka
[From trunk] 21113605 - removed tolerances scale usage from normalized distance test
p4rmerge of Change 21115034 by aborovicka
from cl-21115034.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3111981 on 2016/09/02 by Ori.Cohen
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
Change 3111984 on 2016/09/02 by Ori.Cohen
Debug config uses CHECKED by default
Change 3112432 on 2016/09/02 by Ori.Cohen
BuildPhysX.Automation: Deploying PhysX and APEX libs.
Quickhull cleanup fix. Remove slow check for if actors are simulating.
#JIRA UE-35231
Change 3114288 on 2016/09/06 by Ori.Cohen
Fix compiler error
Change 3115781 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21074422 - Improved speculative CCD behaviour (correct decision of when to retain bias - was incorrect before). Some code conformity changes recommended by Pierre. Fixed an assert that could fire when using sweep-based CCD with kinematics that didn't have CCD enabled. Improved some documentation. Reviewed by Michelle
p4rmerge of Change 21125150 by sschirm
from cl-21125150.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115788 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21078633 - PX-696 - Remove unused PoolListThreadSafe class
p4rmerge of Change 21125151 by sschirm
from cl-21125151.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115795 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21079886 - (1)[PX-702]wrong test case for PCM mesh edge-edge parallel edge rejection check [Reviewer: Kier]
(2)check in new version of gauss map SAT implementation(disable by default as reference for GPU code)
p4rmerge of Change 21125180 by sschirm
from cl-21125180.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115809 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21085278 - PX-601 - The eCOLLISION_PAIRS debug viz param is not used.
p4rmerge of Change 21125190 by sschirm
from cl-21125190.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115812 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21085367 - fixed release notes for negative mesh scale
p4rmerge of Change 21125217 by sschirm
from cl-21125217.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115817 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21090281 - [PX-425]Improving heightfield documentaiton. No longer extruding bounds for heightfields if unified heightfield collisions are used. Reviewed by Michelle
p4rmerge of Change 21125224 by sschirm
from cl-21125224.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115820 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21090512 - Updating error messages. This is causing a UT to fail that mustn't get run when using the combined VT/UT project.
p4rmerge of Change 21125229 by sschirm
from cl-21125229.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115823 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21090881 - PX-701 sweep position fix [r Pierre]
p4rmerge of Change 21125230 by sschirm
from cl-21125230.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115831 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21090883 - PX-694 HF border miss [r Pierre]
p4rmerge of Change 21125232 by sschirm
from cl-21125232.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115835 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21091870 - Michelle's fix for convex-mesh issue found in one of the CCD heightfield visual tests. Reviewed by Kier
p4rmerge of Change 21125238 by sschirm
from cl-21125238.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115840 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21091979 - Some CCD optimizations. The intention of this is to bypass work if you have lots of bodies with CCD enabled but most are moving slowly. Reviewed by Michelle
p4rmerge of Change 21125241 by sschirm
from cl-21125241.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115841 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21091992 - Fix Linux warning recommending using parantheses
p4rmerge of Change 21125242 by sschirm
from cl-21125242.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115843 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21092009 - [PX-375] Removed/replaced "weird comments" in contact modification API file.
p4rmerge of Change 21125245 by sschirm
from cl-21125245.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115848 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21094919 - Fix a compiler warning. Missed a copy n' paste error in the code. It compiles (with warnings on GCC), would produced the desired results but it's clearly wrong.
p4rmerge of Change 21125247 by sschirm
from cl-21125247.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115867 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21095517 - Fix metadata warning in debug builds. Reviewed by Michelle
p4rmerge of Change 21125252 by sschirm
from cl-21125252.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115876 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21101463 - Re-introduced 'isIdentity' function in Quat. This was originally part of a larger CL but this bit as been extracted for clarity. Review: Ales
p4rmerge of Change 21125253 by sschirm
from cl-21125253.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115881 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21102045 - PX-507 fixed loading repX with kinematic actor and trimesh geometry [r Simon]
p4rmerge of Change 21125255 by sschirm
from cl-21125255.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115891 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21102138 - PX-708 - Review p4 changes for missing docs [Pierre]
Review: Simon
p4rmerge of Change 21125256 by sschirm
from cl-21125256.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115894 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21102219 - PX-709 updated release notes and migration guide
p4rmerge of Change 21125258 by sschirm
from cl-21125258.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115897 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105325 - PX-542: add comment to comment regarding spu in batched queries code.
p4rmerge of Change 21125261 by sschirm
from cl-21125261.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115904 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105351 - Back out changelist 21102045
p4rmerge of Change 21125262 by sschirm
from cl-21125262.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115909 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105521 -
PX-664 - PVD doesn't properly capture SQ flags
PX-665 - PVD's sweep hit capture is probably broken
Details:
- removed QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_CLOSEST_OBJECT / QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_ALL_OBJECTS since they are apparently not used anymore
- refactored CapturePvdOnReturn:
- removed useless struct QType (over-engineered)
- identified / marked unused members. Might vanish later.
- "compression oriented programming" of main code.
- PvdSqHit:
- added explicit PxOverlapHit ctor for overlaps (makes it clearer which ctor is called for each kind of hit)
- captured hit flags in PxRaycastHit and PxSweepHit ctors. This is the part that fixes PX-664.
- PvdSceneQueryCollector:
- re-routed "any hit" functions to complete hit ctors instead of incomplete (PxQueryHit) one. This is the part that fixes PX-665.
- unified names of class members. The previous PvdSceneQueryCollector right here is a good example of why our coding standard doesn't make any sense (the public members all have the "m" prefix as well, nobody ever bothers changing the members' names when they go from private to public).
- "compression oriented programming" of main code.
Review: Ales
p4rmerge of Change 21125263 by sschirm
from cl-21125263.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115915 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105695 - fix compile error
p4rmerge of Change 21125264 by sschirm
from cl-21125264.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115917 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105850 - Back out changelist 21105325
p4rmerge of Change 21125265 by sschirm
from cl-21125265.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115923 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21106057 - [PX-703] Removed comment promising documentation of how all the multi-client callbacks group events together. Interested parties can read the code but the decision over how events are grouped probably shouldn't influence their callback design decisions. Actually submitting (file was checked out but not saved in previous submit)
p4rmerge of Change 21125267 by sschirm
from cl-21125267.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115925 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21106460 - [PX-710] Missing documentation changes.
p4rmerge of Change 21125268 by sschirm
from cl-21125268.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115927 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21110787 - Some minor cloth cleanup, related to PX-711. (r mtamis)
p4rmerge of Change 21125271 by sschirm
from cl-21125271.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115934 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21113806 - PX-707 remove cuda interop for d3d9 (r dduka, kstorey)
p4rmerge of Change 21125273 by sschirm
from cl-21125273.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115938 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21113869 - PxProfiler changes
- Remove ?filename≈ and ?lineno≈:
It is useless for profile zones.
The name of the zone already uniquely describes a place in the SDK. The line numbers are useless when people have local changes in their files anyway (which happens quite a bit for Epic / Unity).
This is also currently not used by PVD so it is unclear why we added it. Filenames are usually long strings that we do not want to transmit over a network.
Review: Ales
p4rmerge of Change 21125275 by sschirm
from cl-21125275.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115941 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21114295 - [PX-716] Fixed assert in broad phase in SampleParticles when using GPU. Reviewed by Michelle
p4rmerge of Change 21125276 by sschirm
from cl-21125276.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115942 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21114587 - [PX-635] CUDA 8 support. Windows and Linux switched to use CUDA 8.0.27. Reviewed/contributed to by Cheng, Simon, Michelle.
p4rmerge of Change 21125279 by sschirm
from cl-21125279.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115945 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21114843 - Articulation helper code only does 1 internal/external solve pass if internal/external coefficients are the same and internal/external iterations are the same. Reviewed by Michelle
p4rmerge of Change 21125282 by sschirm
from cl-21125282.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115949 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21118231 - Profiler changes:
Move CUDA-related parts to specific class. Long term goal is to drop them entirely.
Review: Ales
p4rmerge of Change 21125283 by sschirm
from cl-21125283.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115952 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21119117 - PX-721 PxVolumeCache deprecated [r Pierre]
p4rmerge of Change 21125287 by sschirm
from cl-21125287.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115958 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21124924 - PX-720 PxSpatialIndex deprecated [r Pierre]
p4rmerge of Change 21125289 by sschirm
from cl-21125289.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115964 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21124943 - PX-714 PxConstaintFlag::eDEPRECATED_32_COMPATIBILITY removed [r Simon]
p4rmerge of Change 21125292 by sschirm
from cl-21125292.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115969 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21094813 - start thread additional tests [r Simon]
p4rmerge of Change 21125307 by sschirm
from cl-21125307.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3115970 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Minor fix to PhysX 3.4/APEX 1.4 build for PS4 in //UE4/Dev-Physics-Upgrade.
- Library output path does not need to contain the Visual Studio version.
- Fixup library paths in PhysX.Build.cs
Change 3115973 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21105837 - [PX-494] Disambiguating GPU PhysX APIs not used by GRB.
p4rmerge of Change 21125320 by sschirm
from cl-21125320.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3116047 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] 21125154 - Merging APEX 1.4 trunk and Epic integration branches.
p4rmerge of Change 21127359 by sschirm
from cl-21127359.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3116059 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From trunk] updated and added products - 21124943
p4rmerge of Change 21127711 by sabdulajees
from cl-21127711.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3116069 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
Enable APEX_UE4 define for cmake
p4rmerge of Change 21127770 by sabdulajees
from cl-21127770.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3116073 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
[From Epic] 3112432 - Quickhull cleanup fix. Remove slow check for if actors are simulating.
p4rmerge of Change 21128334 by sabdulajees
from cl-21128334.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3116081 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
Add APEX_UE4 define
Change 3116088 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees
Missed conflicted change in CL 3116047
Change 3116415 on 2016/09/07 by Ori.Cohen
Improve vehicle debug rendering stats to be more meaningful. Also fix lock semantic issue.
Change 3117376 on 2016/09/08 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Update PhysX/APEX compile warnings flags to minimal set needed for a successful build.
Change 3118458 on 2016/09/08 by Dmitry.Rekman
Linux: first iteration of automated cross-build.
- Still relies on make being available on the system.
Change 3118848 on 2016/09/08 by Chris.Babcock
Added PxSharedDir + src/*/include directories for PhysX (not found if APEX not enabled for platform)
Change 3119236 on 2016/09/09 by Keith.Judge
PhysX 3.4 Automation Tool build for Xbox One.
Change 3119788 on 2016/09/09 by Chris.Babcock
Fix all the blank lines (messing up resolves)
Change 3119801 on 2016/09/09 by Chris.Babcock
Change filetype back to text
Change 3119804 on 2016/09/09 by Ori.Cohen
Remove areaTestEpsilon=0 which is no longer needed since we set skin width according to the relative extent of the mesh.
#JIRA UE-35678
Change 3120210 on 2016/09/09 by Dmitry.Rekman
Linux: PhysX libs + changes to make UE4Client built.
Change 3120441 on 2016/09/09 by Chris.Babcock
Android: PhysX libs + changes to make UE4Client build (ARMv7 only!)
Change 3120857 on 2016/09/12 by Nick.Shin
support tool: gnu win32 make
#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
#code.review dmitry.rekman
Change 3120876 on 2016/09/12 by Nick.Shin
HTML5 platform -- PhysX automation tool support
#jira UEPLAT-1324 - Update HTML5 PhysX to CMake
Change 3120881 on 2016/09/12 by Nick.Shin
APEX files for HTML5 builds
NOTE: these are work in progress
- SIMD erros still needs to be looked at
Change 3121162 on 2016/09/12 by Ori.Cohen
Remove unneeded glut and nv ext dll
#JIRA UE-UE-35744
Change 3121209 on 2016/09/12 by Ales.Borovicka
[From trunk] 21146632 - PX-743 fixed convex hull issue
p4rmerge of Change 21146795 by aborovicka
from cl-21146795.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3121707 on 2016/09/12 by Dmitry.Rekman
PhysX: fix path to bundled make.
Change 3122071 on 2016/09/12 by Chad.Garyet
dev-physics upgrade build process
Change 3122096 on 2016/09/12 by Ori.Cohen
Add rb none to auto generated build script
Change 3122098 on 2016/09/12 by Ori.Cohen
Removing regex from json
Change 3122108 on 2016/09/12 by Ori.Cohen
Fixing json to include -- in command line
Change 3122114 on 2016/09/12 by Chris.Babcock
Android: allow speciifying architecture with TargetPlatforms (optional - after platform), ex. Android-arm64
Change 3122123 on 2016/09/12 by Chad.Garyet
fixing typos
Change 3122124 on 2016/09/12 by Chad.Garyet
typo fix
Change 3122128 on 2016/09/12 by Chad.Garyet
typo fix
Change 3122130 on 2016/09/12 by Chad.Garyet
typo fix
Change 3122177 on 2016/09/12 by Chris.Babcock
Android: added libraries (ARMv7, ARM64, x86)
Change 3122200 on 2016/09/12 by Chris.Babcock
Fix bad escape character (\#)
Change 3122739 on 2016/09/13 by Chad.Garyet
Making these full workspaces instead of compiles, compiles cannot submit to p4
Change 3122827 on 2016/09/13 by Dmitry.Rekman
PhysX: fix case sensitive build.
Change 3122944 on 2016/09/13 by Nick.Shin
support tool: gnu win32 make
these are the source codes to the utility
#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
#code.review dmitry.rekman
Change 3123511 on 2016/09/13 by Dmitry.Rekman
Linux: fix building when Cygwin is present.
- Also: don't use Windows tools on non-Windows platforms.
Change 3123529 on 2016/09/13 by Nick.Shin
forgot to submit this in CL: 3120876
Change 3123713 on 2016/09/13 by Michael.Trepka
Support for building PhysX 3.4 and APEX 1.4 with CMake for Mac
Change 3123716 on 2016/09/13 by Michael.Trepka
PhysX 3.4 and APEX 1.4 libraries for Mac
Change 3123718 on 2016/09/13 by Chris.Babcock
Android: added x86_64 (x64) PhysX libraries and cmake changes
Change 3124033 on 2016/09/13 by Ori.Cohen
Change physx auto build to use reconcile instead of mass edit all files. Needed to keep build machines from orphaning change lists on failure.
Change 3124036 on 2016/09/13 by Dmitry.Rekman
Fix compile error due to symbol collision.
Change 3124198 on 2016/09/13 by Ori.Cohen
Fix file search not using the right build suffix for release builds.
Change 3124577 on 2016/09/14 by Ori.Cohen
Fix environment PATH incorrectly dropping paths.
Change 3124897 on 2016/09/14 by Ori.Cohen
Added platforms to physx build machine
Change 3124905 on 2016/09/14 by Chad.Garyet
Swapping dev-physics stream to minimal vstream.
Change 3124928 on 2016/09/14 by Ori.Cohen
Fix android typo
Change 3124940 on 2016/09/14 by Chad.Garyet
adding email notifiers
Change 3125065 on 2016/09/14 by Ori.Cohen
Prevent unsupported platforms from trying to build APEX. Needed for batch processing of many platforms.
Change 3125242 on 2016/09/14 by Ori.Cohen
Remove DLL dependency on PhysXDevice64
Change 3125319 on 2016/09/14 by Dmitry.Rekman
PhysXBuild: speed up make when building Linux.
- Credits for the suggestion go to LukeT.
- Can spawn more than 16 jobs because Win32 make reportedly cannot control its number, but this hasn't been a problem when building locally (might be due to individual jobs being quick).
Change 3125324 on 2016/09/14 by Dmitry.Rekman
Fixes to Linux PhysX.
- Bring missing defines to some Apex libs.
- Set to always include debug info in Linux.
- Set to use response file (for some reason this fixed a build locally despite CMake not using it).
Change 3125420 on 2016/09/14 by Ori.Cohen
Remove caching of bodysetup cooking when there's a warning/error.
Change 3125675 on 2016/09/14 by Dmitry.Rekman
Linux: fix case-sensitive compilation.
Change 3125718 on 2016/09/14 by Dmitry.Rekman
Fix UAT building on Linux.
Change 3125735 on 2016/09/14 by Dmitry.Rekman
Linux: changes for building PhysX natively
- Needed for debugging (proper debug info gets built).
Change 3125868 on 2016/09/14 by Michael.Trepka
iOS support for PhysX 3.4
Change 3125878 on 2016/09/14 by Michael.Trepka
PhysX 3.4 libraries for iOS
Change 3125927 on 2016/09/14 by Dmitry.Rekman
Linux: (better) architecture support.
- Also a fix for Apex not having APEX_UE4 set.
Change 3125937 on 2016/09/14 by Dmitry.Rekman
Linux: more fixes for Apex.
- Minor changes after having APEX_UE4 defined properly.
Change 3126282 on 2016/09/15 by Luke.Thatcher
[PLATFORM] [PS4] [~] Use GNU makefiles for PhysX/APEX PS4 builds, as AutoSDK does not install the required file for MSBuild to work correctly.
- Response files are enabled for PS4 and Linux builds, to fix long/truncated command line errors. The flags for this have been moved to the common.cmake files, and are enabled by the build tool via a command line define switch -DUSE_RESPONSE_FILES=1.
- Simplified PS4 Android and Linux cases in SetupBuildForTargetLibAndPlatform, as they all do exactly the same thing.
- Simplified -j 16 flag handling on Windows build hosts, and enabled for all makefile platforms (currently Linux, PS4 and Android)
- Removed old PS4ToolChain.txt file which was unused.
Change 3126540 on 2016/09/15 by Michael.Trepka
tvOS support for PhysX 3.4
Change 3126541 on 2016/09/15 by Michael.Trepka
PhysX 3.4 libs for tvOS
Change 3126652 on 2016/09/15 by Simon.Schirm
Remove PxShared src includes #rb Ori.Cohen
Change 3126869 on 2016/09/15 by Ori.Cohen
Add mac cmake binary
Change 3126873 on 2016/09/15 by Ori.Cohen
mac to use UE cmake bin
Change 3126895 on 2016/09/15 by Michael.Trepka
Added +x to Mac cmake binary
Change 3126905 on 2016/09/15 by Michael.Trepka
Fixed BuildPhysX.Automation.cs compile errors on Mono
Change 3126910 on 2016/09/15 by Nick.Shin
addendum to: CL: #3120881
APEX files for HTML5 builds
- tested these changes for both PhysX and APEX builds
Change 3126922 on 2016/09/15 by Ben.Marsh
Put Dev-Physics-Upgrade onto the Shared_Compile and UE4_Compile_Mac pools.
Change 3127072 on 2016/09/15 by Ori.Cohen
Improve debug symbols for xbox and ps4
Change 3127194 on 2016/09/15 by Ori.Cohen
Distinguish between cmake and cmake.exe
Change 3127833 on 2016/09/16 by Ales.Borovicka
[From trunk] 21162711 - increased tolerance for refused verts in quick hull
p4rmerge of Change 21162990 by aborovicka
from cl-21162990.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3127960 on 2016/09/16 by Benn.Gallagher
Duplicated clothing holes fix from Dev-Framework
Change 3127982 on 2016/09/16 by Ori.Cohen
Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
Change 3128052 on 2016/09/16 by Ori.Cohen
Fixed incorrect PxMat34Legacy legacy serialization (Owen bug).
Change 3128113 on 2016/09/16 by Ales.Borovicka
[From trunk] 21126371 - Profiler changes
- Remove PxProfileTypes
It looks like nobody understands how to use this:
struct PxProfileTypes
{
enum Enum
{
eNORMAL = 0, //!< ordinary profile zone, starts and ends in same thread
eSTALL = 1, //!< thread is busy but can't progress (example: spin-lock)
eIDLE = 2, //!< thread is idle (example: waiting for event)
eDETACHED = 3, //!< zone crosses thread boundary
eLOCK = 4, //!< thread tries to acquire a lock, reports result on zoneEnd()
eLOCK_SUCCESS = 5, //!< locking mutex succeded, to be passed to zoneEnd()
eLOCK_FAILED = 6, //!< locking mutex failed, to be passed to zoneEnd()
eLOCK_TIMEOUT = 7 //!< locking mutex timed out, to be passed to zoneEnd()
};
};
It seems that only eNORMAL and eDETACHED are used in the SDK, and eDETACHED can be done automatically (see below). It is unclear how the users are supposed to use the other enums.
==> not done fully automatically yet, instead there is now just a bool for detached/regular events. The PVD implementation needs to know in the "start" event if the zone is "detached" or not, so the fully automatic version unfortunately would not work immediately with PVD (at least not without touching the PVD code). Maybe later.
- Return a void pointer from zoneStart. Pass it to zoneEnd.
Most profilers use a scoped object like our own PxProfileScoped class, which stores some data locally (on the stack) in the ?start≈ event, so that it is still available in the ?end≈ event. Unfortunately our virtual interface does not let users do the same in their implementation.
We suffer from this ourselves, in our own PVD implementation. For example in the code below we do the expensive ?getEventIdForName≈ twice with the same event name:
void PvdImpl::zoneStart(const char* eventName, PxProfileTypes::Enum type, uint64_t contextId, const char *filename, int lineno)
{
if ( mProfileZone )
{
uint16_t id = mProfileZone->getEventIdForName(eventName);
void PvdImpl::zoneEnd(const char *eventName, PxProfileTypes::Enum type, uint64_t contextId)
{
if ( mProfileZone )
{
uint16_t id = mProfileZone->getEventIdForName(eventName);
But a regular profiler would not do that: it would store the id as a class member and reuse it in the ?end≈ event. We can allow this kind of optimizations to happen by simply returning a void pointer from ╡zoneStart? and passing it to the ╡zoneEnd? function. We would then return the id as a void pointer, and cast it back to an int16 in zoneEnd.
This is not ideal because the amount of data is limited to the size of a pointer, but this opens the door for some optimizations at least.
p4rmerge of Change 21162866 by aborovicka
from cl-21162866.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128119 on 2016/09/16 by Ales.Borovicka
[From trunk] 21126412 - fixed compile error
p4rmerge of Change 21162870 by aborovicka
from cl-21162870.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128122 on 2016/09/16 by Ales.Borovicka
[From trunk] 21131564 - Remove PxBufferedProfilerCallback.
Review: Ales
p4rmerge of Change 21162874 by aborovicka
from cl-21162874.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128129 on 2016/09/16 by Ales.Borovicka
[From trunk] 21154319 - Remove the PxProfileContext enum.
The rationale is that the default value should be implementation-specific, and thus left to users. "0" makes sense for our implementation (PVD) since we store a scene pointer as our context, but a different user-provided implementation might use for example a scene index instead, in which case 0 would be a completely legal value, and perhaps 0xffffffff would be a more appropriate value for indicating "no context". On top of that, the enum struct itself was questionable since it only defined a single value.
Review: Ales
p4rmerge of Change 21162877 by aborovicka
from cl-21162877.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128134 on 2016/09/16 by Ales.Borovicka
[From trunk] 21159702 - PX-637: Change CreateParticleShapes_Stage1 to launch as a single CTA
p4rmerge of Change 21162880 by aborovicka
from cl-21162880.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128139 on 2016/09/16 by Ales.Borovicka
[From trunk] 21130683 - [PX-516] Joint lock flags. Working on both CPU and GPU. Reviewed by Michelle
p4rmerge of Change 21162901 by aborovicka
from cl-21162901.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128143 on 2016/09/16 by Ori.Cohen
Fix for TryGetVSInstallDir
Change 3128144 on 2016/09/16 by Ales.Borovicka
[From trunk] 21130799 - PX-526 sweep geometry isValid [r Pierre]
p4rmerge of Change 21162904 by aborovicka
from cl-21162904.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128150 on 2016/09/16 by Ales.Borovicka
[From trunk] 21135017 - fixed incorrect geometry sweep validation function
p4rmerge of Change 21162909 by aborovicka
from cl-21162909.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128154 on 2016/09/16 by Ales.Borovicka
[From trunk] 21130972 - Fixed some build warnings produced on iOS.
p4rmerge of Change 21162917 by aborovicka
from cl-21162917.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128159 on 2016/09/16 by Ales.Borovicka
[From trunk] 21131769 - Attempted fix for documentation build error.
p4rmerge of Change 21162918 by aborovicka
from cl-21162918.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128163 on 2016/09/16 by Ales.Borovicka
[From trunk] 21134721 - Remove shadowed variable in constrainMotion in joint projection
p4rmerge of Change 21162924 by aborovicka
from cl-21162924.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128168 on 2016/09/16 by Ales.Borovicka
[From trunk] 21135420 - Re-enabled adaptive force on both GPU and CPU pipelines. Required some semantic changes to the way stabilization works to allow both approaches to leverage "accelScale" to scale gravity. Reviewed by Michelle
p4rmerge of Change 21162929 by aborovicka
from cl-21162929.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128171 on 2016/09/16 by Ales.Borovicka
[From trunk] 21135492 - Fix bug in immediate mode where a PxGeometry was dangerously cast to a Gu::GeometryUnion. It is not guaranteed (or even likely) that the application will be passing a Gu::GeometryUnion so this is likely to result in a crash if a convex hull, mesh or HF were used. Reviewed by Michelle
p4rmerge of Change 21162930 by aborovicka
from cl-21162930.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128173 on 2016/09/16 by Ales.Borovicka
[From trunk] 21139402 - Improve PVD profiling for multiple scenes
Review: Ales
p4rmerge of Change 21162932 by aborovicka
from cl-21162932.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128181 on 2016/09/16 by Ales.Borovicka
[From trunk] 21145313 - Improved support for multi-scenes profiling in PVD (continued)
p4rmerge of Change 21162936 by aborovicka
from cl-21162936.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128184 on 2016/09/16 by Ales.Borovicka
[From trunk] 21145467 - Improved support for multi-scene profiling in PVD (continued)
p4rmerge of Change 21162941 by aborovicka
from cl-21162941.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128188 on 2016/09/16 by Ales.Borovicka
[From trunk] 21145584 - Improved support for multi-scene profiling in PVD (continued)
p4rmerge of Change 21162943 by aborovicka
from cl-21162943.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128189 on 2016/09/16 by Ales.Borovicka
[From trunk] 21146617 - PX-712, PX-507 fixed load of RepX file with kinematic rigid bodies with mesh shapes [r Simon]
p4rmerge of Change 21162947 by aborovicka
from cl-21162947.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128190 on 2016/09/16 by Ben.Marsh
Build PhysX targets in parallel.
Change 3128193 on 2016/09/16 by Ales.Borovicka
[From trunk] 21150008 - PX-722 - PxClientID deprecated [r Kier]
p4rmerge of Change 21162949 by aborovicka
from cl-21162949.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128198 on 2016/09/16 by Ales.Borovicka
[From trunk] 21150053 - Improved support for multi-scene profiling in PVD (continued)
p4rmerge of Change 21162952 by aborovicka
from cl-21162952.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128201 on 2016/09/16 by Ales.Borovicka
[From trunk] 21150234 - fix compile error
p4rmerge of Change 21162956 by aborovicka
from cl-21162956.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128205 on 2016/09/16 by Ales.Borovicka
[From trunk] 21155265 - metadata updated
p4rmerge of Change 21162962 by aborovicka
from cl-21162962.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128211 on 2016/09/16 by Ales.Borovicka
[From trunk] 21159411 - [PX-638] GRB cleanup items. Reviewed by Michelle
p4rmerge of Change 21162982 by aborovicka
from cl-21162982.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128213 on 2016/09/16 by Ales.Borovicka
[From trunk] 21159818 - kinematic rigid repX fix for Android
p4rmerge of Change 21162989 by aborovicka
from cl-21162989.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128222 on 2016/09/16 by Ales.Borovicka
[From trunk] 21150589 - fixes after PxShared and PhysX changes
p4rmerge of Change 21162999 by aborovicka
from cl-21162999.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128228 on 2016/09/16 by Ales.Borovicka
[From trunk] 21159948 - doxygen comments and indents fixes in public interface
p4rmerge of Change 21163009 by aborovicka
from cl-21163009.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128229 on 2016/09/16 by Ales.Borovicka
[From trunk] 21163740 - Fixed race condition in interaction framework. Simplified some code related to triggers/particles/clothing interactions, which does not get run in parallel. This previously shared its implementation with the parallel rigid body interactions but, as a result of some refactoring, it now doesn't. Reviewed by Michelle
p4rmerge of Change 21163978 by aborovicka
from cl-21163978.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128255 on 2016/09/16 by Ori.Cohen
Include platform target in physx libs CL
Change 3128259 on 2016/09/16 by Ori.Cohen
Fix android reference
Change 3128287 on 2016/09/16 by Ales.Borovicka
[From trunk] 21127073 - PX-693 added define PX_EMSCRIPTEN [r Simon]
p4rmerge of Change 21162846 by aborovicka
from cl-21162846.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3128622 on 2016/09/16 by Ori.Cohen
Fix stale cpp in the pvdsdk cmake file.
Change 3128744 on 2016/09/16 by Ori.Cohen
Fix force_inline preventing linker from finding symbols
Change 3128770 on 2016/09/16 by Ben.Marsh
Add a nightly build for Dev-Physics-Upgrade
Change 3128792 on 2016/09/16 by Ori.Cohen
Remove inline entirely as it won't work for some platforms when the definition is not in the same cpp
Change 3128807 on 2016/09/16 by Ben.Marsh
Really split PhysX nodes out onto different agents.
Change 3128835 on 2016/09/16 by Dmitry.Rekman
Linux: Add support for ARM architecture (without APEX).
Change 3128951 on 2016/09/16 by Dmitry.Rekman
Add Linux-ARM to the builder list.
Change 3129006 on 2016/09/16 by Dmitry.Rekman
Fix for adding Linux ARM build.
Change 3129037 on 2016/09/16 by Ori.Cohen
Fix DLL empty warning
Change 3129426 on 2016/09/16 by Ori.Cohen
Refresh DDC key for new physx cooking libs
Change 3129428 on 2016/09/16 by Ori.Cohen
Fix compiler error
Change 3130638 on 2016/09/19 by Ori.Cohen
Add debug symbols to APEX on PS4
Change 3130977 on 2016/09/19 by Ori.Cohen
Undefine APEX_API and PHYSX_API before including physx and apex headers.
Change 3131021 on 2016/09/19 by Ori.Cohen
Add APEX_UE4 as a definition regardless of which module is being built.
#JIRA UE-36044
Change 3131024 on 2016/09/19 by Ori.Cohen
Make sure html5 gets apex ue4 flag
Change 3131517 on 2016/09/19 by Jeff.Farris
Support for speculative CCD.
Change 3131935 on 2016/09/20 by Simon.Schirm
[From trunk] 21163785 - Fixed incorrect PxMat34Legacy legacy serialization (Owen bug in UE4). Removed comment... #rb none
p4rmerge of Change 21175004 by sschirm
from cl-21175004.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3131942 on 2016/09/20 by Marijn.Tamis
[APEX1.4]Async cloth Cooking issue workaround.
Change 3132145 on 2016/09/20 by Simon.Schirm
[From trunk] 21170876 - PX-745 - Remove custom kernel profiling functionality from PxShared, PhysX and APEX #rb none
Review: Simon
p4rmerge of Change 21175012 by sschirm
from cl-21175012.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3132289 on 2016/09/20 by Simon.Schirm
[From trunk] 21175816 - Removed more references to unsupported GPU profiling. Complements 21170876 (r ibychkov) #rb none
p4rmerge of Change 21175823 by sschirm
from cl-21175823.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3132316 on 2016/09/20 by Simon.Schirm
[From trunk] updated and added products (only docs) #rb none
p4rmerge of Change 21175900 by sschirm
from cl-21175900.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3132614 on 2016/09/20 by Ori.Cohen
Allow sweeps with 0 direction to still do an overlap check.
#JIRA UE-35264
Change 3135155 on 2016/09/21 by Jeff.Campeau
PhysX Xbox One Cmake fixes
Change 3135733 on 2016/09/22 by Ales.Borovicka
[From trunk] 21184354 - PX-662 fixed android issues with articulation [r Kier]
p4rmerge of Change 21184355 by aborovicka
from cl-21184355.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3136023 on 2016/09/22 by Sheikh.Dawood.Abdul.Ajees
Remove APEX_UE4 flag for individual platforms
Change 3136245 on 2016/09/22 by Simon.Schirm
[From trunk] 21184998 - Fixed another source of non-determinism reported by FAKT. Reviewed by Michelle, #rb none
p4rmerge of Change 21185183 by sschirm
from cl-21185183.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/
Change 3137891 on 2016/09/23 by Benn.Gallagher
Fix to clothing shutdown to correctly clear fabric factories
Change 3138175 on 2016/09/23 by Ori.Cohen
Fix unused variable warning
#JIRA UE-36363
Change 3139645 on 2016/09/26 by Benn.Gallagher
Fix CEF build failure from Merge
Change 3139706 on 2016/09/26 by Benn.Gallagher
Fixed another merge issue in mcp plugin
Change 3139708 on 2016/09/26 by Ori.Cohen
Remove unused variable in Apex.build.cs
#JIRA UE-36363
Change 3139745 on 2016/09/26 by Ori.Cohen
Fix xbox one not finding physx/apex libs.
Change 3139910 on 2016/09/26 by mason.seay
Removing collision to fix cook error (replicating fix that was made in Odin stream)
UE-36372
Change 3140178 on 2016/09/26 by Jeff.Campeau
Fix Xbox One lib generation warnings (add default language element)
Change 3140179 on 2016/09/26 by Jeff.Campeau
Fix Xbox One compile warning in PhysX source
Change 3140180 on 2016/09/26 by Jeff.Campeau
Fix PhysX build errors (don't dllimport and include all needed libs)
Change 3140235 on 2016/09/26 by Jeff.Campeau
Fix a couple more compile warnings from typos
[CL 3140364 by Ori Cohen in Main branch]
#lockdown Nick.Penwarden
#rb none
#codereview Andrew.Grant
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2845744 on 2016/01/27 by Andrew.Grant
Merging from //Orion/Dev-General @ 2845681
Change 2849210 on 2016/01/29 by Andrew.Grant
Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating
Change 2854307 on 2016/02/03 by Andrew.Grant
Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating
Change 2880059 on 2016/02/24 by Andrew.Grant
Merging //Orion/Dev-General @ 2879808
Change 2891205 on 2016/03/02 by Andrew.Grant
Merging //Orion/Dev-General @ 2889885
Change 2904080 on 2016/03/10 by Andrew.Grant
Merging using //Orion/Dev-General @ 2902652
Change 2950235 on 2016/04/20 by Andrew.Grant
Automerged files from Dev-General
Change 2976227 on 2016/05/12 by Andrew.Grant
Autoresolved files from using //Orion/Dev-General
Change 3016193 on 2016/06/16 by Andrew.Grant
Merging //Orion/Dev-General @ 3015761
Change 3033336 on 2016/06/29 by Andrew.Grant
Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating
Change 3037514 on 2016/07/05 by Andrew.Grant
Merging from //Orion/Dev-General @ 3037465
Change 3091216 on 2016/08/16 by Andrew.Grant
Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating
Change 3107127 on 2016/08/30 by Andrew.Grant
Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating
Change 3129090 on 2016/09/16 by Andrew.Grant
Autoresolved files from Dev-Gen @ 3130045
Change 3130536 on 2016/09/19 by Andrew.Grant
To Resolve
Change 3130537 on 2016/09/19 by Andrew.Grant
Tricky merges?
Change 3130810 on 2016/09/19 by Andrew.Grant
Merging from //Orion/Dev-General @ 3130045
Change 3130880 on 2016/09/19 by Andrew.Grant
Blueprint fix
Change 3131009 on 2016/09/19 by Andrew.Grant
removed spammy warning
Change 3131216 on 2016/09/19 by Andrew.Grant
Content fixes for Orion-Staging
Change 3131700 on 2016/09/19 by Andrew.Grant
Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)
Change 3132144 on 2016/09/20 by Andrew.Grant
Merging test framework work from Dev-General
Change 3132154 on 2016/09/20 by Andrew.Grant
Fix for linux client
Change 3132179 on 2016/09/20 by Andrew.Grant
Fixed breakages due to latest //UE4/Main
Change 3132948 on 2016/09/20 by Andrew.Grant
Fix for UE-36216 (replicating 3125764 from ForniteMain)
Change 3133103 on 2016/09/20 by Andrew.Grant
Added EpicCMSUIFramework and CommonUI to Fortnite plugin
Change 3133327 on 2016/09/20 by Andrew.Grant
Orion automation improvements
Change 3133555 on 2016/09/20 by Andrew.Grant
FIx for UE-36226
Change 3133996 on 2016/09/21 by Andrew.Grant
REbuilt texture streaming
Change 3134204 on 2016/09/21 by Andrew.Grant
Merging audio files from Orion with correct compression settings
Change 3134205 on 2016/09/21 by Andrew.Grant
Fix for gameplay tag ordering from Orion, and fix for soak test report numbers
Change 3134206 on 2016/09/21 by Andrew.Grant
Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)
[CL 3135156 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
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
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
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
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
===================
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]