#UE4 changed a warning to a log in the particle system audit commandlet since it is just informational.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2596058 by Bob.Tellez on 2015/06/22 16:09:59.
[CL 2596063 by Bob Tellez in Main branch]
#UE4 The particle system audit commandlet no longer warns about particle systems that do not have fixed bounds if they have trail, beam, or ribbon typedata since those types of emitters may be left behind and be at a great distance to the emitting actor.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2567824 by Bob.Tellez on 2015/05/27 21:29:41.
[CL 2567846 by Bob Tellez in Main branch]
#UE4 Removed the following reports from the particle system audit commandlet at artist request to thin out the amount of data generated and report only frequent issues.
PSysConstantColorScale
PSysConstColorScaleCounts
PsysDuplicateModules
PsysLODIssues
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2498994 by Bob.Tellez on 2015/04/01 15:38:09.
[CL 2498997 by Bob Tellez in Main branch]
#UE4 Provided a way to provide an output folder for ParticleSystemAudit. -AuditOutputFolder=SomeFolder
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2498864 by Bob.Tellez on 2015/04/01 14:25:20.
[CL 2498865 by Bob Tellez in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Includes the following engine-level changes (among others; biggest change is enabling world assets by default):
CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor
CL 2256142
Added support for native arrays in JSON object converter.
- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged
CL 2256073
Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations
CL 2253797
#UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug).
CL 2258142
#UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load.
CL 2247003
Added homing to ProjectileMovementComponent
- Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable
- Both homing and gravity are now applied in the new virtual function "CalculateAcceleration"
CL 2247249
Moved the homing modification to acceleration occur in a separate function specifically for homing
CL 2257043
- Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance
CL 2245629
#UE4 - fixed json TryGetNumber to round negatives appropriately
CL 2255312
#UE4 Enabling World Assets by default.
CL 2260956
Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events
CL 2245571
GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4
- Made PerceptionSystem's sight sense take advantage of that
CL 2246897
Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4
- addresses TTP#343392
CL 2260634
added more debug data for NaN in crowd simulation
CL 2248387
Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4
Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4
CL 2253281
Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution
- We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution
CL 2255310
#UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case.
CL 2258256
#UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets.
[CL 2266822 by Billy Bramer in Main branch]