Commit Graph

41 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
Bob Tellez
c747634240 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3016173 on 2016/06/16 by Lukasz.Furman

	fixed path updates in nested move tasks
	#jira FORT-25742

Change 3015722 on 2016/06/15 by Bob.Tellez

	#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence

	#JIRA OR-14102

Change 3015626 on 2016/06/15 by Bob.Tellez

	#UE4 Experimental fix for hitches involving spinlocks in windows.

	#JIRA FORT-25253

Change 3015473 on 2016/06/15 by Bob.Tellez

	#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.

	#JIRA FORT-25748

Change 3014721 on 2016/06/15 by Bob.Tellez

	#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.

	#JIRA FORT-25689

Change 3014323 on 2016/06/15 by Rob.Cannaday

	When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
	#jira FORT-25407
	#tests front end parties, being kicked from outpost lobby

Change 3013712 on 2016/06/14 by Bob.Tellez

	#UE4 Fix DrawNetDriverDebug crash during map transitions

Change 3013418 on 2016/06/14 by Mark.Satterthwaite

	Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
	#jira FORT-24510

Change 3013394 on 2016/06/14 by Mark.Satterthwaite

	Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
	#jira FORT-24808

Change 3012977 on 2016/06/14 by Fred.Kimberley

	Add a blueprint exposed function to evaluate an attribute from a given base value.

Change 3012755 on 2016/06/14 by Bob.Tellez

	#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe

	#JIRA FORT-113

Change 3011948 on 2016/06/13 by Mark.Satterthwaite

	Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.

Change 3011659 on 2016/06/13 by Bob.Tellez

	#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.

Change 3011647 on 2016/06/13 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#tests multiple account login, frontend only

Change 3011436 on 2016/06/13 by Nick.Cooper

	#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation

	#jira FORT-23606

Change 3010411 on 2016/06/12 by Bob.Tellez

	#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.

	#jira FORT-113, FORT-22222

Change 3009885 on 2016/06/10 by Billy.Bramer

	#jira FORT-25361
	[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
	- Fix some resultant bugs from swapping attributes to be struct-based:
	   - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
	   - Fix issue where subsequent changes to the aggregator's base value on the client would be lost

Change 3009514 on 2016/06/10 by Bob.Tellez

	#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.

Change 3009197 on 2016/06/10 by Michael.Trepka

	Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway

Change 3008392 on 2016/06/09 by Ben.Zeigler

	#jira FORT-25244
	Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.

Change 3008106 on 2016/06/09 by Lukasz.Furman

	fixed cutting corners near navmesh obstacles in detour crowd's string pulling
	#jira FORT-24981

Change 3008039 on 2016/06/09 by Bob.Tellez

	#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.

Change 3007864 on 2016/06/09 by Fred.Kimberley

	Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.

Change 3007682 on 2016/06/09 by Michael.Trepka

	Re-enabled reverb on Mac

Change 3006971 on 2016/06/08 by Saul.Abreu

	#fortnite
	#jira FORT-25169
	Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.

Change 3006933 on 2016/06/08 by Chris.Gagnon

	Fixed up all the Power levle widget use cases.

	#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924

Change 3006633 on 2016/06/08 by Dmitry.Rekman

	Linux: propagate ensure message to the CR (FORT-23030).

	- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.

	#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
	#jira FORT-23030

Change 3006036 on 2016/06/08 by Rob.Cannaday

	Remove warning about missing "recentplayers" field.  The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
	#jira FORT-18687

Change 3005216 on 2016/06/07 by Bob.Tellez

	#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.

Change 3004857 on 2016/06/07 by Rob.Cannaday

	Fix for incorrect reason displayed for inability to join party
	#jira FORT-13517

Change 3004811 on 2016/06/07 by Michael.Trepka

	Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.

Change 3004553 on 2016/06/07 by Lukasz.Furman

	fixed AnySpawners activating before navmesh unlock & rebuild
	#jira FORT-25067

Change 3004083 on 2016/06/07 by Bob.Tellez

	#UE4 Fixing GenerateApplicationPath for monolithic games.

Change 3003457 on 2016/06/06 by Bob.Tellez

	#UE4 Add a little info to a warning about failing to load a file for streaming.

Change 3003256 on 2016/06/06 by Bob.Tellez

	#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac

Change 3003146 on 2016/06/06 by jonathan.lindquist

	switching from a ceil and lerp technique to an if statement to provide better transform results.

Change 3002048 on 2016/06/06 by Daniel.Broder

	Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.

	This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.

	#RB Stephan.Delmer

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNote

Change 3001315 on 2016/06/05 by Daniel.Broder

	Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated().  That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.

	#RB Stephan.Delmer

	Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it.  If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).

	#CodeReview Ori.Cohen

	#UE4 #Fortnite #BugFix

Change 3001001 on 2016/06/04 by Fred.Kimberley

	Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.

	Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.

Change 3000613 on 2016/06/03 by Sam.Spiro

	#fort online 24747
	Take change from SamZ to get connection change delegates firing correctly
	Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)

	#RB Ben.Zeigler

Change 3000482 on 2016/06/03 by Rob.Cannaday

	Fix problem where newly added friends don't recognize party invitations
	#jira FORT-19415

	From CL 2953432:
	Ignore presence updates for local user with different resources
	#jira OR-19929
	#tests front end party invites

Change 2998044 on 2016/06/02 by Lukasz.Furman

	fixed path box intersection test used to verify if hotspot is still required for updated path
	#jira FORT-24422

Change 2997948 on 2016/06/02 by Eric.Newman

	Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria.  Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing

Change 2997660 on 2016/06/02 by Chris.Wood

	Changed Linux server crash handler to force CRC log paths to match main engine log.
	[UE-30259] - Some server crashes are missing from crashreporter database

	Should allow us to have CRC logs uploaded to S3 along with main logs easily.

Change 2996702 on 2016/06/01 by Bob.Tellez

	#UE4 You can now use Edit Asset on Level assets in the reference viewer.

Change 2996683 on 2016/06/01 by Tim.Tillotson

	#fortnite
	Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
	#JIRA FORT-23833

Change 2996548 on 2016/06/01 by Bob.Tellez

	#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.

Change 2996322 on 2016/06/01 by Bob.Tellez

	#UE4 Fix for specifying more than one ini override on the command line

Change 2996306 on 2016/06/01 by Bob.Tellez

	#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.

Change 2995634 on 2016/06/01 by Jonathan.Lindquist

	imrpoving the wind magnitude and noise texture

Change 2995249 on 2016/05/31 by Bob.Tellez

	#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.

Change 2992135 on 2016/05/26 by Bob.Tellez

	#UE4 extern for GuardedMain in LaunchLinux to fix nonunity

Change 2991912 on 2016/05/26 by jonathan.lindquist

	moved a texture sample into a new grouping

Change 2991738 on 2016/05/26 by Bob.Tellez

	#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.

Change 2991449 on 2016/05/26 by Lukasz.Furman

	AI Ftests will now delay spawning until navmesh is ready
	#fortnite

Change 2990705 on 2016/05/25 by Chris.Gagnon

	New stats panel, upon stat changes there is a delta pop up.
	New Squads Tab.
	Navigation from nodes to squad slots working.

	Added GetAnimationCurrentTime() to UMG Animation API.

	#RB Fred.Kimberley, Saul.Abreu

Change 2990286 on 2016/05/25 by Bob.Tellez

	#UE4 Fix logging error regarding max tag container replication size

Change 2990285 on 2016/05/25 by Bob.Tellez

	#UE4 Fix for crash when using "ShowDebug Game" client side

Change 2989977 on 2016/05/25 by Lukasz.Furman

	auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
	#fortnite

Change 2989174 on 2016/05/24 by Bob.Tellez

	#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.

Change 2988571 on 2016/05/24 by Jonathan.Lindquist

	submitting a fix for grass-like hierarchy layouts

Change 2985428 on 2016/05/20 by Bob.Tellez

	Experimenting with making UGS CIS not rebuild UBT when incremental building.

Change 2985319 on 2016/05/20 by Bob.Tellez

	#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.

Change 2985258 on 2016/05/20 by Billy.Bramer

	- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute

Change 2985157 on 2016/05/20 by Bob.Tellez

	Experimenting with non-unity CIS

Change 2984664 on 2016/05/19 by Bob.Tellez

	#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.

Change 2984663 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.

Change 2984613 on 2016/05/19 by Bob.Tellez

	#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.

Change 2984508 on 2016/05/19 by Billy.Bramer

	- Add constructors for the new struct based attribute

Change 2983883 on 2016/05/19 by Lukasz.Furman

	disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
	#ue4

Change 2983770 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.

	#JIRA FORT-24303

Change 2982306 on 2016/05/18 by Bob.Tellez

	Also experimenting with not updating version files in UGS CIS.

Change 2982154 on 2016/05/18 by Lukasz.Furman

	changed navwalking geometry conforming to use building prop special case
	#jira FORT-24215

Change 2982019 on 2016/05/18 by Bob.Tellez

	Trying out incremental CIS builds

Change 2981192 on 2016/05/17 by Bob.Tellez

	#UE4 No longer staging movie files for dedicated server builds.

Change 2981023 on 2016/05/17 by Lukasz.Furman

	added new mode for NavWalking geometry conforming: prefer height closer to current one
	this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars

Change 2980578 on 2016/05/17 by Lukasz.Furman

	added option for disabling path replan in crowd manager, turned it off in fortnite
	this must be handled through path update events and corridor assignment or else hotspot detection will break
	#jira FORT-24116

Change 2980364 on 2016/05/17 by Lukasz.Furman

	unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
	#jira FORT-24045

Change 2980360 on 2016/05/17 by Lukasz.Furman

	more detailed logs for using custom navlinks
	#jira FORT-23990

Change 2979880 on 2016/05/16 by Bob.Tellez

	#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.

Change 2979522 on 2016/05/16 by Saul.Abreu

	#fortnite
	Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.

Change 2977690 on 2016/05/13 by Daniel.Broder

	Made most FBox functions FORCEINLINE to improve DebugGame performance.

	#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNotes

Change 2977517 on 2016/05/13 by Daniel.Broder

	Added ForceInline to TIndexedContainerIterator<...>::operator!=(...).  This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!

	#CodeReview Bob.Tellez

	#Fortnite Wind perf improvement in DebugGame builds.

	#UE4 #ReleaseNote

Change 2974910 on 2016/05/11 by Bob.Tellez

	#UE4 More graceful handling of export class names in string asset references.

Change 2974095 on 2016/05/11 by Bob.Tellez

	#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.

Change 2973663 on 2016/05/11 by John.Abercrombie

	[implemented by Ben.Marsh]

	UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:

		<BuildConfiguration>
			<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
		</BuildConfiguration>

Change 2972603 on 2016/05/10 by Saad.Nader

	#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.

Change 2971741 on 2016/05/09 by Bob.Tellez

	#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.

Change 2969838 on 2016/05/06 by Bob.Tellez

	#Fortnite Added FN PS4 to build scripts

Change 2969542 on 2016/05/06 by Bob.Tellez

	#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.

	#JIRA FORT-23754

Change 2969520 on 2016/05/06 by Billy.Bramer

	- Fix missing virtual destructor now that the initter struct has virtual members

Change 2969467 on 2016/05/06 by Billy.Bramer

	- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
	- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
	- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
	- Fix typos in the initter
	- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
	- Allow attribute init data to come from several curve tables instead of just one
	- Remove reimport bindings from attribute metadata and global curve table, as neither was in use

Change 2969279 on 2016/05/06 by John.Abercrombie

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

Change 2966311 on 2016/05/04 by Rob.Cannaday

	Fix PS4 Orion players being able to whisper chat with non-Orion players
	#jira OR-20626
	#tests chat with launcher, fortnite
	(From //Orion/Dev-General CL 2963555)

Change 2966255 on 2016/05/04 by Bob.Tellez

	#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.

	#JIRA FORT-23604

Change 2966083 on 2016/05/04 by Bob.Tellez

	#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.

Change 2965669 on 2016/05/04 by Nicholas.Davies

	Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
	#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
	#RB Antony.Carter

Change 2965316 on 2016/05/03 by Ben.Zeigler

	#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
	Manual merge of CL #2907874:
	When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
	This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
	The fix is to add the request to the list when it is cancelled if we did not find it.

Change 2965164 on 2016/05/03 by Bob.Tellez

	#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!

Change 2963754 on 2016/05/02 by Billy.Bramer

	- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
	- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)

Change 2962922 on 2016/05/02 by Lukasz.Furman

	fixed gameplay debugger in "simulate in editor" mode

Change 2959860 on 2016/04/28 by David.Nikdel

	#OGF #McpProfile
	- Add Profile Write Lock support to client API
	NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
	NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
	#CodeReview: Ben.Zeigler

Change 2959810 on 2016/04/28 by Jonathan.Lindquist

	A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)

Change 2959336 on 2016/04/28 by Bob.Tellez

	#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)

Change 2958942 on 2016/04/28 by Jonathan.Lindquist

	Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes

Change 2958644 on 2016/04/27 by Jonathan.Lindquist

	lowering default recursive steps

Change 2956612 on 2016/04/26 by Jonathan.Lindquist

	A few new saftey measures

Change 2956197 on 2016/04/26 by Fred.Kimberley

	Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.

	Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.

Change 2955386 on 2016/04/25 by Jonathan.Lindquist

	Fixed a ui bug related to the first time path geo generator is run
	Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.

Change 2955230 on 2016/04/25 by Billy.Bramer

	- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes

Change 2954899 on 2016/04/25 by Fred.Kimberley

	Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.

Change 2953511 on 2016/04/22 by Bob.Tellez

	#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.

Change 2953496 on 2016/04/22 by Chris.Gagnon

	When the console closes it now properly restores the viewports input state (both focus and capture).

Change 2952930 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	#jira FORT-23041

Change 2951765 on 2016/04/21 by John.Abercrombie

	Removed unused code when initializing attribute sets

Change 2951617 on 2016/04/21 by Jonathan.Lindquist

	new elements to the grass shader to include wind influence

	also adding a test model

	and the latest version of canopy creator

Change 2950861 on 2016/04/21 by Jonathan.Lindquist

	Submitting a new material for grass so that it may react to the wind
	New wind test maps
	Functions to support global wind
	a new "fuzzy" mat functions
	Adding wind to the rift portals

Change 2950725 on 2016/04/20 by Bob.Tellez

	Fixups for non NewEC in GetLastSucceededCL

Change 2950695 on 2016/04/20 by Bob.Tellez

	Adding a small helper function to get the last succeeded CL of a given node.

Change 2950616 on 2016/04/20 by Maury.Mountain

	hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots

Change 2950207 on 2016/04/20 by Bob.Tellez

	#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.

Change 2950162 on 2016/04/20 by Lukasz.Furman

	fixed processing of repath requests, added infinite loop protection
	#jira FORT-23090

Change 2949974 on 2016/04/20 by Lukasz.Furman

	another batch of fixes for hotspot tasks getting out of sync:
	abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed

Change 2949923 on 2016/04/20 by Rob.Cannaday

	FOnlineIdentityMcp:  Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
	#tests PIE start game / shutdown

Change 2949210 on 2016/04/19 by Bob.Tellez

	#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.

	#JIRA FORT-23024

Change 2947381 on 2016/04/18 by Rob.Cannaday

	Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
	#jira FORT-22861
	#tests front end partying

Change 2945301 on 2016/04/15 by Michael.Trepka

	Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind

Change 2944422 on 2016/04/14 by Michael.Trepka

	Fixed Mono compile errors in UAT

Change 2944375 on 2016/04/14 by Fred.Kimberley

	Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.

Change 2944040 on 2016/04/14 by Michael.Trepka

	Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick

Change 2943864 on 2016/04/14 by Lukasz.Furman

	fixed initialization order of gameplay debugger replicators on client
	#jira FORT-22885

Change 2943228 on 2016/04/13 by Bob.Tellez

	#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.

Change 2942303 on 2016/04/13 by Daniel.Broder

	Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.

	#RB Bob.Tellez

	#UE4

Change 2941919 on 2016/04/13 by Jonathan.Lindquist

	Adding a new maxscript that allows artists to procedurally generate trees.

Change 2941816 on 2016/04/13 by Saul.Abreu

	Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.

Change 2941752 on 2016/04/12 by jonathan.lindquist

	adding a new function to optimize trees and fix a few issues

Change 2941519 on 2016/04/12 by Jonathan.Lindquist

	submitting a new warning regarding file unit types

Change 2940980 on 2016/04/12 by John.Abercrombie

	Turned Graphs off by default in the Visual Logger

Change 2940134 on 2016/04/11 by Billy.Bramer

	- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
	- Change row struct combo box on the data table importer to be sorted alphabetically

Change 2938828 on 2016/04/08 by David.Hunt

	#FN || Economy Rebuild
	Updating several code references to items and item paths that no longer exist, with Bob's help.

	This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.

	#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello

Change 2938675 on 2016/04/08 by Lukasz.Furman

	fixed gameplay debugger displaying paths of killed pawns
	#fortnite

Change 2938426 on 2016/04/08 by Rob.Cannaday

	Implement new command line party invitation format into Fortnite
	#jira FORT-22685
	#tests launch with command line party invite
	Integrate CLs 2908339 and 2917498 from Orion

Change 2938367 on 2016/04/08 by Billy.Bramer

	- Mark the reimport data table factory with UNREALED_API for external use
	- Change CSVImportFactory to respect the class of existing data being reimported upon

Change 2937319 on 2016/04/07 by Lukasz.Furman

	improved gameplay task info in gameplay debugger tool

Change 2937178 on 2016/04/07 by Lukasz.Furman

	fixed aborting undermine tasks when player becomes reachable
	#jira FORT-22240, FORT-22077

Change 2937166 on 2016/04/07 by Saul.Abreu

	Fixed redundant typename in TPair that was causing clang compilation errors.

Change 2937093 on 2016/04/07 by Saul.Abreu

	#fortnite
	Made ElementSetType protected again in the Map family.

Change 2937044 on 2016/04/07 by Saul.Abreu

	Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.

Change 2936940 on 2016/04/07 by Bob.Tellez

	#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.

Change 2936696 on 2016/04/07 by Bob.Tellez

	#UE4 Blueprint names are once again part of Blueprint compile log messages.

Change 2936572 on 2016/04/07 by Lukasz.Furman

	added more debug logs for tracking rare NaN error in player movement
	#jira FORT-19426

Change 2934892 on 2016/04/06 by Lukasz.Furman

	fixed updating hotspot information after all tasks instigated by it are finished
	#jira FORT-22515

Change 2933664 on 2016/04/05 by Michael.Trepka

	Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished

Change 2933554 on 2016/04/05 by Lukasz.Furman

	fixed taker's portal move (priorities of gameplay tasks spawned by path following)
	#jira FORT-22482

Change 2933343 on 2016/04/05 by John.Abercrombie

	Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
	- AnimInstance can be used through an accessor

Change 2933300 on 2016/04/05 by Lukasz.Furman

	fixed number of spawned AI in FTests using PreSpawnDelay
	#fortnite

Change 2933171 on 2016/04/05 by Lukasz.Furman

	added PreSpawnDelay param to function test spawn sets
	#fortnite

Change 2931072 on 2016/04/01 by Lukasz.Furman

	changed pawn actions to gameplay tasks
	#jira FORT-21314

Change 2930987 on 2016/04/01 by Billy.Bramer

	- Add method to data table to get all rows as a type
	- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
	- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"

Change 2929651 on 2016/03/31 by Nick.Cooper

	#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress

	#jira FORT-21330
	#RB ben.zeigler

Change 2929360 on 2016/03/31 by Daniel.Broder

	Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.

	Thanks to Bob for what I needed to check to early-out and avoid the crash.

	#RB Bob.Tellez

	#UE4

Change 2928845 on 2016/03/31 by Nicholas.Davies

	Add fix for chat text not clearing
	#jira FORT-22049 Textbox does not clear when text is sent through chat

Change 2928574 on 2016/03/30 by Ben.Zeigler

	Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect

Change 2928572 on 2016/03/30 by Ben.Zeigler

	#Jira FORT-20763
	Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load

Change 2928436 on 2016/03/30 by Bob.Tellez

	#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.

Change 2928372 on 2016/03/30 by Bob.Tellez

	#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.

Change 2926805 on 2016/03/29 by Bob.Tellez

	#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.

Change 2926752 on 2016/03/29 by Bob.Tellez

	#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.

Change 2926189 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path

Change 2924921 on 2016/03/28 by Lukasz.Furman

	removed log message showing as navmesh generation error when it skips over degenerated poly
	#fortnite

Change 2924843 on 2016/03/28 by Lukasz.Furman

	added more debug logs for navmesh's failed triangulate()
	#jira FORT-22186

Change 2924719 on 2016/03/28 by Lukasz.Furman

	fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
	#jira FORT-22132

Change 2921698 on 2016/03/24 by Lukasz.Furman

	fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
	#fortnite

Change 2920395 on 2016/03/23 by Bob.Tellez

	#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.

Change 2920343 on 2016/03/23 by Ben.Zeigler

	In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
	#RB josh.markiewicz

Change 2920310 on 2016/03/23 by Bob.Tellez

	#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init

Change 2920254 on 2016/03/23 by Aaron.McLeran

	FORT-22090 Re-disabling reverb.

	Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037

Change 2920249 on 2016/03/23 by Rob.Cannaday

	Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
	Don't trigger "member left" type events if we are leaving the party
	#jira FORT-20422
	#jira FORT-21726

Change 2920178 on 2016/03/23 by Bob.Tellez

	#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.

Change 2919858 on 2016/03/23 by Bob.Tellez

	#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.

Change 2919775 on 2016/03/23 by Bob.Tellez

	#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.

Change 2919233 on 2016/03/22 by Bob.Tellez

	#UE4 Removing a warning that is pretty chatty in our cooked logs.

Change 2919125 on 2016/03/22 by Bob.Tellez

	#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.

Change 2918831 on 2016/03/22 by Bob.Tellez

	#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.

	#JIRA FORT-22054

Change 2917722 on 2016/03/21 by Ben.Zeigler

	Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
	Resave assets that directly referenced FortniteServer

Change 2917588 on 2016/03/21 by Bob.Tellez

	#UE4 Fixed shadow variable that I introduced

Change 2914169 on 2016/03/17 by Ben.Zeigler

	Disable extra logging that was added to track down Auth issues, they look to be resolved

Change 2912626 on 2016/03/16 by Bob.Tellez

	#UE4 Success messages should not be warnings.

Change 2911171 on 2016/03/15 by Bob.Tellez

	#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading

Change 2911170 on 2016/03/15 by Billy.Bramer

	#jira [FORT-6139]
	Trap models persist after destroying supporting structure in Outpost
	- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
	- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs

Change 2911009 on 2016/03/15 by Bob.Tellez

	#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.

	#JIRA FORT-21605

Change 2910295 on 2016/03/15 by Bob.Tellez

	#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.

Change 2909324 on 2016/03/14 by Bob.Tellez

	#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.

Change 2905920 on 2016/03/11 by Lukasz.Furman

	fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
	#fortnite

Change 2905612 on 2016/03/11 by Bob.Tellez

	#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.

[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
Nick Darnell
1258799218 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2937390 on 2016/04/07 by Cody.Albert

	#jira UE-29211
	Fixed slider to properly bubble unhandled OnKeyDown events

Change 2939672 on 2016/04/11 by Richard.TalbotWatkin

	Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled.  This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
	#jira UE-29193 - "Files need check-out" prompt spams Blueprint users

Change 2939686 on 2016/04/11 by Richard.TalbotWatkin

	A number of further improvements to mesh vertex color painting:
	* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
	* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
	* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
	* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
	#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected

Change 2939906 on 2016/04/11 by Nick.Darnell

	Automation - Adding several enhancements to the automation framework and improving the UI.
	* Tests in the UI now have a link to the source and line where they orginate.
	* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
	* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
	* Front end now has better column displays offering more room to the test name
	* Changed several events to the automation controller to multicast delegates so that many could hook them.
	* The UI now refreshes the selection after tests finish so that the output log updates.

Change 2939908 on 2016/04/11 by Nick.Darnell

	Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)

Change 2940028 on 2016/04/11 by Nick.Darnell

	Automation - Removing the search box from the toolbar.  It's now inlined above the test tree.  Tweaking the padding to make it look more other windows and make everything not look so squished.  Recursive expansion now works on tests.

Change 2940066 on 2016/04/11 by Nick.Darnell

	Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.

Change 2940092 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940093 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940157 on 2016/04/11 by Jamie.Dale

	Fixing FTextTest due to some changes made to how currency is formatted

Change 2940694 on 2016/04/12 by Richard.TalbotWatkin

	Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
	#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs

Change 2942379 on 2016/04/13 by Richard.TalbotWatkin

	Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode.  This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists.  This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
	#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing

Change 2942947 on 2016/04/13 by Richard.TalbotWatkin

	Fixed crash when pasting a material function call node from one project to another in which it is not defined.
	#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects

Change 2943452 on 2016/04/14 by Richard.TalbotWatkin

	Updated F4 debug key binding to match what's in ShowFlags.cpp
	PR #2197 (contributed by mfortin-bhvr)

Change 2943824 on 2016/04/14 by Alexis.Matte

	#jira UE-29090
	Make sure we cannot open the color picker when a property is edit const

Change 2943841 on 2016/04/14 by Alexis.Matte

	#jira UE-28924
	tooltip was add for every hierarchy import option

Change 2943927 on 2016/04/14 by Alexis.Matte

	#jira UE-29423
	Add Obj support for scene importer

	Github PR #2272

Change 2943967 on 2016/04/14 by Richard.TalbotWatkin

	Added relevant fields from FBodyInstance to the FoliageType customizations.
	#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties

Change 2948397 on 2016/04/19 by Andrew.Rodham

	Moved FSlateIcon definition to SlateCore

	It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.

Change 2948805 on 2016/04/19 by Andrew.Rodham

	Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.

	  - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
	  - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.

	#jira UE-26502

Change 2950658 on 2016/04/20 by Alexis.Matte

	#jira UE-24333
	Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix

Change 2950663 on 2016/04/20 by Alexis.Matte

	#jira UE-29582
	When exporting to fbx we have to export each material instance as one fbx material

Change 2951240 on 2016/04/21 by Alexis.Matte

	#jira UE-28473
	Make sure light are render properly after importing a fbx scene

Change 2951421 on 2016/04/21 by Alexis.Matte

	#jira UE-29773
	fbx skeletalmesh import now support mesh hierarchy

Change 2955873 on 2016/04/26 by Richard.TalbotWatkin

	PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)

Change 2955965 on 2016/04/26 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2956717 on 2016/04/26 by Andrew.Rodham

	Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations

	#jira UE-26968

Change 2956822 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame

	#jira UE-7777

Change 2956931 on 2016/04/26 by Nick.Darnell

	New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.

Change 2956932 on 2016/04/26 by Nick.Darnell

	Plugins - Now allowing you to package a plugin from the plugin browsing view.  Still work in progress.

Change 2957164 on 2016/04/26 by Nick.Darnell

	Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager.  Making the copy constructor private on the module manager to prevent this in the future.

Change 2957165 on 2016/04/26 by Nick.Darnell

	Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.

	#jira UE-28456

Change 2957510 on 2016/04/27 by Nick.Darnell

	PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)

	#jira UE-28763

Change 2957511 on 2016/04/27 by Andrew.Rodham

	Editor: Make favorites button on details panel non-focusable
	  - This was preventing users being able to tab between value fields on the details panel

Change 2957610 on 2016/04/27 by Nick.Darnell

	PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)

	#jira UE-24190

Change 2957667 on 2016/04/27 by Jamie.Dale

	Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location

	#jira OR-18634

Change 2958035 on 2016/04/27 by Nick.Darnell

	Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.

Change 2958272 on 2016/04/27 by Jamie.Dale

	Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way

	This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.

	#jira UE-12096

Change 2958348 on 2016/04/27 by Jamie.Dale

	PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)

Change 2958352 on 2016/04/27 by Jamie.Dale

	Fixed the subtitle manager updating the wrong list of subtitles

	#jira UE-29511

Change 2958390 on 2016/04/27 by Jamie.Dale

	Removed some old placement-new style array insertions

Change 2959360 on 2016/04/28 by Richard.TalbotWatkin

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959724 on 2016/04/28 by Cody.Albert

	Merging hardware survey gating logic from 4.10

	#jira UE-28666

Change 2959807 on 2016/04/28 by Cody.Albert

	Removed deprecated function call

	#jira UE-28666

Change 2959894 on 2016/04/28 by Cody.Albert

	Fix for scroll offset being clamped by content size, not scroll max

	#jira UE-20676

Change 2960048 on 2016/04/28 by Jamie.Dale

	Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue

	#jira UE-12096

Change 2960782 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2960885 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961170 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961171 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961173 on 2016/04/29 by Jamie.Dale

	Removed some inline duplication on the specialized template functions

	#jira UE-12096

Change 2963124 on 2016/05/02 by Jamie.Dale

	FExternalDragOperation can now contain both text and file data at the same time

	This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.

	#jira UE-26585

Change 2963175 on 2016/05/02 by Jamie.Dale

	Updated some font editor tooltips to be more descriptive

	#jira UE-17429

Change 2963290 on 2016/05/02 by Jamie.Dale

	The Localise UAT command can now be run with a null localisation provider

Change 2963305 on 2016/05/02 by Jamie.Dale

	Fixed minor typo

Change 2963402 on 2016/05/02 by Jamie.Dale

	Cleaned up all the current localization key conflicts and warnings from gathering Engine code

	#jira UE-25833

Change 2963415 on 2016/05/02 by Jamie.Dale

	Rephrased a message that could generate a CIS warning

	#jira UE-25833

Change 2964184 on 2016/05/03 by Jamie.Dale

	Fixed duplicate "Font" entry in asset picker menu

	This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.

	We also now make sure the factories are sorted by display name before being shown in the UI.

	#jira UE-24903

Change 2966108 on 2016/05/04 by Nick.Darnell

	Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.

Change 2966113 on 2016/05/04 by Nick.Darnell

	[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine.  This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game.  Therefore, UGameEngine now tells the GameInstance to Start during this phase now.

Change 2966121 on 2016/05/04 by Jamie.Dale

	Config writing improvements when dealing with property values

	This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.

	This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.

	FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.

	UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).

Change 2966122 on 2016/05/04 by Jamie.Dale

	Added a setting to control dialogue wave audio filenames

Change 2966481 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2966887 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2967488 on 2016/05/05 by Ben.Marsh

	Changes to support packaging plugins from the editor.

	* UBT now has an option to explicitly disable hot-reloading in any circumstances.
	* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
	* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
	* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.

Change 2967947 on 2016/05/05 by Nick.Darnell

	PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)

	#jira UE-30371

Change 2968333 on 2016/05/05 by Jamie.Dale

	Fixed MultiLine not working with arrays of string or text properties

	- The detail customizations for FString and FText properties now read the meta-data off the correct property.
	- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
	- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
	- Fixed the default values panel in the UDS editor having a title area.

	#jira UE-30392

Change 2968999 on 2016/05/06 by Jamie.Dale

	Fixed infinite loop in the editor if a directory that is being watched is deleted

	#jira UE-30172

Change 2969105 on 2016/05/06 by Richard.TalbotWatkin

	Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
	#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option

Change 2969440 on 2016/05/06 by Jamie.Dale

	Significant performance improvements when pasting a large amount of text

	#jira UE-19712

Change 2969619 on 2016/05/06 by Andrew.Rodham

	Auto-reimport is now disabled inside an editor running in unattended mode

Change 2969621 on 2016/05/06 by Jamie.Dale

	Added the ability to override the subtitle used on a dialogue wave

	This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.

	#jira UETOOL-795

Change 2970588 on 2016/05/09 by Chris.Wood

	Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
	[UE-26958] - GitHub 2056 : Fixing typo in the operator
	#2056

Change 2971151 on 2016/05/09 by Chris.Wood

	Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
	[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
	[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.

	PR #2030

Change 2971267 on 2016/05/09 by Alexis.Matte

	Wrong parameter when calling GetImportOptions

	#jira UE-30299

Change 2972073 on 2016/05/10 by Richard.TalbotWatkin

	Fixed UModel methods which make surfaces as modified.
	#jira UE-28831 - Unable to undo material placement on BSP

Change 2972329 on 2016/05/10 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2972887 on 2016/05/10 by Alexis.Matte

	#jira UE-30167
	We now import the geometric transform also when we uncheck the absolute transform in the vertex.

Change 2973664 on 2016/05/11 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2973717 on 2016/05/11 by Nick.Darnell

	Fixing compiler issues from main merge.

	#jira UE-30590

Change 2973846 on 2016/05/11 by Jamie.Dale

	Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue

	These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).

	The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.

	This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).

Change 2973847 on 2016/05/11 by Jamie.Dale

	Changing the loading phase in the localization dashboard now writes to the default config

	#jira UE-30482

Change 2973866 on 2016/05/11 by Jamie.Dale

	Deprecated some functions that were taking an unused position.

	These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.

	- FViewportFrame::ResizeFrame
	- FSceneViewport::ResizeFrame
	- FSceneViewport::ResizeViewport

[CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
Bob Tellez
4b28d78a10 Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main

#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2904398 on 2016/03/10 by Bob.Tellez

	#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.

	#rb Josh.Markiewicz
	#codreview Josh.Markiewicz
	#JIRA FORT-20703

Change 2904339 on 2016/03/10 by Daniel.Broder

	Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).

	One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).

	Change made after discussion with Bob.

	#CodeReview Bob.Tellez

	#UE4

Change 2903020 on 2016/03/10 by John.Abercrombie

	Added blueprint function to set named params for use when running an EQS query from BP
	- Phil is going to test this out for me.

	#rb me (Mieszko wrote this)
	#codereview Phil.Cole, Mieszko.Zielinski

Change 2902440 on 2016/03/09 by Ben.Zeigler

	#Jira FORT-20149
	Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
	#codereview john.pollard
	#RB bob.tellez

Change 2900138 on 2016/03/08 by Bob.Tellez

	#UE4 Updated the following Parameter value functions to respect the bOverride flag

	GetStaticSwitchParameterValue
	GetStaticComponentMaskParameterValue
	GetTerrainLayerWeightParameterValue

	#rb Nick.Penwarden

Change 2899839 on 2016/03/08 by Lukasz.Furman

	fixed navmesh projection on actors with overlap response to world channels
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2899743 on 2016/03/08 by Lukasz.Furman

	fixed handling multiple blocking hits in navwalking's geometry conforming
	blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
	#fortnite FORT-21546
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2898194 on 2016/03/07 by Chris.Gagnon

	Added the ability to filter DataTable Assets by their row using the metadata.
	meta = (RowType=MyRowName)

	#RB Saad.Nader
	#codereview Saad.Nader, Jamie.Dale

Change 2895102 on 2016/03/04 by Ben.Zeigler

	#JIRA FORT-20290
	Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
	Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
	#codereview josh.markiewicz

Change 2891302 on 2016/03/02 by Bob.Tellez

	#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.

	#rb Ben.Zeigler
	#codereview Lukasz.Furman

Change 2887908 on 2016/03/01 by Chris.Gagnon

	Added Event Track to UMG Sequencer.
	Added PlayTo functionality for targeting the end point of a played animation.

	#RB Frank.Fella
	#codereview Frank.Fella, Nick.Darnell

Change 2887686 on 2016/03/01 by Joel.Crabbe

	Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.

	#codereview Ben.Zeigler

Change 2886847 on 2016/02/29 by Bob.Tellez

	#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.

	#codereview Richard.TalbotWatkin

Change 2886414 on 2016/02/29 by Lukasz.Furman

	fixed start point of composite path's update
	#fortnite FORT-21380
	#rb Mieszko.Zielinski

Change 2886250 on 2016/02/29 by Bob.Tellez

	#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.

	#codereview Robert.Manuszewski

Change 2885942 on 2016/02/29 by Bob.Tellez

	#UE4 Disabling per-instance mesh painting on instanced static mesh components.

	#rb Jack.Porter

[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Michael Noland
741c5e1b11 Editor: Added the ability to type in a path for the reference viewer, which makes it much easier to track down broken assets due to missing assets (paste in the missing asset path to view the assets that referenced it)
#jira UE-21660
[INTEGRATE] Change 2712391 by Michael.Noland@mnoland-T2784-HDepot on 2015/09/30 23:53:02

[CL 2712392 by Michael Noland in Main branch]
2015-09-30 23:54:11 -04:00
Mike Fricker
65e7557229 [INTEGRATE] Compile times: Working on eliminating <Module>Classes.h header files
- This checkin eliminates use of all <Module>Classes.h files in Engine, with the exception of UnrealEdClasses.h
- Compilation speed-ups for all of the modules affected, now that they are including what they use
- No effective changes other than C++ includes

[CL 2686054 by Mike Fricker in Main branch]
2015-09-10 08:48:03 -04:00
Jamie Dale
dc5d86018e Fixed the Reference Viewer "Make Collection with Referenced Assets" option failing
UE-18971 - ReferenceViewer_Make Collection with Referenced Asset Local Broken

This had fallen foul of the new naming restrictions for collections, and has been changed to use the leaf-name of the asset, rather than its full path.

This also adds the collection type icons to the sub-menu in the Reference Viewer.

[CL 2628794 by Jamie Dale in Main branch]
2015-07-22 07:50:35 -04:00
Mike Fricker
e2737e8fae Size Mapper fixes
- Fixed Size Map displaying "unknown" when viewing a size map for a selected class in Reference Viewer (UE-14488)

[CL 2530305 by Mike Fricker in Main branch]
2015-04-29 11:01:50 -04:00
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Richard TalbotWatkin
d2d9771cb4 Removed the invalid right-click context menu from the Reference Viewer when clicking on the background.
#jira UE-13407 - Right clicking in Reference Viewer brings up context menu with non-functional search

[CL 2506581 by Richard TalbotWatkin in Main branch]
2015-04-09 05:36:45 -04:00
Ben Cosh
e3d8fa61a3 Fix for reference viewer allowing users to edit the comment bubble text.
#UE-13446 - Reference viewer comments allow the user to edit the comment.
#Branch UE4
#Proj GraphEditor, ReferenceViewer

[CL 2505569 by Ben Cosh in Main branch]
2015-04-08 14:51:43 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Marc Audy
a425eba9ed Unify Slate's FInputGesture and Engine's FInputChord as FInputChord defined in Slate
[CL 2481648 by Marc Audy in Main branch]
2015-03-17 11:36:28 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Saul Abreu
e9a1f089e7 Fixed UI_COMMAND macro implementation so that it requires use of the LOCTEXT_NAMESPACE macro in the same file it is invoked from. Added necessary LOCTEXT_NAMESPACE definitions to files missing them using UI_COMMAND.
[CL 2477295 by Saul Abreu in Main branch]
2015-03-12 15:26:31 -04:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
bcf50ebacc [INTEGRATE] Change 2416912 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 11:17:07
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.

[CL 2419655 by Ben Marsh in Main branch]
2015-01-26 19:57:37 -05:00
Jamie Dale
bbb0624bff Fixed code relying on SLATE_TEXT_ATTRIBUTE for tooltips.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2401019 by Jamie Dale in Main branch]
2015-01-08 11:35:01 -05:00
Bob Tellez
1f79332ab2 [AUTOMERGE]
#UE4 The reference viewer no longer loads assets that you right click on. It never needed to.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2391935 by Bob.Tellez on 2014/12/17 18:19:24.

[CL 2391937 by Bob Tellez in Main branch]
2014-12-17 18:22:54 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00