#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]
#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
#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]
===================
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]
Added MobileDeviceInterface.dll to UAT Build products as it's now a direct dependency
#rb Ben.Marsh
#lockdown Nick.Penwarden
[CL 3127961 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
+ Remove other non AnyCPU platforms
+ Ensure all AnyCPU targets actually use the AnyCPU architecture
+ Clean up inconsistent references and paths
#rb ben.marsh
#lockdown ben.marsh
[CL 3125996 by Brent Pease in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3114846 on 2016/09/06 by Bob.Tellez
#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.
Change 3114805 on 2016/09/06 by Bob.Tellez
#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.
#JIRA FORT-29511
Change 3112750 on 2016/09/02 by Bob.Tellez
#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.
Change 3108977 on 2016/08/31 by Jeff.Campeau
Virtual keyboard support for Xbox One
Text set by virtual keyboards is now submitted on the main thread through an internal tick
Change 3108956 on 2016/08/31 by Chris.Gagnon
Added "ClientOnly" module type to the build tools.
Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
Cleaned up some duplicated code which attributted to the rot most likely
Change 3108879 on 2016/08/31 by Jeff.Campeau
Eliminate binary renaming (allows side by side configs)
Handle multiple binaries
Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)
Change 3108876 on 2016/08/31 by Jeff.Campeau
Fix a manifest generation bug that was eating a character on conjoined values.
Change 3108511 on 2016/08/31 by Billy.Bramer
- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
- Note that this change does not have any validity checking as of yet
Change 3108199 on 2016/08/31 by Ben.Woodhouse
Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.
Change 3107825 on 2016/08/31 by Ben.Woodhouse
Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts
#jira UE-35359
Change 3107197 on 2016/08/30 by Chris.Gagnon
Added ClientOnly option for Modules:
...
"Modules" :
[
{
"Name" : "PluginName",
"Type" : "ClientOnly",
"LoadingPhase" : "Default"
}
]
...
(example taken from a plugin definition)
Change 3104551 on 2016/08/29 by Lukasz.Furman
potential fix for crash in ability cancelling
#jira FORT-29200
Change 3104469 on 2016/08/29 by Lukasz.Furman
added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
#jira FORT-29198
Change 3103529 on 2016/08/26 by Jeff.Campeau
Xbox One keyboard shift is sometimes unresponsive
Change 3103523 on 2016/08/26 by Jeff.Campeau
Aug XDK era launch bug fixed
Change 3103183 on 2016/08/26 by Jeff.Campeau
August XDK support
Change 3102360 on 2016/08/26 by James.Hopkin
Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.
Change 3099375 on 2016/08/24 by Lukasz.Furman
added sanity check to UAnimInstance::Montage_Play
#jira FORT-28140
Change 3097832 on 2016/08/23 by Chad.Garyet
moving set_latest_build out of notifications section, was put there accidentally
Change 3097139 on 2016/08/22 by Aaron.McLeran
FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device
- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8
-#rb Bob.Tellez
#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3096552 on 2016/08/22 by Ben.Marsh
Fix killing adb.exe instead of notepad.exe.
Change 3096473 on 2016/08/22 by Ben.Marsh
Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.
Change 3096459 on 2016/08/22 by Ben.Marsh
Remove taskkill call for now.
Change 3096450 on 2016/08/22 by Ben.Marsh
Use system function instead of backticks to prevent errors killing job.
Change 3096449 on 2016/08/22 by Ben.Marsh
Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.
Change 3096272 on 2016/08/22 by Chad.Garyet
trying to remove postpfilter to see if that might be the stdout/err issue
Change 3095369 on 2016/08/19 by Ben.Zeigler
#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate
This will need updating when merging to Main to deal with the module changes
Change 3095002 on 2016/08/19 by James.Hopkin
Fixed another case of integers being cast to floats before being written to JSON.
#jira FORT-28694
Change 3094834 on 2016/08/19 by Chad.Garyet
trying a close of stdout and stderr to see if that remedies the ai test issue
Change 3094719 on 2016/08/19 by John.Abercrombie
Force a net update on the Avatar Actor whenever we start or stop a new Montage
Change 3094487 on 2016/08/19 by James.Hopkin
JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).
Change 3092389 on 2016/08/17 by Chad.Garyet
more caveman debugging, skipping email notification if node is the fortnite ai test node.
Change 3090898 on 2016/08/16 by Aaron.McLeran
FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData
Implementing CL 3080958 in FN
Change 3090761 on 2016/08/16 by Chris.Gagnon
Added initial pass of safe zone suport to the front end.
Change 3090734 on 2016/08/16 by John.Abercrombie
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
Change 3090405 on 2016/08/16 by Chad.Garyet
checking in caveman debugging for fortnite ai test node
Change 3089743 on 2016/08/15 by Ben.Zeigler
#jira FORT-28235
When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
There may be a better slate-level solution to this issue
Change 3088178 on 2016/08/12 by Saul.Abreu
Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.
Change 3087372 on 2016/08/12 by James.Hopkin
Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.
Change 3084836 on 2016/08/10 by Lina.Halper
Fix crash with retargeting additive anim montage
Change 3083188 on 2016/08/09 by Bob.Tellez
#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.
Change 3082835 on 2016/08/09 by Bob.Tellez
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3082621 on 2016/08/09 by Lukasz.Furman
fixed accessing empty navigation data in crowd's path processing
#jira FORT-27847
Change 3081749 on 2016/08/08 by Saul.Abreu
#jira UE-34104
Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.
Change 3081596 on 2016/08/08 by John.Abercrombie
Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state
Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.
Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.
(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.)
#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping
Change 3081536 on 2016/08/08 by Daniel.Broder
Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.
#UE4 #NoReleaseNotes
Change 3080679 on 2016/08/08 by Simon.Tovey
Increased threshold to ignore stall warning on partilce async work.
Increased precision of error message.
May still fire and still needs looking into properly.
If it does fire still I'll make it a higher priority.
Change 3080652 on 2016/08/08 by Chad.Garyet
Merging token scripts from ue4 main to fortnite
changed fornite main json scheduled builds to all use skiptargetswithouttickets
Change 3079357 on 2016/08/05 by John.Abercrombie
Character movement components can now be throttled
- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
- Character movement components are throttled based on their current NetUpdateRate
All character movement components are updated by the Game State
- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it
Change 3078666 on 2016/08/05 by Simon.Tovey
Disabling some log spam for particles.
Change 3072992 on 2016/08/01 by Jonathan.Lindquist
Fixing a bug related to weld object seams
Change 3070991 on 2016/07/29 by Fred.Kimberley
Allow aggregators to perform calculations while ignoring multiple GEs.
Change 3070518 on 2016/07/29 by Bob.Tellez
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3069605 on 2016/07/28 by Bob.Tellez
#UE4 SScrollBox now works with invalidation panels.
Change 3069600 on 2016/07/28 by Bob.Tellez
#UE4 SMenuAnchor now works with invalidation panels.
Change 3069583 on 2016/07/28 by Bob.Tellez
#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.
Change 3068935 on 2016/07/28 by Bob.Tellez
[AUTOMERGE]
#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.
#JIRA FORT-27836
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.
Change 3068422 on 2016/07/28 by John.Pollard
Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#tests Live game + replays
Change 3067537 on 2016/07/27 by Bob.Tellez
[AUTOMERGE]
#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.
#JIRA FORT-26696
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.
Change 3065138 on 2016/07/26 by Josh.Markiewicz
#UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix)
- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
- *BUG REPRO*
- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
- DestroySession would remove the named session while the previous CreateSession was in flight
- A new CreateSession could be called afterward because the previous named session was removed
- the first CreateSession would finish and give the session a valid SessionInfo
- the second CreateSession would finish and assert that the SessionInfo should be invalid
#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more
Change 3064932 on 2016/07/26 by Tim.Tillotson
Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.
#JIRA UE-33426
Change 3064743 on 2016/07/26 by Mark.Satterthwaite
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira FORT-27685
Change 3063870 on 2016/07/25 by Lukasz.Furman
fixed navlink area class assignment, again
custom link definitions were exporting from CDO without initializing data first
#jira FORT-27713
Change 3063747 on 2016/07/25 by Bob.Tellez
#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS
#JIRA
Change 3063500 on 2016/07/25 by Bob.Tellez
#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.
Change 3063317 on 2016/07/25 by Lukasz.Furman
fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
#fortnite
Change 3063224 on 2016/07/25 by Bob.Tellez
#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.
Avoid adding widgets to the hittest grid more than once.
Change 3063188 on 2016/07/25 by Lukasz.Furman
removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
#jira FORT-27186
Change 3062338 on 2016/07/22 by Aaron.McLeran
FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.
#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3061806 on 2016/07/22 by Ben.Zeigler
#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack
Change 3061790 on 2016/07/22 by Ben.Zeigler
#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
Related to changes made on Orion in CL #2878992
Change 3060590 on 2016/07/21 by Mark.Satterthwaite
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
Change 3060542 on 2016/07/21 by Bob.Tellez
#UE4 Made SetIsEnabled and SetVisibility virtual.
Change 3058876 on 2016/07/20 by Aaron.McLeran
FORT-25593 Mac crash when idling in zone with screen locked
Adding logging when failing to update AuGraph and not asserting.
Change 3058653 on 2016/07/20 by Bob.Tellez
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3058568 on 2016/07/20 by Bob.Tellez
#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.
Change 3058203 on 2016/07/20 by Bob.Tellez
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3056767 on 2016/07/19 by Bob.Tellez
#UE4 Speculative DetachLinker crash fix.
#JIRA FORT-27335
Change 3056665 on 2016/07/19 by John.Abercrombie
Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius
Change 3054368 on 2016/07/18 by Lina.Halper
- moved removing notifies to end of montage event
- that way between blending out to terminate, it still can trigger notifies.
#code review: Martin.Wilson, John.Abercrombie
Change 3054109 on 2016/07/18 by Bob.Tellez
#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.
Change 3053831 on 2016/07/18 by Lina.Halper
#Anim montage recursive issue: Make sure to check valid before additive
#code review: Bob.Tellez
Change 3052641 on 2016/07/15 by Bob.Tellez
#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.
Change 3052601 on 2016/07/15 by Daniel.Broder
EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).
#ReleaseNoteAbove^^
Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.
#UE4 #ReleaseNote!
Change 3052201 on 2016/07/15 by Rob.Cannaday
Fix for broken party state when timeout on receiving leave request response
Execute delegate after marking the party in a disconnected state
#jira FORT-25362
Change 3050944 on 2016/07/14 by Bob.Tellez
#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0
Change 3050352 on 2016/07/14 by Olaf.Piesche
#jira UE-32058
Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.
Change 3049049 on 2016/07/13 by Bob.Tellez
#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.
#JIRA FORT-27030
Change 3048186 on 2016/07/13 by John.Abercrombie
Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators
Change 3046531 on 2016/07/12 by Bob.Tellez
#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.
#JIRA FORT-26683
Change 3046134 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
Change 3045544 on 2016/07/11 by Bob.Tellez
#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.
Change 3045101 on 2016/07/11 by Fred.Kimberley
Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.
Change 3045035 on 2016/07/11 by John.Abercrombie
UpdateMoveFocus will only clear the focus if the path following component is idle
- Keeps the AI rotated in the correct direction when movements get paused
Change 3044883 on 2016/07/11 by Mark.Satterthwaite
Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
#jira FORT-26879
Change 3044819 on 2016/07/11 by Carlos.Cuello
Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR
Change 3044683 on 2016/07/11 by Bob.Tellez
#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.
Change 3044581 on 2016/07/11 by Nick.Cooper
#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect
#jira FORT-23140
Change 3043726 on 2016/07/08 by Billy.Bramer
- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
- UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
- Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture
- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
- Misc ability system cleanup (fix typos, etc.)
Change 3043152 on 2016/07/08 by Daniel.Broder
Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.)
#UE4 #NoReleaseNotes
Change 3041765 on 2016/07/07 by John.Abercrombie
Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn
Change 3041664 on 2016/07/07 by Bob.Tellez
#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#JIRA FORT-25983
Change 3040645 on 2016/07/06 by Bob.Tellez
#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.
Change 3039969 on 2016/07/06 by Billy.Bramer
- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly
Change 3036256 on 2016/07/01 by Bob.Tellez
#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.
Change 3036173 on 2016/07/01 by Ben.Salem
Get FTests running sequentially. And, actually, running at all in non-editor.
Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.
Change 3035551 on 2016/07/01 by John.Abercrombie
Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
- CL 3034853 contained the original change
Change 3035152 on 2016/06/30 by Daniel.Broder
Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience).
#ReleaseNoteAbove
The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box.
Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes.
Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".
NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/
#UE4 #ReleaseNoteAtTop
Change 3034918 on 2016/06/30 by William.Ewen
Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.
Change 3034853 on 2016/06/30 by John.Abercrombie
When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list
Change 3033507 on 2016/06/29 by Ben.Zeigler
#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch
Change 3033413 on 2016/06/29 by Daniel.Wright
Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
* Useful for reducing self shadowing on meshes that have ambient animation
Change 3033343 on 2016/06/29 by Billy.Bramer
- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)
Change 3032888 on 2016/06/29 by Billy.Bramer
- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers
Change 3031800 on 2016/06/28 by Jonathan.Lindquist
new exr texture
Change 3030807 on 2016/06/28 by Lukasz.Furman
added more debug logs for rare navmesh raycast crash
#jira FORT-22373
Change 3030624 on 2016/06/28 by Lukasz.Furman
switching navgraph to use FMetaNavMeshPath
#fortnite
Change 3030002 on 2016/06/27 by Ben.Zeigler
Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.
Change 3029720 on 2016/06/27 by Ben.Zeigler
Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken
Change 3029574 on 2016/06/27 by Bob.Tellez
#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.
Change 3027275 on 2016/06/24 by Billy.Bramer
- First pass of adding evaluation channel support to non-instant gameplay effects
- Evaluation channels allow for game-specific control over the order of modifier evaluation
- Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
- Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
- By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
- Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
- Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
- Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects
- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes
Change 3022931 on 2016/06/22 by Nick.Cooper
#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV
Change 3021845 on 2016/06/21 by Carlos.Cuello
Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.
#jira Fort-25978
Change 3021800 on 2016/06/21 by Lukasz.Furman
adding function to query if navmesh was initialized in given radius
#jira FORT-24487
Change 3021777 on 2016/06/21 by Martin.Mittring
UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
content that used SkyLight OcclusionTint feature will look different and might need a retweak.
a brighter (~ 3-4 times) and less vibrant color results in a similar look
#code_review:Jonathan.Lindquist
[CL 3123852 by Bob Tellez in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106830 on 2016/08/30 by Daniel.Lamb
Fix hang in cooker caused by not processing async shader compilation.
#test cook shootergame git hub
#jira UE-35329
Change 3104890 on 2016/08/29 by Marc.Audy
Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
#jira UE-35280
Change 3104847 on 2016/08/29 by Dan.Oconnor
Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
#jira UE-35276
Change 3104828 on 2016/08/29 by Marc.Audy
Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
#jira UE-35280
Change 3104706 on 2016/08/29 by Dan.Oconnor
Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
#jira UE-35276
Change 3104329 on 2016/08/29 by Marcus.Wassmer
Fix PostProcess materials being broken in SM4
#jira UE-35267
Change 3103964 on 2016/08/28 by Mitchell.Wilson
Rebuildt lighting in Content Examples lighting level
#jira UE-34656
Change 3103819 on 2016/08/27 by nick.bullard
Submitting change as fallback for next build
#jira UE-29618
Change 3103810 on 2016/08/27 by Daniel.Wright
Point and spot lights are now supported in orthographic projections using standard deferred
#jira UE-35198
Change 3103756 on 2016/08/27 by Steve.Robb
Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h
#jira UE-34361
Change 3103632 on 2016/08/26 by Steve.Robb
Fixes for FGCObject usage. Hopefully will fix partially-initalized pointers being passed to the GC.
#jira UE-34361
Change 3103541 on 2016/08/26 by Marcus.Wassmer
Duplicate 3102654
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3103313 on 2016/08/26 by Mitchell.Wilson
Rebuilt lighting on multiple levels in Content Examples
#jira UE-34656
Change 3103283 on 2016/08/26 by Mark.Satterthwaite
Mac binaries for hlslcc update in CL #3076397.
#jira UE-32629
Change 3103126 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
PULLING from CL: #3102900
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3102929 on 2016/08/26 by Marc.Audy
Don't display inaudible sounds when using stat soundcues
#jira UE-35237
Change 3102563 on 2016/08/26 by Matthew.Griffin
Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux
Change 3102491 on 2016/08/26 by Matthew.Griffin
Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts
Change 3102424 on 2016/08/26 by Matthew.Griffin
Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac
Change 3102265 on 2016/08/26 by Jack.Porter
Fixed crash due to landscape texture streaming on iOS referring to PC-only data
#jira UE-34874
Change 3102194 on 2016/08/25 by Zabir.Hoque
Fix FD3D12ResouceLocation being created without a valid device.
#jira UE-35137
Change 3102079 on 2016/08/25 by Chris.Babcock
Fix Android OnControllerConnectionChange event to return right controller ID
#jira UE-25697
#ue4
#android
Change 3102001 on 2016/08/25 by Jeff.Campeau
Force root path for era.xvd
#jira UE-35138
Change 3101468 on 2016/08/25 by Peter.Sauerbrei
fix for no debug information in development, debug, debug game, or test
#jira UE-35203
Change 3100475 on 2016/08/24 by Jeff.Campeau
Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).
#jira UE-35138
Change 3100347 on 2016/08/24 by Max.Preussner
Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)
#jira UE-35162
Change 3100277 on 2016/08/24 by Jeremiah.Waldron
Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case
Copied from Dev-Platform CL 3100246
#jira UE-35173
Change 3100244 on 2016/08/24 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3100076 on 2016/08/24 by Dmitry.Rekman
Fix crash on Linux server start (UE-35102)
- Avoid initializing VR resources on servers.
- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.
#jira UE-35102
Change 3099964 on 2016/08/24 by Graeme.Thornton
Make sure hot reload is disabled in all server builds
#jira UE-35140
Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt
Fix crash when deleting sample content from a project. At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely. This is fine as the cleaned up object is already deleted. We just need to check for nulls in the object to delete array
#jira UE-35104
Change 3099744 on 2016/08/24 by Mitchell.Wilson
Rebuilt lighting and geometry on Sanctuary map.
#jira UE-34991
Change 3099707 on 2016/08/24 by Mitchell.Wilson
Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
#jira UE-34856
Change 3099660 on 2016/08/24 by Chris.Babcock
Make SPIRV default shader format for Vulkan on Android
#jira UE-35159
#ue4
#android
Change 3099629 on 2016/08/24 by Tom.Looman
Fixed issue in VR Template with floating teleport indicator.
#jira ue-35145
Change 3099570 on 2016/08/24 by Peter.Sauerbrei
development provision out of date which was causing Game Center to ignore login requests
#jira UE-35089
Change 3099442 on 2016/08/24 by Gareth.Martin
Fixed landscape accidentally being made blueprintable in 4.13
#jira UE-35147
Change 3099304 on 2016/08/24 by Benn.Gallagher
Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
#jira UE-35030
Change 3099232 on 2016/08/24 by Max.Preussner
Fixed non-unity build.
#jira UE-35124
Change 3099148 on 2016/08/24 by Matthew.Griffin
Normalize path separators of ParentDir so that check against root build storage directory succeeds
Change 3099137 on 2016/08/24 by Matthew.Griffin
Added node to Clean old Packaged Samples now that we're happy they're working correctly
Change 3099133 on 2016/08/24 by Matthew.Griffin
Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts
Change 3099082 on 2016/08/24 by Matthew.Griffin
Adding token for Github promotion step so that it can't be run twice
Change 3099028 on 2016/08/24 by Max.Chen
Movie Capture: Fix matinee movie capture not getting ticked
#jira UE-35116
Change 3098890 on 2016/08/23 by Max.Preussner
PS4Media: Implemented an option to play audio tracks via the OS sound mixer
#jira UE-35125
Change 3098887 on 2016/08/23 by Max.Preussner
WmfMedia: Moved settings into shared module
#jira UE-35124
Change 3098700 on 2016/08/23 by Leslie.Nivison
Updating UE credits
#jira UEPROD-879
Change 3098682 on 2016/08/23 by Mark.Satterthwaite
Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
#jira UE-35117
Change 3098645 on 2016/08/23 by Marc.Audy
Handle RegisterSoundClasses on the AudioThread correctly
#jira UE-35130
Change 3098591 on 2016/08/23 by Mitchell.Wilson
Back out changelist 3095222
#jira UE-35120
Change 3098579 on 2016/08/23 by Max.Preussner
WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)
#jira UE-35124
#jira UEPLAT-1375
Change 3098559 on 2016/08/23 by Marc.Audy
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
Change 3098461 on 2016/08/23 by Richard.TalbotWatkin
Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error. Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything. Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor
Change 3098451 on 2016/08/23 by Peter.Sauerbrei
fix for low end devices which don't support arm64 not being able to install on device
#jira UE-35109
Change 3098425 on 2016/08/23 by Olaf.Piesche
replicating CL 3098418
#jira UE-34838
Change 3098415 on 2016/08/23 by Max.Preussner
MediaAssets: Fixed image sink not being reset (UE-35114)
#jira UE-35114
Change 3098389 on 2016/08/23 by Chris.Babcock
Add Android Mediaplayer GetInfo support
#jira UE-35111
#ue4
#android
Change 3098181 on 2016/08/23 by Jeff.Fisher
UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
-duplicating fix in dev-VR for 4.13
-Replace the assert & return with logging. Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode. Dialogs may not function, however.
#jira UEVR-134
Change 3098111 on 2016/08/23 by Ben.Marsh
UAT: Insert quotes as appropriate when printing out the command line for a command.
Change 3098082 on 2016/08/23 by Ben.Marsh
EC: Fix missing argument to build_agent_setup().
Change 3098076 on 2016/08/23 by Ben.Marsh
Tidy up token diagnostic messages.
Change 3098065 on 2016/08/23 by Ben.Marsh
EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.
Change 3097830 on 2016/08/23 by Max.Chen
Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).
#jira UE-35092
Change 3097829 on 2016/08/23 by Gareth.Martin
Fixed crash loading a landscape level after deleting a layer info it depends on
#jira UE-35059
Change 3097700 on 2016/08/23 by Mason.Seay
Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)
#jira UE-29618
Change 3097687 on 2016/08/23 by Ben.Woodhouse
Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.
#jira UE-32221
Change 3097667 on 2016/08/23 by Mitchell.Wilson
Rebuilt geometry to resolve rebuilt pop up when launching the project.
#jira UE-34991
Change 3097664 on 2016/08/23 by mason.seay
Deleted old blueprint
#jira UE-29618
Change 3097622 on 2016/08/23 by Ben.Marsh
BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.
Change 3097602 on 2016/08/23 by Ben.Marsh
Remove dependency on DeploymentInterface from UAT modules.
Change 3097592 on 2016/08/23 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Number of smoothing groups should equal number of faces not indices
#jira UE-35026
Change 3097574 on 2016/08/23 by Gareth.Martin
Fixed crash importing a heightmap larger than the landscape
#jira UE-35054
Change 3097361 on 2016/08/22 by Max.Chen
Sequencer: Move ExportEDL to close()
#jira UE-35032
Change 3097297 on 2016/08/22 by Jeff.Campeau
LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
Reset the lib path for XP in UEBuildWindows.cs
#jira UE-31243, UE-32421
Change 3097292 on 2016/08/22 by Max.Chen
Sequencer: Fix export not writing out edl files.
#jira UE-35032
Change 3097176 on 2016/08/22 by Mike.Beach
Mirroring CL 3097150 from Dev-BP
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097161 on 2016/08/22 by Aaron.McLeran
#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue
Change 3097128 on 2016/08/22 by Dmitry.Rekman
Linux: fix crash on exit (UE-34909).
- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
- This is a patch, issue will be addressed properly in UE-35074.
#jira UE-34909
Change 3097126 on 2016/08/22 by Marc.Audy
Reenable stat soundmixes
Fix long names not having a unique enum value
#jira UE-35070
Change 3096987 on 2016/08/22 by Max.Preussner
Media: Fixed media not playing on Android (UE-34898)
#jira UE-34898
Change 3096843 on 2016/08/22 by Marc.Audy
Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
#jira UE-35055
Change 3096732 on 2016/08/22 by Marc.Audy
Just use the default physics volume if there is no WorldSettings object
#jira UE-35060
Change 3096448 on 2016/08/22 by Mitchell.Wilson
Removed "Gear:" from HUD to be consistant with C++ version of template.
#jira UE-34756
Change 3096447 on 2016/08/22 by Gareth.Martin
Fixed crash running Landscape levels on mobile
#jira UE-34874
Change 3096399 on 2016/08/22 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning.
#jira UE-35012
Change 3096364 on 2016/08/22 by alan.willard
Checkin to update engine version.
#jira UE-34683
Change 3096358 on 2016/08/22 by Jurre.deBaare
Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
#misc added check + error message when trying to import an invalid frame range
#jira UE-35014
Change 3096309 on 2016/08/22 by Jurre.deBaare
Materials are not imported with an alembic cache when it is reimported
#fix Notify asset registry of created materials (to make them visible in content browser immediately)
#jira UE-35038
Change 3096271 on 2016/08/22 by Peter.Sauerbrei
fix for incorrect architecture list in generated plist
#jira UE-35002
Change 3096255 on 2016/08/22 by Gareth.Martin
Fixed Mac compile of CL 3096155
#jira UE-34574
Change 3096220 on 2016/08/22 by Jurre.deBaare
Alembic importer does not remove duplicate verts in skeletal mesh
#fix Added duplicate vertex removal to skeletal mesh import path
#jira UE-35025
Change 3096215 on 2016/08/22 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Check for the import settings flag and generate normals/smoothing groups accordingly
#JIRA UE-35026
Change 3096191 on 2016/08/22 by Jurre.deBaare
Should force import type to remain the same when reimporting any Alembic assets
#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
#jira UE-35024
Change 3096188 on 2016/08/22 by Jurre.deBaare
Crash when PIE after reimporting a geometry cache alembic file with materials
#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
#jira UE-35020
Change 3096187 on 2016/08/22 by Mitchell.Wilson
Re-saving level again to resolve vetex paint warning.
#jira UE-34662
Change 3096155 on 2016/08/22 by Gareth.Martin
Fixed another missing shader crash in landscape editor
#jira UE-34574
Change 3096132 on 2016/08/22 by Jack.Porter
Fixed issue with missing landscape components in ElementalDemo
#jira UE-34918
Change 3096116 on 2016/08/22 by Mitchell.Wilson
Adding D-pad controls for certain controllers
#jira UE-34726
Change 3096089 on 2016/08/22 by Matthew.Griffin
Adding Tokens to Installed Build to avoid clashes
Change 3096082 on 2016/08/22 by Joe.Conley
Small PS4 save data fix.
Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam
#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4
Change 3096046 on 2016/08/22 by Richard.TalbotWatkin
PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
Also fixed some other issues introduced with the recent spline code changes.
#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint
Change 3095848 on 2016/08/21 by Dmitriy.Dyomin
Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
#jira UE-35015
Change 3095540 on 2016/08/19 by Gareth.Martin
Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
#jira UE-34794
Change 3095248 on 2016/08/19 by Mitchell.Wilson
Updating PostProcessing level Screen Percentage to be more noticable.
#jira UE-34950
Change 3095247 on 2016/08/19 by Nick.Whiting
Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.
#jira UE-34970
Change 3095222 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Elemental Demo to resolve vert paint warnings
#jira UE-34864
Change 3095119 on 2016/08/19 by Lauren.Ridge
Reverting TapJoy implementation in Unreal Match 3
#jira UE-33256
Change 3095094 on 2016/08/19 by Mark.Satterthwaite
Fix black flickering in Metal rendering when using Metal SM5:
- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
#jira UE-34917
Change 3095058 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Showdown to resolve vert paint warnings.
#jira UE-34722
Change 3094985 on 2016/08/19 by Benn.Gallagher
Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
#jira UE-34832
Change 3094957 on 2016/08/19 by Mitchell.Wilson
Updating spelling errors on multiple levels in Content Examples.
#jira UE-34910 UE-34907 UE-34911
Change 3094924 on 2016/08/19 by Marc.Audy
Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#jira UE-34951
#author aaron.mcleran
Change 3094644 on 2016/08/19 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning
#jira UE-34846
Change 3094641 on 2016/08/19 by Mitchell.Wilson
Updated location of Ledge_17
#jira UE-34848
Change 3094606 on 2016/08/19 by Lina.Halper
#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#jira : UE-34886
Change 3094500 on 2016/08/19 by Matthew.Griffin
Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration
Change 3094477 on 2016/08/19 by Gareth.Martin
Fixed crash loading old Landscape levels with tessellation
#jira UE-34877
Change 3094472 on 2016/08/19 by Gareth.Martin
Fixed crash loading old landscape levels with bad collision in standalone uncooked game
#jira UE-34843
Change 3094471 on 2016/08/19 by Graeme.Thornton
Mark PC platforms as not exiting immediately after launching when using UAT
- Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits
#jira UE-34788
Change 3094362 on 2016/08/19 by Max.Chen
Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.
#jira UE-34459
Change 3093997 on 2016/08/18 by Mitchell.Wilson
Added gamepad keybinding for breaking free at the beginning of platformer game.
Updated jump and slide gamepad controls to be left stick up/down
#jira UE-34726
Change 3093979 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093893 on 2016/08/18 by Max.Chen
Back out changelist 3093883
#jira UE-32141
Change 3093883 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093699 on 2016/08/18 by Dmitry.Rekman
Linux: fixed crash on converting BSP shapes to mesh (UE-28322).
- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.
#jira UE-28322
Change 3093613 on 2016/08/18 by Alan.Willard
Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
#jira UE-34683
Change 3093544 on 2016/08/18 by Mitchell.Wilson
Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
#jira UE-34419
Change 3093328 on 2016/08/18 by James.Golding
Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
#jira UE-34015
Change 3093255 on 2016/08/18 by Matthew.Griffin
Corrected case of output folder so that it's not treated as different folder on Linux
Change 3093236 on 2016/08/18 by Allan.Bentham
Fix android VK crashes.
#jira UE-33593
Change 3093129 on 2016/08/18 by Benn.Gallagher
Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
#jira UE-34739
Change 3092702 on 2016/08/17 by Mark.Satterthwaite
Fix playback of movies on Mac/iOS that have spaces in the filename.
#jira UE-34857
Change 3092565 on 2016/08/17 by Dmitry.Rekman
Fixed incorrect window size in fullscreen (UE-19996).
"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.
The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.
#jira UE-19996
Change 3092550 on 2016/08/17 by Chris.Babcock
Add exception trap for failing to save OBB
#jira UE-34852
#ue4
#android
Change 3092508 on 2016/08/17 by Chris.Babcock
Force OBB to never use Zip64 format
#jira UE-34849
#ue4
#android
Change 3092431 on 2016/08/17 by Chris.Babcock
Correct reading past end of central directory in OBB
#jira UE-34841
#ue4
#android
Change 3092407 on 2016/08/17 by Lauren.Ridge
Adding config for TapJoy
#jira UE-33256
Change 3092346 on 2016/08/17 by Mark.Satterthwaite
Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
- Disable RHI thread on Nvidia on Mac OS X El Capitan.
- Fix Metal validation error - ForwardLocalLightBuffer in LightGridInjection.usf:LightGridInjectionCS must always be bound even if the number of elements is zero as that's how the Metal spec. works.
#jira UE-34721
Change 3092208 on 2016/08/17 by Richard.TalbotWatkin
When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
Downgraded the output log warning to a regular info log.
Allowed both dynamic and static brushes to be fixed up.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3092064 on 2016/08/17 by Max.Chen
Sequencer: Fix tangents on import FBX.
#jira UE-34823
Change 3091985 on 2016/08/17 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
(Manual merge from Dev-Platform)
#jira UE-34773
Change 3091962 on 2016/08/17 by Jurre.deBaare
Force View is enabled after Generating Proxy Meshes
#issue due to latest changes the HLOD meshes were forced into view
#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
#misc replaced duplicate code with function call
#jira UE-34807
Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt
Fix crash with enum properties when there is metadata to define the allowed enum values per property
#jira UE-34804
Change 3091852 on 2016/08/17 by Lina.Halper
Change ensure to Clamp as this isn't any critical warning.
#jira: UE-34776
Change 3091845 on 2016/08/17 by Gareth.Martin
Fixed crash with masked landscape materials
#jira UE-34513
Change 3091816 on 2016/08/17 by Matthew.Griffin
Added Store Released Symbols job, to add symbols to server for a known release.
Change 3091805 on 2016/08/17 by Matthew.Griffin
Also adding source info into UE4Editor and Windows build tools for completeness
Change 3091753 on 2016/08/17 by Mitchell.Wilson
Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
#jira UE-34667
Change 3091613 on 2016/08/17 by Graeme.Thornton
Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log
#jira UE-34785
Change 3091553 on 2016/08/17 by Gareth.Martin
Fixed older levels having default material on landscape when launched in uncooked standalone game
#jira UE-34348
#jira UE-34428
Change 3091519 on 2016/08/17 by Gareth.Martin
Fixed crash cooking landscape for mobile
Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
Based on Dmitriy.Dyomin's changes
#jira UE-34257
Change 3091354 on 2016/08/16 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
- Set tangent mode to user.
- Always bake rotations on cameras.
- Invert values and tangents when converting from unreal coords to fbx.
#jira UE-34459
Change 3091065 on 2016/08/16 by Stephan.Jiang
Duplicate icon changes for asset SoundConcurrency
#jira UE-24350
Change 3091001 on 2016/08/16 by Dmitry.Rekman
Fix for crash during "debug crash" handling (UE-34450).
Compounded problem:
- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.
Fixes:
- Replaced libc++ with release version.
- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
- Increased crash malloc pools (and thus memory reserved on startup) for Linux.
#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton
#jira UE-34450
Change 3090937 on 2016/08/16 by Mitchell.Wilson
Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
#jira UE-34139
Change 3090646 on 2016/08/16 by Martin.Wilson
Fix for cook warnings in Fortnite
#jira UE-34648
Change 3090645 on 2016/08/16 by James.Golding
Fix face normal on cap faces when slicing proc mesh
#jira UE-33301
Change 3090619 on 2016/08/16 by Richard.TalbotWatkin
Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
Change 3090520 on 2016/08/16 by Olaf.Piesche
Replicating 3089104 for
#jira UE-34241
Change 3090513 on 2016/08/16 by Jurre.deBaare
LOD's pop in after LOD actors is visible in viewport.
#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
#jira UE-34689
Change 3090512 on 2016/08/16 by Jurre.deBaare
Prevent preview scene assets being loaded in game
#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
#jira UE-34701
Change 3090494 on 2016/08/16 by Keith.Judge
Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.
#jira UE-34735
Change 3090450 on 2016/08/16 by Richard.TalbotWatkin
Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
Change 3090441 on 2016/08/16 by Frank.Fella
Sequencer - Fix the key struct generatrion and synchronization for vector sections. Prevents a crash and creates the correct UI based on what type of vector you're animating.
#jira UE-34611
Change 3090420 on 2016/08/16 by Matthew.Griffin
Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
Changed some nodes to rely on just the editor rather than everything produced by that node
Change 3090370 on 2016/08/16 by Mitchell.Wilson
Re-saving levels to resolve vertex color warnings.
Clearing material interface and saving M_Sign_Bloc to resolve warning
#jira UE-34722
Change 3090287 on 2016/08/16 by Keith.Judge
Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.
#jira UE-34735
#jira UE-32086
Change 3090258 on 2016/08/16 by Luke.Thatcher
[RELEASE] [!]
Fix crash bug in canvas rendering. It is not valid to pass a null texture.
#jira UE-33077
Change 3090241 on 2016/08/16 by Jurre.deBaare
Adding TPS file for Alembic logo usage
#JIRA UE-123
Change 3090131 on 2016/08/16 by Matthew.Griffin
Added additional cook platforms per platforms listed in Samples List Spreadsheet
Change 3090061 on 2016/08/16 by Joe.Conley
#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"
Adding a few IsValid() checks to prevent the crash
Change 3089968 on 2016/08/15 by Lina.Halper
Fixed Mac compile error
#jira: UE-30405
Change 3089918 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize
Change 3089914 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile error
Change 3089905 on 2016/08/15 by Peter.Sauerbrei
fix for Samples build failure with Match3
#jira UE-34719
Change 3089867 on 2016/08/15 by Dmitry.Rekman
Fix misspelled case in OrionXpAssembly (OR-27441),
#jira OR-27441
Change 3089859 on 2016/08/15 by Zabir.Hoque
Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.
#jira UE-34715
Change 3089790 on 2016/08/15 by John.Billon
Changed integer modulus operations to float modulus operations in media shaders to support ES2.
#Jira UE-34712
Change 3089760 on 2016/08/15 by Lina.Halper
Fix issue with mesh merge crash in packaged build
- reverted that change, and fixed the original issue properly : due to mixed extra vertex influence, not copying data correctly
#jira: UE-30405
Change 3089718 on 2016/08/15 by Mitchell.Wilson
Saving M_TempAATrick_01 to resolve warning.
Saving multiple maps to resolve vertex color warning.
#jira UE-34661 UE-346662 UE-34654
Change 3089710 on 2016/08/15 by Michael.Trepka
Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34639
Change 3089706 on 2016/08/15 by Marc.Audy
Avoid crash if PlayerStateClass is null
#jira UE-34702
Change 3089585 on 2016/08/15 by Chris.Babcock
Fix StrategyGame for Android compile
#jira UE-34697
#ue4
#android
Change 3089473 on 2016/08/15 by Chris.Babcock
Added <insertNewline/> command to UnrealPluginLanguage
#jira UE-34699
#ue4
Change 3089429 on 2016/08/15 by John.Billon
Fixed crash with media shaders not being loaded in ES2.
#Jira UE-34514
Change 3089383 on 2016/08/15 by Mitchell.Wilson
Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
#jira UE-34663
Change 3089375 on 2016/08/15 by Max.Chen
Fbx Export: Convert spaces in level sequence actors to underscores.
#jira UE-34459
Change 3089308 on 2016/08/15 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
#jira UE-34459
Change 3089296 on 2016/08/15 by John.Billon
Fixing compile issue with openGL.
#Jira UE-34688
Change 3089290 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10
Implementing CL 3062338 into 4.13
Change 3089242 on 2016/08/15 by Mitchell.Wilson
Resized text on sample 1.6 in Material_Properties.
#jira UE-34658
Change 3089235 on 2016/08/15 by Daniel.Wright
Copy - Fixed atmospheric fog on translucency
#jira UE-34590
Change 3089230 on 2016/08/15 by Benn.Gallagher
Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
#jira UE-34622
Change 3089204 on 2016/08/15 by Mitchell.Wilson
Raised displays above nav mesh, rebuilt paths and lighting.
#jira UE-34660
Change 3089054 on 2016/08/15 by Mark.Satterthwaite
On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
#jira UE-32323
Change 3089052 on 2016/08/15 by John.Billon
Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
#Jira UE-33752
Change 3089043 on 2016/08/15 by Mitchell.Wilson
Rebuilt lighting and resaved landscape level
Resaved landscape layer info
Verified no warnings/errors in landsacpe master material and resaved
Resaved landscape material instance.
#jira UE-34653
Change 3089020 on 2016/08/15 by Ben.Marsh
Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.
Change 3088985 on 2016/08/15 by Marc.Audy
Mac non-unity fix
#jira UE-34101
Change 3088973 on 2016/08/15 by Matthew.Griffin
Fixed copy paste errors with Mac nodes depending on Win64 ones
Added Build Tools dependencies to all cook nodes
Change 3088960 on 2016/08/15 by Mitchell.Wilson
Moving VR.umap to TestMaps folder
#jira UE-34665
Change 3088886 on 2016/08/15 by Ben.Marsh
Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.
Change 3088676 on 2016/08/15 by Richard.TalbotWatkin
Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
[CL 3112924 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
#rb marcus.wassmer
#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
#codereview david.nikdel
Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
#rb marcus.wassmer
#tests Tested using MallocLeak Stop and MallocLeak Dump
Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
#rb marcus.wassmer
#tests Tested on my desktop and compared to dxdiag output
Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.
#jira OR-25964
#tests bug repro
#rb john.pollard
Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Borderless window support improvements:
- the cursor changes to resize when hovering over the window edge
- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3063307
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev
Temp fix for broken post process volumes
#rb none
#tests none
Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612
Added check to Redirect collector resolve string asset references.
#rb none
#test cook paragon
Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Use round corners for windows with no system title bar and border only in windowed mode.
#rb Peter.Sauerbrei
#tests Tested in editor build on PC
Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
#rb Benn.Gallagher
Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion
BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.
#rb none
#tests preflight
Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating
Non-unity fix
#rb none
#tests compiled
Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Skipped a file
#rb none
#test none
Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow r.SSR.MaxRoughness in shipping builds.
Art has been tweaking with this value, but it's not being honored in shipping.
#rb none
#tests adjusted settings in agora_p
Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
HLOD distance scalability option (r.HLOD.DistanceScale)
Higher values make HLODS transition further away.
#rb Michael.Noland
#tests Tested in agora_p
Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion
Fix Compression - Reduce functions to be editoronly
#rb: Martin.Wilson
#tests: PIE/compile editor build/noneditor
Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.
#jira OR-25967
#review-3061494 @Max.Chen
#rb Benn.Gallagher
Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: sam.zamani
compile errors
#rb none
#tests compile
#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: andrew.grant
Fixed build breakage
#rb none
#tests compiled PS4 client
#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
#rb Sam.Zamani
#tests Real-money offers that are on sale show the correct sale price / discount display
#jira OR-21659
#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
Fix compile issue of non editor build
#rb: none
#tests: compile
Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Duplicate 3046845
CVAR threading crash fix.
#rb none
#tests compiled, ran ps4
Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
- Back out changelist 3056611
- Fix additive issue and built the new animation DDC
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive, PIE
Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
#jira OR-25648
#rb bart.bressler
#tests frontend parties with promotions, coop matchmaking
Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixes for applocal redist
#rb none
#test built locally
Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream
Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )
#jira UE-33567
#rb Thomas.Sarkanen
#tests In editor testing that animations can be recompressed and saved
Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
WinPlatformAutomation now stages applocaldir to project and engine binaries
Updated OrionBuild.xml to specify -applocaldir
#codereview Jeff.Campeau, Ben.Marsh
#rb none
#tests build client locally and verified DLLs are local to executables
Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
#rb none
#tests add tags without source control
Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
#rb paul.moore
#tests compile with OrionFriendItem.cpp modified
Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
AppLcoalDependencies required by VS2015
Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3059419
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral
Linux build fix (bad case on #include filename)
#rb robert.manuszewski
#tests compiled Paragon on a linux machine
Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev
Implementing 3050352 in Dev-General.
#rb none
#tests Editor
#codereview Marcus.Wassmer
Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream
Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
#rb none
#codereview andrew.grant, ori.cohen
Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Remove QoS* from junk manifest
#review-3058772 @Rob.Cannaday
#rb none
#tests QoS module doesn't get nuked every build
#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added submitted CL to success email for rebuild lighting commandlet.
Removed nosimplygon from resave lighting commandlet commandline.
#rb Daniel.Wright
#test rebuildlighting paragon devgeneral.
Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Fix debug/non-development builds
#rb Rob.Cannaday
#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!
#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added error to the lighting build whent it fails to build.
#test Rebuild lighting commandlet
#rb Daniel.Wright
Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for NAN issue introduced in 3032847
#rb Jeff.Farris
#tests none
Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix developer tags not properly adding to perforce when creating a new file
#rb none
#tests developer tags
Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3057330
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1
Fixed shadowvariable in FAnalyticsEventEntry
#rb none
#tests compiled
#codereview Wes.Hunt
Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.
#jira OR-25234
#rb david.ratti
#tests golden path, bug repro
#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM
OrionAnalytics updates.
* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
* Removed OrionAnalyticsProvider as it was no longer necessary.
* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
#rb sam.zamani, jason.bestimt
#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
#jira UE-30980
Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion
Fix for additive broken with remove linear key
- DDC key has been changed, so it will require to build DDC from this
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive in editor, and PIE
Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
extended gameplay debugger's ability category to show locally owned gameplay tags
#orion
#rb none
#tests PIE
Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion
Fix offset rendering of maximized borderless game window on Windows.
#review-3055205 @michael.trepka
#rb Michael.Trepka
#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).
Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream
Add moved modules to JunkManifest.txt
Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Attempts to fix rare server crashes (OR-24947, OR-24952).
- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).
#rb Steve.Robb
#codereview Steve.Robb
#tests Compiled Windows client and Linux server, played a match.
Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
#rb none
#tests Smoked by engine and dev QA
Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream
Removed warning when client miss-predicts ability activation.
* It is valid for the client to miss-predict. Warning was only added to track down a bug.
#CodeReview David.Ratti
#RB None
#Tests None
Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Missed checkins on ability system engine work:
-Register debug delegate on module startup for easier debugging
-Fallback to actor location if no hit impact is specified in default engine GC notify class
#rb none
#tests ability system sample project
Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Fix issue where config file not actually flushed at right time when adding new tags
Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties
#rb DanY
#codereview Dan.Youhon
#tests pie
Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
-Remove developer tags from master tag list before saving to ini file
-inline some stuff (wip for gc tag translator system)
#rb none
#test adding tags
Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion
Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)
#jira OR-24955
#jira OR-25183
#rb Graeme.Thornton
#tests Win64 cooked client golden path (solo vs AI)
Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Overhaul of behavior of headless applications (server, client) (OR-23529).
- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
- Most of these changes originated from a shelved CL by BradA.
#rb Michael.Noland
#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).
Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Reinstate color grading changes.
Fix broken config file.
#rb none
#tests Agora_p color grading and warning check
Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't record predicted elements of fast TArrays into client replays.
Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.
#jira OR-25234, OR-25413, OR-25403
#tests golden path, bug repo using 'net pktlag', replays
#rb john.pollard, david.ratti
#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612
Added jordan walker to rebuild lighting emails.
Removed peter.sauerbrei.
#rb Peter.Sauerbrei
#test none
Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging support for precompiled binaries in CIS from Release-29.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow seamless upgrade from FVector -> FVector4 for UProperties.
#rb Robert.Manuszewski
#tests Color grading property changes.
Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
#rb none
#tests Real money offers show in the store again
#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - MERGING DUI @ CL 3047139
#RB:none
#Tests:none
[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner
#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't check IsClientOnly() to detemine whether a player controller is local or not.
For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.
#jira OR-25258
#tests bug repro, golden path, replays
#rb john.pollard
[CodeReviewed] zak.middleton, josh.markiewicz
#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon
Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
- Unshelved from Jeff.Farris. Thanks Jeff!
#rb Dan.Youhon
#tests MultiPIE
#codereview Jeff.Farris
Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612
Added skipskin verify to rebuild lighting commandlet.
#rb None
#test Rebuild lighting commandlet
Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: buildmachine
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Back out changelist 3049037 due to incompatibility with current assets
#rb none
#tests Cooked content and verified warnings & errors are gone.
#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker
Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
More work on content filtering (still disabled)
#rb none
#tests cooked content and verified filtered content is not found.
Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2/29 @ CL 3049113
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Constified FObjectFinder::Succeeded because why not #UE4
#rb none
#test golden path
Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Created delegate for object name resolution and moved existing package localization code to use it.
Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
#rb none
#tests ran editor, ran cooker, verified object resolution is equivalent to before.
Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General
Adding shadows, midtones and highlights color correction controls
#rb brian.karis, marcus.wassmer
#tests "postprocess color correction"
Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream
#UE4
- Adding a delegate that fires off when LastUserInteractionTime is updated
#codereview Matt.Kuhlenschmidt
#rb none
#tests PIE
Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Fix double #undef LOCTEXT_NAMESPACE in editor case.
#rb none
#codereview Nick.Darnell, Andrew.Grant
#tests Compiled Linux editor (for running -server).
Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12
#rb none
#tests Tested in editor on PC
Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Changes to Linux application specific to Linux client.
#rb none
#codereview Brad.Angelcyk
#tests Ran Paragon Linux client (headless) locally.
Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for PS4
#rb #tests na
Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Moved timeguards out of stats.h
#rb none
#tests compiled editor & shipping client
Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.
#tests golden path
#rb john.pollard
Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.
#codereview Dan.Hertzka
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
New UI for selecting fullscreen mode in Paragon video settings
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still
#rb RyanG
#tests Replays
Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
#test rebuild lighting using resave packages paragon
#rb None
Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Changed MBWritten cooker stats to report mb instead of bytes...
#rb Wes.Hunt.
#test cook paragon.
Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3043960
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3070724 by Andrew Grant in Main branch]
#rb none
#lockdown nick.penwarden
Change 3046743 on 2016/07/12 by Mark.Satterthwaite
Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
#rb ben.woodhouse
#jira UE-33028
Change 3046820 on 2016/07/12 by Peter.Sauerbrei
PR#2594 - fix for analog input, courtesy of CleanCut
#rb daniel.lamb
Change 3046826 on 2016/07/12 by Peter.Sauerbrei
PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046835 on 2016/07/12 by Peter.Sauerbrei
PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
#rb daniel.lamb
Change 3046838 on 2016/07/12 by Peter.Sauerbrei
PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046854 on 2016/07/12 by Peter.Sauerbrei
PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
#rb daniel.lamb
Change 3046858 on 2016/07/12 by Peter.Sauerbrei
PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
#rb daniel.lamb
Change 3046862 on 2016/07/12 by Peter.Sauerbrei
fix for type in tooltip
#jira UE-27123
#rb daniel.lamb
Change 3046919 on 2016/07/12 by Daniel.Lamb
Stop texture derived data from loading it's bulk data when the linker is destoryed.
#rb Peter.Sauerbrei
Change 3046922 on 2016/07/12 by Daniel.Lamb
Updated the default cooker gc settings so that it can have more resources.
Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
Changed the way reentry data is stored in the cooker.
Cook only editor content flag in project settings now works again.
#rb Josh.Adams
#test cook Paragon
Change 3046924 on 2016/07/12 by Daniel.Lamb
Added support for encrypting ini files.
Added new project setting in the editor and setting in ufe.
Also added ForDistribution flag to ufe.
#rb Peter.Sauerbrei
Change 3046936 on 2016/07/12 by Mark.Satterthwaite
Fix compute shader TLV clear for async. compute on Mac.
#rb chris.babcock
Change 3047207 on 2016/07/12 by Mark.Satterthwaite
It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
#rb chris.babcock
Change 3047208 on 2016/07/12 by Mark.Satterthwaite
When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
#rb chris.babcock
Change 3047209 on 2016/07/12 by Mark.Satterthwaite
Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
#rb chris.babcock
Change 3047641 on 2016/07/13 by Lee.Clark
PS4 - Improve SDK Version checking messages
#rb none
Change 3047663 on 2016/07/13 by Keith.Judge
Orion - Various minor PS4-only things activated for XB1.
#rb none
Change 3047664 on 2016/07/13 by Keith.Judge
XB1 - Fix analysis warning of shadowing a member variable.
#rb none
Change 3047784 on 2016/07/13 by Keith.Judge
Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.
#rb None
Change 3047834 on 2016/07/13 by Keith.Judge
XB1 - Release underlying memory of 3D textures when destroying them. Oops!
#rb none
Change 3048190 on 2016/07/13 by Josh.Adams
- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
#rb none
Change 3048256 on 2016/07/13 by Daniel.Lamb
Removed warning about missing file when using cook on the fly.
#rb Peter.Sauerbrei
Change 3048409 on 2016/07/13 by Daniel.Lamb
Improved output for saving packages in unattended builds.
#rb Jonathan.Fitzpatrick
Change 3048763 on 2016/07/13 by Peter.Sauerbrei
switch AppleTV to tvOS in the editor
#jira UE-30532
#rb michael.trepka
Change 3049608 on 2016/07/14 by Keith.Judge
XB1 - Optimize vertex/index buffer dynamic memory usage.
#rb none
Change 3049609 on 2016/07/14 by Keith.Judge
Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.
#rb None
Change 3049610 on 2016/07/14 by Keith.Judge
Xbox One - Reduce latency of deferred deletions to two frames.
#rb None
Change 3049730 on 2016/07/14 by Keith.Judge
Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.
#rb None
Change 3049732 on 2016/07/14 by Keith.Judge
Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.
Also remove optimization pragmas accidentally left in.
#rb none
Change 3049791 on 2016/07/14 by Keith.Judge
Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.
#rb None
Change 3049968 on 2016/07/14 by Jeremiah.Waldron
Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar
#jira UE-24954, UE-27685, UE-20067
#rb chris.babcock
Change 3050428 on 2016/07/14 by Jeremiah.Waldron
Fix for application window being terminated if an AlertDialog is showing onPause
Repro'd and fix tested on Samsung Galaxy Note 3
#android
#jira UE-32998
#rb chris.babcock
Change 3050642 on 2016/07/14 by Peter.Sauerbrei
fix for invalid generated plist
#rb daniel.lamb
Change 3050718 on 2016/07/14 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3051327 on 2016/07/15 by Keith.Judge
Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.
#rb None
Change 3051346 on 2016/07/15 by Keith.Judge
Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.
#rb None.
Change 3051530 on 2016/07/15 by Nick.Shin
github: minor typo fixes
#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
#rb none
Change 3053631 on 2016/07/18 by Mark.Satterthwaite
Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
#codereview daniel.wright
#rb josh.adams
#jira UE-33350
Change 3053816 on 2016/07/18 by Mark.Satterthwaite
Fixes for iOS Metal:
- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
- Stencil texture views are only required on Mac.
- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
#rb michael.trepka
Change 3053818 on 2016/07/18 by Mark.Satterthwaite
Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
#rb michael.trepka
Change 3054426 on 2016/07/18 by Dmitry.Rekman
Fix case-sensitive compilation problems (UE-33420).
#codereview Olaf.Piesche
#rb none
Change 3054434 on 2016/07/18 by Mark.Satterthwaite
Silence delete-non-virtual-dtor warnings on iOS as we do on Mac.
#rb none
Change 3054719 on 2016/07/18 by Jeremiah.Waldron
Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
#jira UE-32998
#android
#rb chris.babcock
Change 3054742 on 2016/07/18 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3054850 on 2016/07/18 by Dmitry.Rekman
Replace Fatal->Error so messagebox can be shown (UE-22818).
- Incorporates PR #1714 by zaps166.
#rb none
#tests Tried to create an invalid context, made sure messagebox is popping up.
Change 3055317 on 2016/07/19 by Lee.Clark
PS4 - Fix render target memory allocation
#jira UE-32988
#rb Marcus.Wassmer
Change 3055682 on 2016/07/19 by Brent.Pease
+ Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error
#rb michael.trepka
Change 3056065 on 2016/07/19 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3056256 on 2016/07/19 by Chris.Babcock
Add optional log spew filtering callback to Run
#jira UE-33468
#ue4
#android
#rb Ben.Marsh
#codereview Jack.Porter
Change 3056727 on 2016/07/19 by Chris.Babcock
Added addition scope (plus.login) to Google Play Games builder
#jira UE-33480
#ue4
#android
#rb none
#codereview ryan.gerleve
Change 3056811 on 2016/07/19 by Jeff.Campeau
Xbox One now accepts client configs.
#rb none
Change 3057152 on 2016/07/20 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
Change 3057362 on 2016/07/20 by Keith.Judge
XB1 - Fix busted merge from yesterday
#rb None
Change 3057647 on 2016/07/20 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3057655 on 2016/07/20 by Daniel.Lamb
Added test cooking flag.
#rb Peter.Sauerbrei
#test Cook paragon.
Change 3058779 on 2016/07/20 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb Josh.Adams
#codereview Josh.Adams, Jamie.Dale
#tests Compiled and ran Linux editor.
#lockdown Josh.Adams
Change 3058835 on 2016/07/20 by Chris.Babcock
Enable GooglePlay and GameCenter plugins by default
#jira UE-33605
#ue4
#android
#ios
#rb mark.satterthwaite
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
Change 3058847 on 2016/07/20 by Chris.Babcock
Fix Android device rule for AlcatelPixi3
#jira UE-33606
#ue4
#android
#rb none
#codereview Jeremiah.Walron
#lockdown Josh.Adams
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
#lockdown nick.penwarden
Change 3060139 on 2016/07/21 by Chris.Babcock
Fix proguard entry for Android mediaplayer tracks
#jira UE-33644
#ue4
#android
#rb Josh.Adams
#lockdown Josh.Adams
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
#rb chris.babcock
#lockdown josh.adams
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
#rb none
#lockdown josh.adams
Change 3061436 on 2016/07/22 by Lee.Clark
PS4 - Back out render target mem allocation changes and put in a temp hack
#jira UE-33657
#codereview Marcus.Wassmer
#lockdown josh.adams
#rb none
[CL 3061637 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2982033 on 2016/05/18 by Chad.Garyet
Checking in progress on the ue4 BuildGraph conversion.
Builds and Compiles editor and game on all platforms
Builds DDC on win64 and mac
Builds Tools on win64
Change 3047983 on 2016/07/13 by Ben.Marsh
PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)
Change 3048267 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").
Change 3048293 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.
Change 3048454 on 2016/07/13 by Ben.Marsh
BuildGraph: Disable output of error messages when just printing the contents of the graph.
Change 3048507 on 2016/07/13 by Ben.Marsh
BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.
Change 3049459 on 2016/07/14 by Matthew.Griffin
Updated location of HTML5 SDKs for Installed Builds
#jira UE-32171
Change 3049675 on 2016/07/14 by Matthew.Griffin
Ensured that all platforms are registered when running -validateplatform command
#jira UE-31082
Change 3049922 on 2016/07/14 by Ben.Marsh
UBT: Fix path to XML config file in boilerplate message.
Change 3051483 on 2016/07/15 by Ben.Marsh
EC: Remove code to prettify node names, now that we can have pretty node names explicitly.
Change 3051522 on 2016/07/15 by Ben.Marsh
BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.
Change 3051770 on 2016/07/15 by Ben.Marsh
UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.
Change 3052990 on 2016/07/17 by Ben.Marsh
Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.
Change 3053556 on 2016/07/18 by Ben.Marsh
BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).
Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.
Change 3053688 on 2016/07/18 by Ben.Marsh
Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.
Change 3054039 on 2016/07/18 by Ben.Marsh
Fix confusing message when compiler isn't installed if the target forces VS2013
Change 3054360 on 2016/07/18 by Ben.Marsh
Remove GUBP support from EC scripts.
Change 3054399 on 2016/07/18 by Ben.Marsh
Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h
Change 3055671 on 2016/07/19 by Ben.Marsh
Remove incomplete UWP integration from UE4.
Change 3055943 on 2016/07/19 by Ben.Marsh
Remove the WinRT target platform.
Change 3056270 on 2016/07/19 by Ben.Marsh
Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h
Change 3056390 on 2016/07/19 by Ben.Marsh
Core: Directly include headers required by default JsonWriter template instantiation.
Change 3057444 on 2016/07/20 by Ben.Marsh
UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.
Change 3058337 on 2016/07/20 by Ben.Marsh
Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.
Change 3058348 on 2016/07/20 by Ben.Marsh
Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.
[CL 3058822 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021930 on 2016/06/21 by Ben.Marsh
BuildGraph: Better diagnostic message if the source directory for copies does not exist.
Change 3022391 on 2016/06/21 by Ben.Marsh
Rework copy task slightly so that all code paths result in files being tagged.
Change 3026592 on 2016/06/24 by Ben.Marsh
BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml.
Change 3028708 on 2016/06/27 by Matthew.Griffin
Converting Engine build process to BuildGraph script
Added Tag Receipts task to retrieve list of build products/dependencies from *.target files.
Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list.
Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies.
Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph
Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms
Included .exe.config and exe.mdb files to build products of CsCompile task if they exist
Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging
Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run
Added missing Runtime Dependency for ICU on Mac
Change 3030209 on 2016/06/28 by Matthew.Griffin
Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear.
Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted.
Added myself to list of notifiers for failures in the UE4 Binary build.
Change 3034068 on 2016/06/30 by Ben.Marsh
BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope.
Change 3034070 on 2016/06/30 by Ben.Marsh
BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>).
Change 3034110 on 2016/06/30 by Matthew.Griffin
Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used
Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies
Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc.
Tagged Generated Includes from each target so that they can be included in Installed Build
Added additional Android architectures to Shipping build
Changed SwarmCoordinator to build for Any CPU
Removed Local HostPlatform property from DDC nodes
Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once
Reordered stripping and signing process so that we use the Exception check in less places
Change 3035499 on 2016/07/01 by Ben.Marsh
BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one.
Change 3035520 on 2016/07/01 by Ben.Marsh
BuildGraph: Add support for <, <=, >, >= operators in condition expressions.
Change 3035666 on 2016/07/01 by Matthew.Griffin
Added more parameters to Chunk and Label Build tasks
Updated all remaining uses of Local to Property in Installed Build script
Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element
Change 3037020 on 2016/07/04 by Matthew.Griffin
Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows
Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac
Change 3037052 on 2016/07/04 by Ben.Marsh
Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it).
Change 3037283 on 2016/07/05 by Matthew.Griffin
Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files)
Change 3037547 on 2016/07/05 by Ben.Marsh
UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing.
Change 3037552 on 2016/07/05 by Ben.Marsh
BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory.
Change 3039109 on 2016/07/06 by Matthew.Griffin
Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them
Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes
Changed BuildPatchTool to be built in shipping mode
Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise
Added all files referenced by C# projects to avoid having to filter them manually
Changed filters to get files included for Linux closer to the old pattern
Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ;
Changed UE4Game to use shipping PhysX libs for Shipping builds
Added glut32.dll as a Runtime Dependency for PhysX
Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux
Change 3039676 on 2016/07/06 by Ben.Marsh
Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other.
Change 3039681 on 2016/07/06 by Ben.Marsh
Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included.
Change 3039735 on 2016/07/06 by Ben.Marsh
Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately.
Change 3039878 on 2016/07/06 by Ben.Marsh
Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated.
Change 3040156 on 2016/07/06 by Ben.Marsh
Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it.
Change 3041009 on 2016/07/07 by Matthew.Griffin
Changed UE4Game to only use shipping PhysX libraries on Windows
Change 3041015 on 2016/07/07 by Leigh.Swift
UBT: Support creating C# programs that will be included in the UE4.sln Programs list.
To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file.
Change 3041234 on 2016/07/07 by Matthew.Griffin
Added building of Launcher Samples to BuildGraph system
Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP
Change 3041244 on 2016/07/07 by Ben.Marsh
Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile.
Change 3042518 on 2016/07/08 by Matthew.Griffin
Added content modifiers to those notified about Sample failures
Throw exception if RocketPromoteBuild tries to promote all samples
Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name.
Change 3042545 on 2016/07/08 by Ben.Marsh
Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h.
Change 3042546 on 2016/07/08 by Ben.Marsh
Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed)
Change 3042548 on 2016/07/08 by Ben.Marsh
Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality.
Change 3044424 on 2016/07/11 by Ben.Marsh
Merge fixes for QFE installer (CL 3044412) from 4.11 branch.
Change 3044584 on 2016/07/11 by Ben.Marsh
Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for)
Change 3044603 on 2016/07/11 by Matthew.Griffin
Added PS4 and XboxOne to installed build as options that will always be disabled by default
Standardised some of the agent names
Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward
Change 3044608 on 2016/07/11 by Ben.Marsh
Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility.
Change 3044638 on 2016/07/11 by Matthew.Griffin
Added internal build jobs for all games with compile, cook and package nodes.
Added Documentation, Localization and NonUnity steps.
Change 3045959 on 2016/07/12 by Matthew.Griffin
Removed Aggregates from Installed Build script as they weren't used/necessary.
Change 3045961 on 2016/07/12 by Matthew.Griffin
Fixed various issues with Full Build
Switch to build non-client/server configurations for some games
Included PS4 and Xbox game targets in our internal monolithics aggregate
Added Requirements for steps that need UHT, SCW etc.
Added list of Packaged Game Nodes that we can build up as they're defined
Added targets that were previously in the Internal Tools nodes
Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it
Removed -clean from the NonUnity targets as that doesn't actually build anything
Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too
Change 3047068 on 2016/07/12 by Ben.Marsh
BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does.
Change 3047298 on 2016/07/12 by Ben.Marsh
EC: Add a workspace setting specifying that it should be synced incrementally.
Change 3047626 on 2016/07/13 by Matthew.Griffin
Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir
Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly
Change 3047762 on 2016/07/13 by Matthew.Griffin
Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced
Added plugin intermediates to list of files excluded from installed build
[CL 3047809 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]