Commit Graph

60 Commits

Author SHA1 Message Date
Steve Robb
7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00
Mieszko Zielinski
4b7cafa8af Fixed FunctionalTestingManager multi-registering for PIE End notification #UE4
While at it added instant-finish tests handling

[CL 2593297 by Mieszko Zielinski in Main branch]
2015-06-19 06:39:41 -04:00
Mieszko Zielinski
73eba3be6d Made FunctionalTest::LogMessage put the message to Message Log as well #UE4
Used to log stuff into vlog alone
UE-17169

[CL 2589824 by Mieszko Zielinski in Main branch]
2015-06-17 05:09:01 -04:00
Martin Mittring
3918e2b509 fixed UE-15921 Skeletal Meshes with Multiple Translucent Batches will render Both
[CL 2560964 by Martin Mittring in Main branch]
2015-05-21 12:32:13 -04:00
Laurent Delayen
f635d52081 Fortnite Dev > Main Integration from CL #2535376
UE4-Fortnite-CL-2535376
CL# 2535376
MCP CL# 2532705
Linux Dedicated Server
Backend: Testing
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "buildDate" : "2015-05-01T13:57:06.985Z",
  "serverDate" : "2015-05-04T13:50:47.828Z",
  "build" : "1306",
  "cln" : "2532705",
  "overridePropertiesVersion" : "unknown",
  "version" : "UNKNOWN"

[CL 2539301 by Laurent Delayen in Main branch]
2015-05-06 11:05:00 -04:00
Adric Worley
e578e2d7cd Separate automated system tests from project-specific tests
[CL 2514485 by Adric Worley in Main branch]
2015-04-16 12:40:47 -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
Marc Audy
5c936c7c3e Remove virtual from BlueprintImplementableEvents that have clear native virtual already
[CL 2483629 by Marc Audy in Main branch]
2015-03-18 17:50:49 -04:00
Mieszko Zielinski
42bb318fc4 Made functional testing's BP implementable events non virtual on C++ side #UE4
[CL 2483192 by Mieszko Zielinski in Main branch]
2015-03-18 12:16:37 -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
Mieszko Zielinski
5f8e1bf476 Improvements to functional testing framework #UE4
- improvements to debug drawing - a test can declare which level actors it's using and point at them while being selected in the editor
- added a "comment" field in propertied for a quick summary

[CL 2475160 by Mieszko Zielinski in Main branch]
2015-03-11 11:02:39 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Mikolaj Sieluzycki
de56183d3d UObject constructors create subobjects using UObject::Create* instead of FObjectInitializer::Create*
#codereview Robert.Manuszewski

[CL 2439579 by Mikolaj Sieluzycki in Main branch]
2015-02-10 04:34:10 -05:00
Ben Marsh
012e6f1e73 [INTEGRATE] Change 2418971 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/26 14:21:35
EngineMinimal.h no longer includes SlateCore.h or SlateBasics.h
	- This nearly halves the time it takes to recompile small game projects! (~14s -> ~8s)
	- This shrinks the PCH size for EngineMinimal by 161 MB on Windows (420 MB -> 259 MB, Development Editor Win64)
	- Note that Engine.h and EnginePrivate.h still include SlateCore.h and SlateBasics.h (not a clear detriment)
	- IMPORTANT: We need to verify all example games that use this still compile, and add release notes for user games that forgot to include Slate directly
	- This is all part of UE-7203

	#codereview james.golding,nick.atamas

[CL 2419751 by Ben Marsh in Main branch]
2015-01-26 20:24:15 -05:00
Jaroslaw Palczynski
adecd4aaad UHT: Allows defining multiple UCLASSes in one header file.
[CL 2412156 by Jaroslaw Palczynski in Main branch]
2015-01-20 09:33:54 -05:00
Steve Robb
0756ef15b9 Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.

#codereview robert.manuszewski

[CL 2400883 by Steve Robb in Main branch]
2015-01-08 09:29:27 -05:00
Stephan Delmer
61ee4e0d2b [AUTOMERGE]
Non-unity CIS fix #UE4

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2384128 by Mieszko.Zielinski on 2014/12/10 15:11:22.

[CL 2389306 by Stephan Delmer in Main branch]
2014-12-15 18:26:42 -05:00
John Abercrombie
4e9ac6444a Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch]
2014-12-15 15:29:48 -05:00
Mieszko Zielinski
71fe69f03c Fixed FunctionalTesting framework not being able detect if the testing has already finished #UE4
[CL 2383371 by Mieszko Zielinski in Main branch]
2014-12-10 09:17:33 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Wright
b4c700abeb Removed DrawDynamicElements, PreRenderView and dependencies. These have been disabled since 11/04, and the GetDynamicMeshElements path is now the only path for dynamic mesh rendering.
[CL 2370254 by Daniel Wright in Main branch]
2014-11-25 17:56:43 -05:00
Mieszko Zielinski
a64482c33c Perception System's update towards generic and BP usable interface #UE4
- pass 1, some more improvements to come
- updated lots of Fortnite code to accommodate API changes
- same goes for Orion, though a lot less of code had to be touched
- includes a minor extension to IGenericTeamAgentInterface

[CL 2361462 by Mieszko Zielinski in Main branch]
2014-11-15 20:50:16 -05:00
Eric Newman
65fa5864ff Fortnite Dev > Main Integration
Merged CL# 2352617 using UE4-Fortnite-To-UE4

[CL 2355906 by Eric Newman in Main branch]
2014-11-11 10:35:51 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00