#jira UE-58680
#rb none
#ROBOMERGE-SOURCE: CL 9886489 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)
[CL 9886492 by richard talbotwatkin in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 9248925 via CL 9248984
#ROBOMERGE-BOT: (v443-9013191)
[CL 9248988 by christina tempelaarl in Main branch]
#rb christina.tempelaarl, max.chen
#ROBOMERGE-SOURCE: CL 8614943 via CL 8629397
#ROBOMERGE-BOT: (v409-8614070)
[CL 8631380 by nicolas nebel in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 8090647 via CL 8095882
#ROBOMERGE-BOT: (v401-8057353)
[CL 8095986 by christina tempelaarl in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 8090572 via CL 8095875
#ROBOMERGE-BOT: (v401-8057353)
[CL 8095983 by christina tempelaarl in Main branch]
#jira UE-76282
#rb none
#ROBOMERGE-SOURCE: CL 7841944 via CL 7860809
#ROBOMERGE-BOT: (v389-7813075)
[CL 7860859 by christina tempelaarl in Main branch]
Removed Snap/Align To Marked Point.
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 7646924 via CL 7646943
#ROBOMERGE-BOT: (v372-7473910)
[CL 7646949 by christina tempelaarl in Main branch]
Fix water spline metadata not appearing when selecting a key
#ROBOMERGE-SOURCE: CL 7059548 via CL 7059974
#ROBOMERGE-BOT: (v367-6836689)
[CL 7059987 by matt kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3870267 by Arne.Schober
DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
Change 3872507 by Arne.Schober
Back out changelist 3870267
Change 3988916 by Marcin.Undak
Quail/Linux compilation fix #rb none #codereview arciel.rekman
Change 4042277 by Rolando.Caloca
DR - Clear UBs between PSOs on D3D to help track down not setting resources
Change 4042297 by Arne.Schober
DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass)
#jira UE-42135
Change 4042404 by Jian.Ru
Fix a race condition when RT is disabled and then re-enabled
#jira
Change 4042437 by Richard.Wallis
Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's.
Note:
New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding.
Update:
Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates.
#jira UE-49526
Change 4042602 by Guillaume.Abadie
Adds support for alpha channel in DOF.
Change 4042603 by Guillaume.Abadie
Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them.
Change 4042671 by Guillaume.Abadie
Massages DOF's shader code for HLSLCC.
Change 4042772 by Mark.Satterthwaite
Expose the MTLComputePipelineState's label string.
Change 4043013 by Juan.Canada
Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues.
#jira UE-49290
Change 4043171 by Rolando.Caloca
DR - Workaround crash on hlslcc
Change 4043182 by Uriel.Doyon
Fixed skylight issues when using pre-exposure.
Improved IndirectIrradiance gbuffer encoding when using pre-exposure.
Change 4043452 by Mark.Satterthwaite
Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive.
Change 4044732 by Richard.Wallis
Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method.
#jira UE-57549
Change 4044741 by Guillaume.Abadie
Fixes a couple of regressions in DOF when using temporal upsampling.
Change 4044753 by Guillaume.Abadie
Fixes a bug in WaveBroadcastIntrinsics.ush
Change 4045010 by Guillaume.Abadie
Creates TM-DepthOfField in QAGame to test DOF.
Change 4045417 by Jian.Ru
Prevent recursive flush
#jira
Change 4045923 by Mark.Satterthwaite
Further insulate private plugin usage within MetalRHI.
Change 4046006 by Mark.Satterthwaite
Simplify dependency on the private module and hope it now builds properly.
Change 4046612 by Mark.Satterthwaite
Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work.
#jira UE-55234
Change 4047504 by Mark.Satterthwaite
Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms.
Change 4048765 by Uriel.Doyon
Fixed compilation issue from CL 4048308
Change 4048776 by Guillaume.Abadie
Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF.
Change 4049059 by Mark.Satterthwaite
Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore.
Change 4050290 by Mark.Satterthwaite
Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit.
Change 4050822 by Mark.Satterthwaite
Partial custom counter support - still has bugs.
Change 4051210 by Guillaume.Abadie
Dumps PermutationID of shader when shader compile worker crashes.
Change 4051652 by Guillaume.Abadie
Optimises DOF's reduce with wave broadcast instrinsics.
Change 4051839 by Mark.Satterthwaite
Tiny fix to changing custom counters.
Change 4052553 by Guillaume.Abadie
Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass.
Change 4052611 by Guillaume.Abadie
Fixes a crashes in light shaft.
Change 4052916 by Mark.Satterthwaite
Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window.
Change 4053111 by Rolando.Caloca
DR - hlslcc - RequiresNegateDDY()
Change 4053402 by Mark.Satterthwaite
Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement.
Change 4053454 by Mark.Satterthwaite
More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error.
Change 4053765 by Guillaume.Abadie
Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change.
Change 4053911 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering)
Change 4053915 by Marcus.Wassmer
Attempt to fix what looks like some unity build rearrangement issue.
Change 4053916 by Marcus.Wassmer
Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL
Change 4054642 by Rolando.Caloca
DR - Fix SCW not showing correct callstack/exception info on crashes
Change 4054661 by Mark.Satterthwaite
Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors.
#jira UE-58670
Change 4054780 by Guillaume.Abadie
Cuts number of shader permutation for DOF's gather pass from 138 to 41.
Change 4054950 by Rolando.Caloca
DR - vk - Fix negated ddy
Change 4055019 by Guillaume.Abadie
Cuts number of shader permutation for tonemapper from ~2k to 64.
Change 4055144 by Guillaume.Abadie
Adds an ensure to catch when there is too many permutations on a global shader.
Change 4055240 by Krzysztof.Narkowicz
Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer.
#jira FORT-79981
Change 4055323 by Rolando.Caloca
DR - Fix GLSL-based platforms
Change 4055387 by Guillaume.Abadie
Adds a point mirror between foreground and background bokeh to be phisically accurate.
Change 4055403 by Rolando.Caloca
DR - Fix uninitialized var causing crash
Change 4055709 by Guillaume.Abadie
Fixes a crash in SunTemple.
Change 4055771 by Guillaume.Abadie
Fixes DOF's reduce pass being compiled for SM4.
#jira UE-58714
Change 4055876 by Rolando.Caloca
DR - hlslcc - Fix crash during loop analysis on empty if() blocks
Change 4056026 by Rolando.Caloca
DR - Enable volumetric fog on Vulkan
Change 4056272 by Guillaume.Abadie
Exposes new DOF settings in post process settings.
Change 4056460 by Brian.Karis
Fix uniform buffer assert.
Change 4057151 by Guillaume.Abadie
Fixes a bug in DOF's temporal stability gathering pass.
Change 4057220 by Guillaume.Abadie
Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo.
AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer.
#jira UE-53997
Change 4057587 by Rolando.Caloca
DR - Enable Diaphgram DOF on Vulkan
Change 4058022 by Guillaume.Abadie
Exposes new DOF settings to UCineCameraComponent
Change 4058136 by Guillaume.Abadie
Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback.
Change 4058338 by Jostin.Bilyeu
Checking in new map for verifying Mobile rendering features in conjunction with TAAU
Change 4058352 by Matt.Collins
Wrapped NSString for lambda capture.
Change 4058500 by Rolando.Caloca
DR - Fix bad normals & tangents on GL mobile
#jira UE-57769
Change 4058723 by Rolando.Caloca
DR - vk - Split device pipeline cache off generic cache file
Change 4058782 by Mark.Satterthwaite
Rebuild Mac hlslcc for 4055876
Change 4058791 by Mark.Satterthwaite
Force MetalBackend to pick up new hlslcc.
Change 4058840 by Guillaume.Abadie
Fixes a bug in DOF's scalability setting groups
Change 4058928 by Daniel.Wright
Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array
Change 4059141 by Marcus.Wassmer
PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster)
Change 4059227 by Brian.Karis
Fix for simple forward
Change 4059269 by Marcus.Wassmer
Update test screenshots to account for minroughness changes from devrectlight
Change 4059478 by Mark.Satterthwaite
It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable.
#jira UE-58773
Change 4059870 by Guillaume.Abadie
Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)).
#jira UE-58850
Change 4060324 by Rolando.Caloca
DR - Very minor render pass
Change 4060328 by Rolando.Caloca
DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0
Change 4060461 by Jostin.Bilyeu
Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU
Change 4060698 by Marcus.Wassmer
Merging xbox compile fix
Change 4060930 by Marcus.Wassmer
Fix android compile
Change 4060971 by Mark.Satterthwaite
Some missing #defines to guard functions that require an external plugin.
#jira UE-58910
Change 4061104 by Guillaume.Abadie
Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014.
#jira UE-58900
Change 4061364 by Jostin.Bilyeu
updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc.
Change 4061743 by Mark.Satterthwaite
Fix another build error for iOS.
#jira UE-58827
Change 4061753 by Arne.Schober
DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache
#jira UE-58525
Change 4062236 by Mark.Satterthwaite
AppleTV doesn't appear to support the set*Bytes APIs in Metal.
#jira UE-58580
Change 4062320 by Guillaume.Abadie
Enables bokeh simulation on scattered bokeh on Epic post process settings.
Change 4062402 by Guillaume.Abadie
Phiscally animates the rotation of the bokeh as aperture changes.
Change 4062587 by Mark.Satterthwaite
Fix another Ocean compile error.
#jira N/A
Change 4062811 by Marcus.Wassmer
Only do newton iterations for area lights
Fixes a host of AMD-only bugs
Change 4063174 by Marcus.Wassmer
Workaround shipping build compile error for all clang platforms.
Change 4063760 by Guillaume.Abadie
Changes the default number of diaphragm blades to 7.
Change 4063992 by Marcus.Wassmer
Fix DX12 crash when depthboundstest not available.
Change 4064233 by Rolando.Caloca
DR - Proper fix for GL changes related to tangents
#jira UE-58948
Change 4064323 by Uriel.Doyon
Increase the max number of uavs to 16
#jira 58898
Change 4064428 by Guillaume.Abadie
Fixes a crashes on XB1 when doing async SSAO.
Change 4064525 by Uriel.Doyon
Better logic for depth bound support in d3d12.
#jira 58956
Change 4064694 by Jian.Ru
Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables
Change 4064873 by Guillaume.Abadie
Fixes wrong resource transitions in DOF's reduce passes.
Change 4064956 by Guillaume.Abadie
Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs.
Change 4065215 by Arne.Schober
DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied."
In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated.
Change 4065312 by Guillaume.Abadie
Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect()
Change 4070361 by Guillaume.Abadie
Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy.
Change 4070778 by Marcus.Wassmer
Fix bad merge
Change 4071337 by Rolando.Caloca
DR - vk - Do not spam log
Change 4048308 by Uriel.Doyon
Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 :
- Fixed d3derror when resizing the window in multi-gpu.
- Fixed d3d12 checks when exiting in multi-gpu.
- Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere.
- RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding.
- Removed of IRHIComputeContext::GetContextForGPUMask().
- Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase.
- FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one.
- Command lists now have a GPU mask set at creation time.
- Support for immediate command list GPU mask.
- Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack.
- Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask".
- Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU="
- Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr }
- Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine.
- Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering.
[CL 4072858 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb na
Change 3604978 on 2017/08/23 by Andrew.Grant
Fix for OR-42722 from 4.17 branch
#!tests compiled
#!rb max.chen
Change 3604960 on 2017/08/23 by Andrew.Grant
Proper fix for OR-43001, removed hack-around.
#!tests compiled
#!rb max.chen
Change 3604881 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed LostReservation message in tests to info from warning.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604566 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine)
Made SoakTest better able to detect failed drafts and incomplete matches
#!tests ran multiple soaks and SoloAllHeroes
#!rb none
#!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604181 on 2017/08/23 by David.Ratti
Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error.
OR-42615
#!rb none
#!tests pie
Change 3603647 on 2017/08/22 by Laurent.Delayen
AnimProxy: initialize Actor/Component transforms.
#!rb none
#!tests lane minion test map
Change 3603343 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Added several more stats to the Card Shop stat panel.
+ Basic Attack Damage
+ Max Move Speed
+ Armor Penetration / Percent
+ Ability Penetration / Percent
Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView)
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3603121 on 2017/08/22 by Laurent.Delayen
Added FAnimationRuntime::LerpPosesPerBone
#!rb none
#!tests lane minions split body anims.
Change 3603010 on 2017/08/22 by Laurent.Delayen
Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing.
#!rb none
#!tests lane minions
Change 3602574 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed linux warning
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602396 on 2017/08/22 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Updated Gauntlet log parser for new callstack format
Added offline and runtime Gauntlet tests to verify error generation and parsing
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602373 on 2017/08/22 by Andrew.Grant
Fixed compile error
#!tests compiled
#!rb none
Change 3602321 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
LogAssertFailedMessage
- Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug)
- Moved script dumping inside GIsCritial check
StaticFailDebug
- Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log.
- Removed log flush, was redundant
- Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device
OutputMultiLineCallstack
- Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations)
- No longer writes into the buffer to format it (!)
- LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString
- While writing out error information all callstack likes are prefixed with [Callstack]
Added brief documentation about the order of ops for ensures/asserts/fatal logs
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602316 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line].
E.g.
0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295]
#!tests ran lots of tests locally
#!rb codereviewd
#!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602311 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs*
This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp"
(*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it).
#!tests run many times on Orion tests
#!rb CR
#!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3599823 on 2017/08/21 by Jian.Ru
Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?)
#!jira UE-48468,OR-42749
#!rb Daniel.Wright
#!tests editor
Change 3598765 on 2017/08/19 by Andrew.Grant
Disable regeneration of missing cubemap data in cooked build.
Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting...
#!review-3598766 @daniel.lamb
#!tests ran PS4 successfully
#!rb none
Change 3597800 on 2017/08/18 by Laurent.Delayen
Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary.
Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions.
FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).
#!rb none
#!codereview martin.wilson, lina.halper
#!tests minion test lane map
Change 3597332 on 2017/08/18 by Laurent.Delayen
SkelMeshComponent LOD update only refreshes transforms when rendered.
If AnimGraph eval is done, make sure Graph has been updated at least once.
Fixes:
- Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones.
- Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash.
#!rb martin.wilson, lina.halper
#!codereview martin.wilson, lina.halper
#!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected.
Change 3597042 on 2017/08/18 by Daniel.Lamb
Added onlinesubsystemmcp to the cooksettings blacklist.
#!rb Trivial
#!test none
Change 3596575 on 2017/08/18 by Shaun.Kime
Fixing nonunity build issues
#!rb none
#!tests compiled OrionGame with unity builds disabled
Change 3595475 on 2017/08/17 by Andrew.Grant
Fixed issue with PS4 asserts not being detected during test shutdown
#!tests ran locally
#!rb none
Change 3595415 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added check for network failure to tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594725 on 2017/08/17 by Ben.Salem
Add "Worst offenders" table and runtime to FX perf reports.
#!rb adric.worley
#!tests Ran a few FX Perf tests and generated reports.
Change 3594195 on 2017/08/17 by Shaun.Kime
Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist.
#!rb none
#!tests preflight'ed change, QA ran multiple soak tests
Change 3594177 on 2017/08/17 by Andrew.Grant
Fixed issue that was causing exceptions not to be recognized
#!tests ran locally
#!rb none
Change 3594090 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
[CODEREVIEW] zak.middleton
#!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594022 on 2017/08/17 by Laurent.Delayen
SkeletalMeshComponent::InitAnim
- Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state.
- Do not call RefreshBoneTransforms if AnimInstance has not been initialized.
- Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.
#!rb martin.wilson
#!tests minion test lane map.
Change 3593972 on 2017/08/17 by Chris.Bunner
Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597.
#!rb None
#!tests Editor, -game, PC
#!jira UE-48521, OR-42612
Change 3590611 on 2017/08/16 by David.Ratti
Spot edigrate CL 3584203 to fix show collision crash in mono 2
#!rb none
#!tests compile
Change 3590452 on 2017/08/16 by Laurent.Delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
#!codereview zak.middleton
Change 3590378 on 2017/08/16 by Laurent.Delayen
Integrated CL #!3585145 from Main.
>>
Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338
Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered.
Fixed auto ranged iterator.
#!rb none
#!tests bot match with Twinblast
<<
Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt
Added the ability to remove vertex colors from static meshes from the content browser
#!rb none
#!tests none
#!fyi jordan.walker
Change 3590026 on 2017/08/16 by Jurre.deBaare
HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster
#!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning
#!jira OR-41584
#!rb none
#!test have tested several 'error' meshes which would before prevent the user from creating a cluster,
Change 3588580 on 2017/08/15 by Laurent.Delayen
Fix for https://jira.it.epicgames.net/browse/OR-42755
#!rb none
#!tests bot match
Change 3588360 on 2017/08/15 by Charles.Anderson
Phat
- Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again.
Change 3587983 on 2017/08/15 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up audio issue on the new dawn intro movie
#!jira OR-42144
#!rb Max.Preussner
#!test Paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3587746 on 2017/08/15 by Daniel.Lamb
Build launcher now has option for custom test.
Dumps generated buildcooktest commandline to log when using -interactive for reference.
#!rb trivial
#!test BuildCookTest with and without test options.
Change 3587733 on 2017/08/15 by Daniel.Lamb
Reenabled binned 2 stats in not shipping.
#!rb Andrew.Grant
#!test Paragon editor.
Change 3587727 on 2017/08/15 by Daniel.Lamb
Removed all the checks to help track down Texture GC issue.
#!rb Trivial
#!test Paragon editor
Change 3584487 on 2017/08/14 by Laurent.Delayen
https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives.
#!rb none
#!tests compiles
Change 3582074 on 2017/08/11 by Laurent.Delayen
TimeStretchCurve system for AnimMontages.
Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling.
For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated).
This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.
#!rb martin.wilson
#!codereview lina.halper, james.golding
#!tests wukong primary attacks
Change 3582063 on 2017/08/11 by Brian.Fasten
Removing Monolith02_LowTest from automated builds until errors can be cleared
#!codereview: daniel.lamb
#!rb - none
#!tests - none
Change 3581229 on 2017/08/10 by Lina.Halper
- Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp
- Comment out issue that causes crash in the draw box
#!jira: UE-48222
#!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb
#!rb: Jurre.DeBaare
#!tests: building HLOD as specified in the ticket, and anim blueprint graph
Change 3577839 on 2017/08/08 by Daniel.Lamb
Revert CL 3576931. To fix crash when generating HLOD in Monolith 2.
#!rb Andrew.Grant
#!test Rebuild HLOD paragon editor
#!fyi Lina.Halper
Change 3577684 on 2017/08/08 by Andrew.Grant
Removed ensure and merged proper fix for crash from UE4/Main (3572777)
#!tests #!rb none
Change 3577562 on 2017/08/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-42383
Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked.
#!rb lina.halper
[CODEREVIEW] lina.halper, martin.wilson
#!tests bot match
#!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3577358 on 2017/08/08 by Harrison.Moore
Updating Colorchecker
Change 3576931 on 2017/08/08 by Lina.Halper
Fix for missing arrowhead of the transition on state machine graph
#!rb: Nick.Darnell
#!tests: editor
Change 3576847 on 2017/08/08 by Jason.Bestimt
#!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist)
#!RB: Guillaume.Abadie
#!Tests:none
Change 3576794 on 2017/08/08 by Laurent.Delayen
Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore.
#!rb Matt.Kuhlenschmidt
#!codereview Matt.Kuhlenschmidt
#!tests Ghost in PIE, showdebug animation works.
Change 3576302 on 2017/08/08 by Jurre.deBaare
Fix for Materials get switched up while building HLODs in case the section order is different than the material order
#!rb none
#!tests Rebuild problematic clusters in Monolith2
#!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine)
Change 3575221 on 2017/08/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for PS4 shipping
#!tests compiled PS4 shipping
#!rb none
#!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3575165 on 2017/08/07 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp
--------------------------------------
PS4 GPU time now shows correct values instead of vsync time.
#!tests Ran on PS4
#!rb Luke.Thatcher
#!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574408 on 2017/08/06 by Ben.Salem
Switch nightly solo smoke/fx tests to have -unattended on their commandlines.
#!rb none
#!tests compiled.
Change 3574308 on 2017/08/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include session time, MVP, and hitches on new health report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574217 on 2017/08/05 by Jeff.Williams
Fixing UAT compile error
#!review-3574218 @andrew.grant
#!rb na
#!tests na
Change 3574139 on 2017/08/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3571982 for future v42 patches
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574130 on 2017/08/05 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs
--------------------------------------
Non-shipping Gauntlet changes -
Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures
Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :(
#!tests ran locally on PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573197 on 2017/08/04 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573079 on 2017/08/04 by Andrew.Grant
Removed some code that was preventing Wacom from working
#!tests #!rb none
Change 3572790 on 2017/08/04 by Jurre.deBaare
Moving over fixes from 4.17 stream related to HLOD:
"UE-47360
Non Uniform baking of HLOD materials causes texture stretching
UE-47031
Generating a HLOD cluster with multiple actors that contain lods will not bake correctly"
#!rb none
#!tests none
Change 3572663 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - copy elf files to temp dir and launch from there
#!tests ran gauntlet
#!rb none
#!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572622 on 2017/08/04 by Jurre.deBaare
Moving over:
"Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped.
#!rb nick.darnell
#!jira UE-46919"
#!tests none
Change 3572428 on 2017/08/04 by Benn.Gallagher
Added per-axis inertia and parent dominance settings to physics assets
#!rb Thomas.Sarkanen
#!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node)
Change 3572142 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups
#!tests none
#!rb none
#!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572133 on 2017/08/04 by Andrew.Grant
Merging
//UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
#!tests #!rb none
Change 3572065 on 2017/08/03 by Andrew.Grant
Fixed bug in Gauntlet parsing of perf data for tests
Added perf-parsing test to SelfTest
#!tests ran self test
#!rb none
#!ROBOMERGE: 42.1
Change 3572033 on 2017/08/03 by Andrew.Grant
Merging //UE4/Main @ 3571062 through Orion-Staging
#!rb none
#!tests Engine QA pass
Change 3571262 on 2017/08/03 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
#!rb none
#!tests played monolith2 on PS4 and loaded the map in the editor.
Change 3571247 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate Dev-UI -> Release42
Reduced the sensitivity on the slow tick timer warning
#!rb Trivial
#!test Cooked paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570431 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server.
#!tests ran windows server locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570343 on 2017/08/03 by Jurre.deBaare
HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters
#!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad)
#!jira UE-47712
#!rb none
#!tests PIE in Editor while having HLOD forced on
Change 3570047 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for ensure leading to deadlock
#!jira OR-42071
#!tests compiled, ran ShortSoloGame test
#!rb none
[QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure.
#!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569932 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems.
#!rb gil.gribb
#!tests ran 10x solo games, ran LoadTest, all PS4
#!jira UE-47483
#!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569839 on 2017/08/02 by Daniel.Lamb
Added the low quality monolith map to the build launcher and cook maps list.
#!rb Trivial
#!test Compile UAT
Change 3569441 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data.
Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data.
#!rb none
[CODEREVIEW] martin.wilson, lina.halper
#!tests bot match w/ dedicated server.
#!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569397 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.salem
Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time.
#!rb various
#!tests ran with new shallow test maps.
#!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3568639 on 2017/08/02 by Adric.Worley
Add individual FTest enumeration to Orion perf tests
Moved methods to run FTests to helper for reuse.
Effects perf tests now show individual test cases for more granular runs.
All perf tests now do map check and draft logic as setup.
#!tests ran updated tests in client/server
#!rb ben.salem
Change 3568616 on 2017/08/02 by Ben.Salem
Switch shallow fx tests to report to their own mailing list.
#!rb bob.ferreira
#!tests recompiled
Change 3568607 on 2017/08/02 by Daniel.Lamb
Added staticmeshcomponent to the memreportfull command.
#!rb Trivial
#!test Paragon
Change 3568018 on 2017/08/01 by Ben.Salem
Add skin and character name to test reports, and also test runtime.
#!rb none
#!tests ran steel shallow test
Change 3567995 on 2017/08/01 by Bob.Ferreira
[FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation.
[Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it.
#!rb Ben.Salem
#!TESTS Ran local automationtool run on a cooked main build.
Change 3567912 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: ori.cohen
Added support for physical materials in immediate mode
#!rb none
#!tests none
[CODEREVIEW] Benn.Gallagher
#!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3567594 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Disabling animation optimization until I can fix an edge case.
#!rb none
#!tests arcade mode
#!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3566953 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for.
This is also affects non rendered meshes on clients.
#!rb martin.wilson
[CODEREVIEW] lina.halper, martin.wilson
#!tests ghost and wukong networked doing montage abilities.
#!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3564610 on 2017/07/31 by Uriel.Doyon
Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
Deprecated previous material data as it was causing some waste.
Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases
#!rb none
#!tests played monolith2 on PS4
Change 3564509 on 2017/07/31 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened).
[CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson
#!rb none
#!tests Kwang AnimBP opens without a warning.
#!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3613306 by Andrew Grant in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]