Commit Graph

42 Commits

Author SHA1 Message Date
slonopotamus
45854d4f18 PR #1307: Do not crash with access violation if UEditorEngine::EditorWorld is NULL when UEngine::LoadMap is called (Contributed by slonopotamus)
[CL 2600513 by Matt Kuhlenschmidt in Main branch]
2015-06-25 10:17:25 -04:00
Mieszko Zielinski
92dc3b5be4 Back out changelist 2532989
[CL 2533667 by Mieszko Zielinski in Main branch]
2015-05-01 10:47:55 -04:00
Mieszko Zielinski
74566f4960 Fixed a crash on broadcasting information regarding a level being removed from the editor world #UE4
It turned out the broadcasting was happening just after EditorDestroyLevel call, and the boardcasted delegate does use a pointer to that destroyed level.
Note: this change has been merged over from dev branch, and it's bringing back functionality cut out by DmitriyD in CL#2510067

#codereview Ben.Cosh, Dmitriy.Dyomin

[CL 2532989 by Mieszko Zielinski in Main branch]
2015-04-30 20:58:31 -04:00
Dmitriy Dyomin
d01cb96f2a Removed obsolete "Levels" module
[CL 2517193 by Dmitriy Dyomin in Main branch]
2015-04-19 23:20:53 -04:00
Dmitriy Dyomin
18c33f2020 Fixed crash on unloding sub-level in world composition
#codereview Ben.Cosh

[CL 2510067 by Dmitriy Dyomin in Main branch]
2015-04-13 05:10:34 -04:00
Ben Cosh
3b32522985 This change adds better tracking of changes in levels and worlds in order to keep the blueprint action database current.
#UE-10665 - when a sub level is removed it fails to remove any graph actions registered for itself
#UE-10962 - Blueprint level script functions are missing from action menu
#UE-7004 - Custom Events can't be called after changing level blueprint or switching maps
#Branch UE4
#Proj BlueprintGraph

#codereview Mike.Beach

[CL 2509582 by Ben Cosh in Main branch]
2015-04-11 10:23:56 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
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]
2015-03-31 20:12:31 -04:00
Dan Oconnor
f4d3d65662 PR #968: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
These can be generally described as removing redundant condition checks, using logical operators instead of bitwise operators, removal of redundant parenthesis, and consistent use of pragma push and pragma pop. There is very little observable behavior change in this CL.

Changes that required further review are pending in 2489753

[CL 2489804 by Dan Oconnor in Main branch]
2015-03-24 15:51:28 -04:00
Dmitriy Dyomin
42333de1d9 Checking Layers availability in sub-level managment before acessing it, could be null in commandlets
[CL 2482639 by Dmitriy Dyomin in Main branch]
2015-03-17 23:20:56 -04:00
Matt Kuhlenschmidt
483a3b47c7 Github pull request 786 Add sub-level editor delegate
[CL 2473697 by Matt Kuhlenschmidt in Main branch]
2015-03-10 09:44:23 -04:00
Dmitriy Dyomin
be80c6278d Let GC destroy sub-level actors when sub-level is removed/unloaded from world, instead of explicitly destroying actors one by one
[CL 2466091 by Dmitriy Dyomin in Main branch]
2015-03-02 04:32:26 -05:00
Mikolaj Sieluzycki
52c71176ab Rename StaticConstructObject to StaticConstructObject_Internal and use it only in CoreUObject module. Change rest of usages to NewObject.
#codereview Robert.Manuszewski

[CL 2437731 by Mikolaj Sieluzycki in Main branch]
2015-02-09 05:43:45 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Eric Newman
65fa5864ff Fortnite Dev > Main Integration
Merged CL# 2352617 using UE4-Fortnite-To-UE4

[CL 2355906 by Eric Newman in Main branch]
2014-11-11 10:35:51 -05:00
Mikolaj Sieluzycki
59df49651b Engine private PCH cleanup.
#codereview Robert.Manuszewski

[CL 2348191 by Mikolaj Sieluzycki in Main branch]
2014-11-04 06:12:25 -05:00
Richard TalbotWatkin
7f1640c0dd Fixed crash when removing a currently loaded sub level from the level browser after it's saved.
#jira UE-764 - EDITOR: CRASH: Removing a currently loaded sub level from level browser after it is saved results in a crash

[CL 2334421 by Richard TalbotWatkin in Main branch]
2014-10-20 08:15:23 -04:00
Dmitriy Dyomin
f206aad83b Fixed crash when removing "current" streaming level in Levels browser
[CL 2334392 by Dmitriy Dyomin in Main branch]
2014-10-20 08:14:32 -04:00
Dmitriy Dyomin
4fc66a2f94 Fixed crash when removing streaming level in Levels browser
[CL 2323832 by Dmitriy Dyomin in Main branch]
2014-10-09 04:30:56 -04:00
Andrew Rodham
4ad1b987fc Improved progress reporting in the editor
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().

Example Usage:
void DoSlowWork()
{
    FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
    // Optionally make this show a dialog if not already shown
    Progress.MakeDialog();

    // Indicate that we are entering a frame representing 1 unit of work
    Progress.EnterProgressFrame(1.f);

    // DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
    DoFirstThing();

    Progress.EnterProgressFrame(1.f);
    DoSecondThing();
}

This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress

[CL 2322391 by Andrew Rodham in Main branch]
2014-10-08 04:42:34 -04:00
Richard TalbotWatkin
b4d44f603f Fixed crash when attempting to rename a level asset which has been recently moved from the level browser.
#ttp 347330 - EDITOR: CRASH: Attempting to rename a level asset that was recently removed from the level browser can result in a crash
#branch UE4
#proj Editor.UnrealEd
#add Clear the dirty flag and unload the package in EditorLevelUtils::EditorDestroyLevel after destroying the ULevel and UWorld objects.
#reviewedby Matt.Kuhlenschmidt, Bob.Tellez

[CL 2310371 by Richard TalbotWatkin in Main branch]
2014-09-25 17:33:22 -04:00
Bob Tellez
2a61ba9f76 [AUTOMERGE]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.

[CL 2269774 by Bob Tellez in Main branch]
2014-08-25 11:05:29 -04:00
Dmitriy Dyomin
02f0be0442 Checking only that UWorld object was removed instead of host package when unloading streaming level
[CL 2256033 by Dmitriy Dyomin in Main branch]
2014-08-14 07:12:39 -04:00
Bob Tellez
e5e16eadff [AUTOMERGE]
UE4: Consolidated worldassets command line checks to a static function in editorengine and one in the asset registry. This will make it easier to enable

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2255048 by Bob.Tellez on 2014/08/13 15:19:54.

[CL 2255061 by Bob Tellez in Main branch]
2014-08-13 15:24:26 -04:00