Commit Graph

43 Commits

Author SHA1 Message Date
Zousar Shaker
3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
andrew grant
0bf0d10404 - Fix for case where people try to take an automation screenshot during BeginPlay.
Now perform the pre-screenshot flush of loading on the first tick of the latent action and not in its constructor. This addresses cases where BP's attempt to take a screenshot in their BeginPlay event while the world is being created.

- Fix for crash that can happen when a window needs resized after a screenshot is captured.

Don't delete (which leads to restoring the viewport size) on response to the screenshot delegates. Instead queue it by one frame


#jira UE-91269
#rb na
#lockdown Cristina.Riveron

#ROBOMERGE-SOURCE: CL 12788643 in //UE4/Release-4.25/... via CL 12788645 via CL 12788646
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12788647 by andrew grant in Main branch]
2020-04-14 20:37:48 -04:00
andrew grant
7e92fd2998 More complete fix for UE-89839
Added a high level define (WITH_AUTOMATION_TESTS) that is set when thier WITH_DEV_AUTOMATION_TESTS or WITH_PERF_AUTOMATION_TESTS is set).

This allows support code to be wrapped in a single define and the WITH_DEV / WITH_PERF macros used for simply including/excluding test definitions.

#jira UE-89839
#rb na
#tests compiled UE4Game in dev/test/shipping

#ROBOMERGE-SOURCE: CL 11843115 in //UE4/Release-4.25/... via CL 11843116
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11843119 by andrew grant in Main branch]
2020-03-02 15:00:13 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
JeanMichel Dignard
d4f0f4d3f2 Copying //UE4/Dev-Enterprise @ cl 9420543 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 9420574 by JeanMichel Dignard in Main branch]
2019-10-04 13:11:45 -04:00
Marc Audy
8df336162c Copying //UE4/Dev-Anim to Dev-Main (//UE4/Dev-Main) @ 8782600
#rb
#rnx

[CL 8783278 by Marc Audy in Main branch]
2019-09-17 19:12:19 -04:00
nick darnell
bcacd7c5b6 Editor - Working with the new blutility UMG extensions, found a few improvements worth making. EditorUtilityWidgets now have ShowWorldContextPin, enabled, so that the editor widgets can make choices about what world they're interacting with, Editor or game world.
Automation - Adding more options for forcing and waiting for loading and streaming to finish and more utilities for waiting for that to happen entirely for tests.

Lauren.Ridge

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 5382989 via CL 5383481 via CL 5383540
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)

[CL 5385045 by nick darnell in Dev-Anim branch]
2019-03-13 13:04:30 -04:00
nick darnell
541b64246a Editor - Working with the new blutility UMG extensions, found a few improvements worth making. EditorUtilityWidgets now have ShowWorldContextPin, enabled, so that the editor widgets can make choices about what world they're interacting with, Editor or game world.
Automation - Adding more options for forcing and waiting for loading and streaming to finish and more utilities for waiting for that to happen entirely for tests.

Lauren.Ridge


#ROBOMERGE-SOURCE: CL 5382989 via CL 5383481

[CL 5383540 by nick darnell in Main branch]
2019-03-13 11:45:29 -04:00
Thomas Sarkanen
b709a10f4c Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4708558
#rb none
#jira none
#lockdown Laurent.Delayen

[CL 4708630 by Thomas Sarkanen in Dev-Anim branch]
2019-01-11 07:37:39 -05:00
Francis Hurteau
57c677da93 Copying //UE4/Dev-Enterprise@4705006 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4705151 by Francis Hurteau in Main branch]
2019-01-10 17:26:53 -05:00
Thomas Sarkanen
8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Simon Tourangeau
614ad8db40 Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3797699)
#lockdown Nick.Penwarden
#rb JeanMichel.Dignard

============================
  MAJOR FEATURES & CHANGES
============================

Change 3770717 by Simon.Tourangeau

	Fix Blank Enterprise template project creation

Change 3773186 by Simon.Tourangeau

	Fix asset migration to correctly handle the migration of content from Content Plugins

Change 3773230 by JeanLuc.Corenthin

	Adding new material asset for CAD importer
	Removing old material assets for CAD importer

Change 3774391 by JeanMichel.Dignard

	Added support for IES asymmetrical light profile
	- IES textures are now 2D (256*256) and the shader will use the light tangent to sample the texture.
	- Point light tangent is now the Z axis to match the spot lights. Tube shaped point lights will be automatically rotated to compensate for this change. Dynamically generated point lights with a source length will need to have a 90 degrees pitch added to their orientation.

	#jira UEENT-55

Change 3775668 by JeanMichel.Dignard

	Fixed linux and mac editor builds. Use FVector::DotProduct instead of Dot3 since we're using FVectors.

Change 3781147 by Jamie.Dale

	[Python] Prevent the Xcode version of Python being used by default

Change 3781991 by JeanMichel.Dignard

	Send the IES texture profile to lightmass in a separate TArray to fix warning 6262 about using too much stack during static analysis.

Change 3783479 by Simon.Tourangeau

	Fix NewProjectWizard crash if starter content was enabled

	#jira UEENT-635

Change 3784279 by Jamie.Dale

	[Python] Added ScopedEditorTransaction and an editor specific module

Change 3787566 by JeanLuc.Corenthin

	Fixed issue with display of units which were not reflecting the project settings when enbling unit display.

	Got Jamie Dale to help me find the correct solution to this problem: a lambda function.

	Thanks, Jamie!

Change 3788178 by Martin.Sevigny

	Make sure that FLightPropagationVolume is properly initialized before using it. Can currently trigger a check in  FProjectedShadowInfo::SetupWholeSceneProjection because of an uninitialized BoundingBox if LPVIntensity is saved at 0.

	Solves: https://udn.unrealengine.com/questions/354040/switching-gi-lpvs-at-runtime.html

Change 3788301 by JeanLuc.Corenthin

	On behalf of Anousack:

	UE assets necessary to properly handle Cropped procedural textures.

	#jira UEENT-522

Change 3789146 by Martin.Sevigny

	Bringing back the LPVIntensity test as per MarcusW review.

Change 3789467 by Patrick.Boutot

	Add Analytics to PythonScriptPlugin.

Change 3789473 by Patrick.Boutot

	Add a slow task dialog when executing a Python script.

Change 3790809 by Patrick.Boutot

	Add GIsRunningUnattendedScript. If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running a Blutility or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT

Change 3790970 by Patrick.Boutot

	Add SavePackages with Dialog version in EditorLoadingAndSavingUtils. Refactor some internal save & checkout function in FileHelpers to prevent dialogs from showing when it was not requested.

Change 3790976 by Patrick.Boutot

	Add RenameAssetsWithDialog to AssetTools. All previous implementation now use the WithDialog version.
	Allow DeleteObject & DuplicatedAsset to be completed without dialog.

Change 3791597 by Simon.Tourangeau

	Fix custom window positions in "windowed mode"

	#jira UE-52873

Change 3791633 by Patrick.Boutot

	Expose to Blueprint the actor' label and folder path.

Change 3791634 by Patrick.Boutot

	Change size of the OutputLog's SuggestionList box.

Change 3791637 by Patrick.Boutot

	Make sure the suggestions panel is closed before executing the command. Some command wants to run dialog and the suggestions panel may prevent it from opening.

Change 3791661 by Jamie.Dale

	[Python] Fixed a bug where we could return an object of the incorrect type from the cache

	This could happen if the same instance pointer actually represented two different things, such as when a struct had a different struct as its first member as both of those have the same address, but reflect two different things.

	We now treat the type as significant in the cache, and only return something if it matches both the instance and the type.

	#jira UEENT-651

Change 3794968 by Patrick.Boutot

	Extend File menu to include Python menu. Save the last 10 scripts executed in the user config.

Change 3795084 by Jamie.Dale

	[Python] Added a way to purge all references to a given UObject (or set of UObjects) from any living Python objects

Change 3795324 by Jamie.Dale

	[Python] Ensure that Python objects referencing the current world/level are purged when the active world/level is changed

	This is needed to avoid a fatal assert about a GC leak

	#jira UEENT-658

Change 3796248 by Jamie.Dale

	FilterAssetDataWithNoTags no longer implicitly removes localized assets


Change 3773185 by Simon.Tourangeau

	Move DatasmithImporter plugin content to a content-only plugin under Engine/Plugins/Enterprise/DatasmithContent

	This makes it possible to load content created with the DatasmithImporter without having access to Enterprise plugins.

	#jira UEENT-544

Change 3790982 by Patrick.Boutot

	Set GIsRunningUnattendedScript to EditorScriptUtilities callable functions.
	Load level without a prompt.

Change 3791539 by Jamie.Dale

	[Python] Added ScriptName and ScriptNoExport meta-data to allow control over how things are exposed to scripts

	ScriptName can be used to override the basic name we use when converting classes, structs, enums, properties, and functions to their Python names. It has been used here to remove all the K2_ and BP_ prefixes, and to remove Kismet and Blueprint from some library names.

	ScriptNoExport can be used to prevent a property or function from exporting to Python. It has been used here to prevent exporting some deprecated functions that had names that would conflict if we stripped off the K2_ prefix of some newer functions (there were only a handful of these cases).

Change 3773163 by Patrick.Boutot

	Improve ConvertActors implementation. Check if the StaticMesh path is valid and do not use dialog in the case we are converting a Brush to a StaticMesh.

Change 3776401 by Patrick.Boutot

	Add function to spawn and destroy an actor in editor mode. Spawn use the Place functionality of the editor, you can spawn from an asset, class, archetype or factory.

Change 3778137 by Patrick.Boutot

	Add 2 functions to EditorAssetLibrary. GetPathNameForLoadedAsset, wrapper for UObject.GetPathName(). FindPackageReferencersForAsset similar to AssetRegistry.FindPackageReferencer. It will load the assets and all the referencers to confirm the reference.
	EditorAssetLibrary now support full path.

Change 3778139 by Patrick.Boutot

	Update example data for EditorScriptingUtilities.

Change 3778768 by Patrick.Boutot

	Update EditorScriptingUtilities py file with the new naming convention.

Change 3779291 by Patrick.Boutot

	Remove const& on TSubLassOf because Blueprint do not show the Pick tool  with it.
	Update py script & blueprint to point to the new paths.

Change 3783246 by Patrick.Boutot

	After review. Tech art prefer to have a filter that check the class and not have the class pass as argument for GetAllLevelActor.
	Fix return type in Blueprint for SpawnActorFromClass.

Change 3789367 by Patrick.Boutot

	Gets all TagValues associated with an asset as strings value.

Change 3789438 by Patrick.Boutot

	Split EditorLevelLibrary into EditorFilterLibrary. All filter function are now in their own modules.

Change 3789489 by Patrick.Boutot

	Update script examples with copyright and with the split from EditorFilterLibrary.

Change 3790980 by Patrick.Boutot

	Prevent all dialog modal from showing up when running a Python script via command line.

Change 3790984 by Patrick.Boutot

	Fix typo in content_browser.py. Delete asset with the loaded version. Fix double values initialized by float.

[CL 3797855 by Simon Tourangeau in Main branch]
2017-12-08 16:18:46 -05:00
Chris Bunner
d6e57b4ca3 Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3792497)
#rb
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3776794 by Chris.Bunner

	Fixed inverted check.

Change 3778396 by Chris.Bunner

	By default functional screenshot tests now enable camera cut and a fixed tonemap/exposure.
	Existing tests in PostProcessing have had the FixedTonemapping flag disabled.
	Updated all existing screenshots against the new fixed gamma ground truth.

Change 3778592 by Chris.Bunner

	Updating PostProcess screenshots that managed to collide mid P4 add.

Change 3778793 by Chris.Bunner

	Override the secondary screen percentage (used for high DPI) when taking screenshots. This is necessary for consistent results between machines.

Change 3781715 by Chris.Bunner

	Updating Windows screenshots.

Change 3781717 by Chris.Bunner

	Fixes for eye adaptation and tonemapping override consistency between test types and run modes.

Change 3783199 by Chris.Bunner

	Added separate add/replace screenshot buttons to know if we're working with a matching platform tier or a fallback.

Change 3783228 by Chris.Bunner

	When incoming screenshots are different sizes create a delta of the minimum shared dimensions but still force a failure. The UI is more consistent showing any delta, even if it's almost pure white.

Change 3783712 by Chris.Bunner

	Rebuilt translucency lighting test map and updated screenshot results.

Change 3784010 by Chris.Bunner

	Adding Mac-specific PostProcessing screenshots.

Change 3787456 by Chris.Bunner

	Improving name matching consistency of test blacklist entries.

Change 3787522 by Chris.Bunner

	Updating Mac-specific screenshots.

Change 3787583 by Chris.Bunner

	Updating Mac-Specific screenshots.

Change 3787832 by Chris.Bunner

	Fixing-up NaNs in two saved level's HLOD world settings.

Change 3789147 by Chris.Bunner

	Updating Sequencer sub-levels which still had NaNs in World Settings.

Change 3791454 by Chris.Bunner

	Deleted ancient screenshot re-introduced by Fortnite merge.

Change 3781713 by Chris.Bunner

	Updating platform unique screenshots - Tessellation, fixed vs variable screenshot size, Niagara simulation.

Change 3776756 by Chris.Bunner

	Initial pass at hierarchical screenshot testing.
	Deleted existing platforms automated test screenshots.

Change 3784051 by Chris.Bunner

	Updated CableActor screenshots for new capture defaults.

Change 3787092 by Chris.Bunner

	Added blacklist as "AutomationTestBlacklist" in Engine.ini.
	Formatting fix-up in existing automation test config.
	Removed workaround cvar for physicalized animation tests failing on platforms.

[CL 3792526 by Chris Bunner in Main branch]
2017-12-06 14:51:13 -05:00
Jian Ru
0592ae3dda Key changes:
- Disable texture streaming
- AScreenshotFunctionalTest now reads back from game viewport directly when taking screenshot
- AFunctionalUIScreenshotTest now render into a custom render target using FWidgetRenderer so that UI screenshot can be captured at fixed size
- Add a new class, AScreenshotFunctionalTestBase, that handles screenshot common functions. AScreenshotFunctionalTest and AFunctionalUIScreenshotTest now derive from it
#rb Chris.Bunner
#codereview Chris.Bunner
#lockdown nick.penwarden

[CL 3647910 by Jian Ru in Main branch]
2017-09-18 10:40:18 -04:00
Andrew Grant
691342e35a Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378)
#lockdown Nick.Penwarden
#rb na


Change 3604978 on 2017/08/23 by Andrew.Grant

	Fix for OR-42722 from 4.17 branch

	#!tests compiled
	#!rb max.chen

Change 3604960 on 2017/08/23 by Andrew.Grant

	Proper fix for OR-43001, removed hack-around.

	#!tests compiled
	#!rb max.chen

Change 3604881 on 2017/08/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed LostReservation message in tests to info from warning.

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3604566 on 2017/08/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine)

	Made SoakTest better able to detect failed drafts and incomplete matches

	#!tests ran multiple soaks and SoloAllHeroes
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3604181 on 2017/08/23 by David.Ratti

	Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error.

	OR-42615
	#!rb none
	#!tests pie

Change 3603647 on 2017/08/22 by Laurent.Delayen

	AnimProxy: initialize Actor/Component transforms.

	#!rb none
	#!tests lane minion test map

Change 3603343 on 2017/08/22 by robomerge

	#!ROBOMERGE-AUTHOR: don.eubanks
	Added several more stats to the Card Shop stat panel.
	  + Basic Attack Damage
	  + Max Move Speed
	  + Armor Penetration / Percent
	  + Ability Penetration / Percent

	Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView)

	#!rb matt.schembari
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE

	#!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3603121 on 2017/08/22 by Laurent.Delayen

	Added FAnimationRuntime::LerpPosesPerBone

	#!rb none
	#!tests lane minions split body anims.

Change 3603010 on 2017/08/22 by Laurent.Delayen

	Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing.

	#!rb none
	#!tests lane minions

Change 3602574 on 2017/08/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed linux warning

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3602396 on 2017/08/22 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Updated Gauntlet log parser for new callstack format
	Added offline and runtime Gauntlet tests to verify error generation and parsing

	#!tests ran lots of tests locally
	#!rb codereviewed

	#!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3602373 on 2017/08/22 by Andrew.Grant

	Fixed compile error

	#!tests compiled
	#!rb none

Change 3602321 on 2017/08/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	LogAssertFailedMessage
	- Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug)
	- Moved script dumping inside GIsCritial check

	StaticFailDebug
	- Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log.
	- Removed log flush, was redundant
	- Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device

	OutputMultiLineCallstack
	- Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations)
	- No longer writes into the buffer to format it (!)
	- LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString
	- While writing out error information all callstack likes are prefixed with [Callstack]

	Added brief documentation about the order of ops for ensures/asserts/fatal logs

	#!tests ran lots of tests locally
	#!rb codereviewed

	#!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3602316 on 2017/08/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line].

	E.g.

	0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295]

	#!tests ran lots of tests locally
	#!rb codereviewd

	#!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3602311 on 2017/08/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs*

	This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp"

	 (*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it).

	#!tests run many times on Orion tests
	#!rb CR

	#!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3599823 on 2017/08/21 by Jian.Ru

	Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?)
	#!jira UE-48468,OR-42749
	#!rb Daniel.Wright
	#!tests editor

Change 3598765 on 2017/08/19 by Andrew.Grant

	Disable regeneration of missing cubemap data in cooked build.

	Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting...

	#!review-3598766 @daniel.lamb
	#!tests ran PS4 successfully
	#!rb none

Change 3597800 on 2017/08/18 by Laurent.Delayen

	Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary.
	Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions.
	FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).

	#!rb none
	#!codereview martin.wilson, lina.halper
	#!tests minion test lane map

Change 3597332 on 2017/08/18 by Laurent.Delayen

	SkelMeshComponent LOD update only refreshes transforms when rendered.
	If AnimGraph eval is done, make sure Graph has been updated at least once.

	Fixes:
	- Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones.
	-  Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash.

	#!rb martin.wilson, lina.halper
	#!codereview martin.wilson, lina.halper
	#!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected.

Change 3597042 on 2017/08/18 by Daniel.Lamb

	Added onlinesubsystemmcp to the cooksettings blacklist.
	#!rb Trivial
	#!test none

Change 3596575 on 2017/08/18 by Shaun.Kime

	Fixing nonunity build issues

	#!rb none
	#!tests compiled OrionGame with unity builds disabled

Change 3595475 on 2017/08/17 by Andrew.Grant

	Fixed issue with PS4 asserts not being detected during test shutdown

	#!tests ran locally
	#!rb none

Change 3595415 on 2017/08/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added check for network failure to tests

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3594725 on 2017/08/17 by Ben.Salem

	Add "Worst offenders" table and runtime to FX perf reports.
	#!rb adric.worley
	#!tests Ran a few FX Perf tests and generated reports.

Change 3594195 on 2017/08/17 by Shaun.Kime

	Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist.

	#!rb none
	#!tests preflight'ed change, QA ran multiple soak tests

Change 3594177 on 2017/08/17 by Andrew.Grant

	Fixed issue that was causing exceptions not to be recognized

	#!tests ran locally
	#!rb none

Change 3594090 on 2017/08/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fix for mesh desyncing during online play.
	https://jira.it.epicgames.net/browse/UE-45947

	#!rb none
	#!tests none
	[CODEREVIEW] zak.middleton

	#!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3594022 on 2017/08/17 by Laurent.Delayen

	SkeletalMeshComponent::InitAnim
	- Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state.
	- Do not call RefreshBoneTransforms if AnimInstance has not been initialized.
	- Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.

	#!rb martin.wilson
	#!tests minion test lane map.

Change 3593972 on 2017/08/17 by Chris.Bunner

	Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597.
	#!rb None
	#!tests Editor, -game, PC
	#!jira UE-48521, OR-42612

Change 3590611 on 2017/08/16 by David.Ratti

	Spot edigrate CL 3584203 to fix show collision crash in mono 2
	#!rb none
	#!tests compile

Change 3590452 on 2017/08/16 by Laurent.Delayen

	Fix for mesh desyncing during online play.
	https://jira.it.epicgames.net/browse/UE-45947

	#!rb none
	#!tests none
	#!codereview zak.middleton

Change 3590378 on 2017/08/16 by Laurent.Delayen

	Integrated CL #!3585145 from Main.

	>>
	Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338
	Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered.
	Fixed auto ranged iterator.

	#!rb none
	#!tests bot match with Twinblast
	<<

Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt

	Added the ability to remove vertex colors from static meshes from the content browser

	#!rb none
	#!tests none
	#!fyi jordan.walker

Change 3590026 on 2017/08/16 by Jurre.deBaare

	HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster
	#!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning
	#!jira OR-41584
	#!rb none
	#!test have tested several 'error' meshes which would before prevent the user from creating a cluster,

Change 3588580 on 2017/08/15 by Laurent.Delayen

	Fix for https://jira.it.epicgames.net/browse/OR-42755

	#!rb none
	#!tests bot match

Change 3588360 on 2017/08/15 by Charles.Anderson

	Phat
	- Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again.

Change 3587983 on 2017/08/15 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up audio issue on the new dawn intro movie
	#!jira OR-42144
	#!rb Max.Preussner
	#!test Paragon ps4
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3587746 on 2017/08/15 by Daniel.Lamb

	Build launcher now has option for custom test.
	Dumps generated buildcooktest commandline to log when using -interactive for reference.
	#!rb trivial
	#!test BuildCookTest with and without test options.

Change 3587733 on 2017/08/15 by Daniel.Lamb

	Reenabled binned 2 stats in not shipping.
	#!rb Andrew.Grant
	#!test Paragon editor.

Change 3587727 on 2017/08/15 by Daniel.Lamb

	Removed all the checks to help track down Texture GC issue.
	#!rb Trivial
	#!test Paragon editor

Change 3584487 on 2017/08/14 by Laurent.Delayen

	https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives.

	#!rb none
	#!tests compiles

Change 3582074 on 2017/08/11 by Laurent.Delayen

	TimeStretchCurve system for AnimMontages.

	Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling.
	For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated).

	This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.

	#!rb martin.wilson
	#!codereview lina.halper, james.golding
	#!tests wukong primary attacks

Change 3582063 on 2017/08/11 by Brian.Fasten

	Removing Monolith02_LowTest from automated builds until errors can be cleared
	#!codereview: daniel.lamb
	#!rb - none
	#!tests - none

Change 3581229 on 2017/08/10 by Lina.Halper

	- Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp
	- Comment out issue that causes crash in the draw box

	#!jira: UE-48222
	#!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb
	#!rb: Jurre.DeBaare
	#!tests: building HLOD as specified in the ticket, and anim blueprint graph

Change 3577839 on 2017/08/08 by Daniel.Lamb

	Revert CL 3576931. To fix crash when generating HLOD in Monolith 2.
	#!rb Andrew.Grant
	#!test Rebuild HLOD paragon editor
	#!fyi Lina.Halper

Change 3577684 on 2017/08/08 by Andrew.Grant

	Removed ensure and merged proper fix for crash from UE4/Main (3572777)

	#!tests #!rb none

Change 3577562 on 2017/08/08 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Potential fix for https://jira.it.epicgames.net/browse/OR-42383
	Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked.

	#!rb lina.halper
	[CODEREVIEW] lina.halper, martin.wilson
	#!tests bot match

	#!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3577358 on 2017/08/08 by Harrison.Moore

	Updating Colorchecker

Change 3576931 on 2017/08/08 by Lina.Halper

	Fix for missing arrowhead of the transition on state machine graph

	#!rb: Nick.Darnell
	#!tests: editor

Change 3576847 on 2017/08/08 by Jason.Bestimt

	#!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist)

	#!RB: Guillaume.Abadie
	#!Tests:none

Change 3576794 on 2017/08/08 by Laurent.Delayen

	Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore.

	#!rb Matt.Kuhlenschmidt
	#!codereview Matt.Kuhlenschmidt
	#!tests Ghost in PIE, showdebug animation works.

Change 3576302 on 2017/08/08 by Jurre.deBaare

	Fix for Materials get switched up while building HLODs in case the section order is different than the material order
	#!rb none
	#!tests Rebuild problematic clusters in Monolith2
	#!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine)

Change 3575221 on 2017/08/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for PS4 shipping

	#!tests compiled PS4 shipping
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3575165 on 2017/08/07 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp

	--------------------------------------
	PS4 GPU time now shows correct values instead of vsync time.

	#!tests Ran on PS4
	#!rb Luke.Thatcher

	#!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3574408 on 2017/08/06 by Ben.Salem

	Switch nightly solo smoke/fx tests to have -unattended on their commandlines.
	#!rb none
	#!tests compiled.

Change 3574308 on 2017/08/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include session time, MVP, and hitches on new health report

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3574217 on 2017/08/05 by Jeff.Williams

	Fixing UAT compile error

	#!review-3574218 @andrew.grant
	#!rb na
	#!tests na

Change 3574139 on 2017/08/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked net version to 3571982 for future v42 patches

	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3574130 on 2017/08/05 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs

	--------------------------------------
	Non-shipping Gauntlet changes -
	 Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures
	 Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :(

	#!tests ran locally on PS4
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3573197 on 2017/08/04 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3573079 on 2017/08/04 by Andrew.Grant

	Removed some code that was preventing Wacom from working
	#!tests #!rb none

Change 3572790 on 2017/08/04 by Jurre.deBaare

	Moving over fixes from 4.17 stream related to HLOD:
	"UE-47360
	Non Uniform baking of HLOD materials causes texture stretching
	UE-47031
	Generating a HLOD cluster with multiple actors that contain lods will not bake correctly"
	#!rb none
	#!tests none

Change 3572663 on 2017/08/04 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - copy elf files to temp dir and launch from there

	#!tests ran gauntlet
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3572622 on 2017/08/04 by Jurre.deBaare

	Moving over:

	"Guard against zero sized boxes being sent to the slate batcher.  This was exposed by the clipping changes since zero sized elements would have been previously clipped.

	#!rb nick.darnell
	#!jira UE-46919"

	#!tests none

Change 3572428 on 2017/08/04 by Benn.Gallagher

	Added per-axis inertia and parent dominance settings to physics assets
	#!rb Thomas.Sarkanen
	#!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node)

Change 3572142 on 2017/08/04 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Disabling r.Cache.UpdatePrimsTaskEnabled  for PS4 due to lock-ups

	#!tests none
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3572133 on 2017/08/04 by Andrew.Grant

	Merging

	//UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp

	to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp

	#!tests #!rb none

Change 3572065 on 2017/08/03 by Andrew.Grant

	Fixed bug in Gauntlet parsing of perf data for tests
	Added perf-parsing test to SelfTest

	#!tests ran self test
	#!rb none
	#!ROBOMERGE: 42.1

Change 3572033 on 2017/08/03 by Andrew.Grant

	Merging //UE4/Main @ 3571062 through Orion-Staging

	#!rb none
	#!tests Engine QA pass

Change 3571262 on 2017/08/03 by Uriel.Doyon

	StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
	Changing the current lighting scenario now triggers an update of the texture streamer.
	Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
	#!rb none
	#!tests played monolith2 on PS4 and loaded the map in the editor.

Change 3571247 on 2017/08/03 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Integrate Dev-UI -> Release42

	Reduced the sensitivity on the slow tick timer warning
	#!rb Trivial
	#!test Cooked paragon ps4
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3570431 on 2017/08/03 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server.

	#!tests ran windows server locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3570343 on 2017/08/03 by Jurre.deBaare

	HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters
	#!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad)
	#!jira UE-47712
	#!rb none
	#!tests PIE in Editor while having HLOD forced on

Change 3570047 on 2017/08/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for ensure leading to deadlock

	#!jira OR-42071
	#!tests compiled, ran ShortSoloGame test
	#!rb none
	[QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure.

	#!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3569932 on 2017/08/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the  async IO subsystems.

	#!rb gil.gribb
	#!tests ran 10x solo games, ran LoadTest, all PS4
	#!jira UE-47483

	#!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3569839 on 2017/08/02 by Daniel.Lamb

	Added the low quality monolith map to the build launcher and cook maps list.
	#!rb Trivial
	#!test Compile UAT

Change 3569441 on 2017/08/02 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data.
	Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data.

	#!rb none
	[CODEREVIEW] martin.wilson, lina.halper
	#!tests bot match w/ dedicated server.

	#!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3569397 on 2017/08/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.salem
	Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time.
	#!rb various
	#!tests ran with new shallow test maps.

	#!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3568639 on 2017/08/02 by Adric.Worley

	Add individual FTest enumeration to Orion perf tests

	Moved methods to run FTests to helper for reuse.
	Effects perf tests now show individual test cases for more granular runs.
	All perf tests now do map check and draft logic as setup.

	#!tests ran updated tests in client/server
	#!rb ben.salem

Change 3568616 on 2017/08/02 by Ben.Salem

	Switch shallow fx tests to report to their own mailing list.
	#!rb bob.ferreira
	#!tests recompiled

Change 3568607 on 2017/08/02 by Daniel.Lamb

	Added staticmeshcomponent to the memreportfull command.
	#!rb Trivial
	#!test Paragon

Change 3568018 on 2017/08/01 by Ben.Salem

	Add skin and character name to test reports, and also test runtime.
	#!rb none
	#!tests ran steel shallow test

Change 3567995 on 2017/08/01 by Bob.Ferreira

	[FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation.
	[Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it.
	#!rb Ben.Salem
	#!TESTS Ran local automationtool run on a cooked main build.

Change 3567912 on 2017/08/01 by robomerge

	#!ROBOMERGE-AUTHOR: ori.cohen
	Added support for physical materials in immediate mode

	#!rb none
	#!tests none
	[CODEREVIEW] Benn.Gallagher

	#!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3567594 on 2017/08/01 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Disabling animation optimization until I can fix an edge case.

	#!rb none
	#!tests arcade mode

	#!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3566953 on 2017/08/01 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for.
	This is also affects non rendered meshes on clients.

	#!rb martin.wilson
	[CODEREVIEW] lina.halper, martin.wilson
	#!tests ghost and wukong networked doing montage abilities.

	#!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3564610 on 2017/07/31 by Uriel.Doyon

	Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
	Deprecated previous material data as it was causing some waste.
	Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases
	#!rb none
	#!tests played monolith2 on PS4

Change 3564509 on 2017/07/31 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened).

	[CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson
	#!rb none
	#!tests Kwang AnimBP opens without a warning.

	#!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

[CL 3613306 by Andrew Grant in Main branch]
2017-08-28 15:13:54 -04:00
Marc Audy
eaccf4135c Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3431439 by Marc.Audy

	Editor only subobjects shouldn't exist in PIE world
	#jira UE-43186

Change 3457323 by Marc.Audy

	Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world

	#jira UE-45087

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3522783 by Zak.Middleton

	#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).

Change 3544641 by Dan.Oconnor

	Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names

	#jira OR-38176

Change 3544645 by Dan.Oconnor

	In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
	#jira UE-45248

Change 3545023 by Marc.Audy

	Properly encapsulate FPinDeletionQueue
	Fix ensure during deletion of split pins when not clearing links
	Fix split pins able to end up in delete queue twice during undo/redo

Change 3545025 by Marc.Audy

	Properly allow changing the pin type from a struct that is split on the node
	#jira UE-47328

Change 3545455 by Ben.Zeigler

	Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
	Copy of CL#3544474

Change 3545456 by Ben.Zeigler

	Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
	Copy of CL #3544374

Change 3545547 by Ben.Zeigler

	CIS Fix

Change 3545568 by Michael.Noland

	PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)

	#jira UE-46845

Change 3545582 by Michael.Noland

	Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
	Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
	[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]

Change 3546528 by Ben.Zeigler

	#jira UE-47548
	Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance

Change 3546544 by Marc.Audy

	Fix split pin restoration logic to deal with wildcards and variations in const/refness

Change 3546551 by Marc.Audy

	Don't crash if the struct type is missing for whatever reason

Change 3547152 by Marc.Audy

	Fix array exporting so you don't end up getting none instead of defaults
	#jira UE-47320

Change 3547438 by Marc.Audy

	Fix split pins on class defaults
	Don't cause a structural change when reapplying a split pin as part of node reconstruction
	#jira UE-46935

Change 3547501 by Ben.Zeigler

	Fix ensure, it's valid to pass a null path for a dynamic asset

Change 3551185 by Ben.Zeigler

	#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated

Change 3551723 by Ben.Zeigler

	Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors

Change 3553216 by Phillip.Kavan

	#jira UE-39303, UE-46268, UE-47519
	- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.

	Change summary:
	- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
	- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
	- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
	- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
	- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
	- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).

Change 3553301 by Ben.Zeigler

	Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead

Change 3553631 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.

	#jira UE-43458

Change 3553799 by Ben.Zeigler

	Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
	Copy of CL #3553781

Change 3553896 by Michael.Noland

	Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
	#jira UE-31031

Change 3553897 by Michael.Noland

	Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
	#jira UE-37862

Change 3553898 by Michael.Noland

	Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)

Change 3553909 by Michael.Noland

	Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
	#jira UE-19710

Change 3554517 by Michael.Noland

	Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
	#jira UE-21810

Change 3554664 by Michael.Noland

	Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)

	#jira UE-27121

Change 3554831 by Dan.Oconnor

	Non editor build fix

Change 3554834 by Dan.Oconnor

	Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on

	#jira UE-40438

Change 3556157 by Ben.Zeigler

	Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups

Change 3557775 by Michael.Noland

	Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
	#jira UE-36090

Change 3557777 by Michael.Noland

	Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
	PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
	#jira UE-47024

Change 3560510 by Michael.Noland

	Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
	#jira UE-38912

Change 3560563 by Michael.Noland

	Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)

Change 3561443 by Ben.Zeigler

	Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
	Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change

Change 3561658 by Michael.Noland

	Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
	- Added a key binding for Goto Definition (Alt+G)
	- Added a key binding for Find References (Shift+Alt+F)
	- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
	- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
	- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition

Change 3562291 by Ben.Zeigler

	Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case

Change 3562292 by Ben.Zeigler

	#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
	When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
	Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
	Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name

Change 3564814 by Ben.Zeigler

	#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves

Change 3566707 by Dan.Oconnor

	Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)

	#jira None

Change 3566717 by Michael.Noland

	Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)

Change 3566771 by Michael.Noland

	Editor: Fixing deprecation warning

	#jira UE-47922

Change 3567023 by Michael.Noland

	Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
	Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
	#jira UE-46473

Change 3567304 by Ben.Zeigler

	Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
	This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code

Change 3567398 by Ben.Zeigler

	Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance

Change 3567729 by Michael.Noland

	Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"

Change 3567739 by Ben.Zeigler

	Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter

Change 3567741 by Ben.Zeigler

	Disable optimization for a path test that was crashing in VC2015 in a monolithic build

Change 3568332 by Mieszko.Zielinski

	Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4

	#jira UE-47948

Change 3568676 by Michael.Noland

	Blueprints: Allow editing the tooltip of each enum value in a user defined enum

	#jira UE-20036

	Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata

Change 3569128 by Michael.Noland

	Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
	#jira UE-46852

Change 3569207 by Michael.Noland

	Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
	#jira UE-8708

Change 3569208 by Michael.Noland

	Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
	#jira UE-20036

Change 3569209 by Michael.Noland

	Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
	#jira UE-16085

Change 3570177 by Michael.Noland

	Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)

	#jira UE-47962

Change 3570179 by Michael.Noland

	Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited

Change 3570192 by Michael.Noland

	Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
	#jira UE-20709

Change 3571203 by Michael.Noland

	Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
	- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
	- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
	- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
	- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes

Change 3571224 by Michael.Noland

	Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
	Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)

	#jira UE-29848
	#jira UE-34698

Change 3571279 by Michael.Noland

	Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)

Change 3571282 by Michael.Noland

	Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint

Change 3571284 by Michael.Noland

	Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)

Change 3571311 by Ben.Zeigler

	Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
	All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator

Change 3571313 by Ben.Zeigler

	Several fixes to automation framework to allow it to work better with Cooked builds.
	Change it so the automation test list is a single  message. There is no guarantee on order of message packets, so several tests were being missed each time.

Change 3571485 by mason.seay

	Test map for Make Set bug

Change 3571501 by Ben.Zeigler

	Accidentally undid the UHT fixup for TAssetPtr during my bulk rename

Change 3571531 by Ben.Zeigler

	Fix warning messages

Change 3571591 by Michael.Noland

	Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
	#jira UE-48024

Change 3572938 by Michael.Noland

	Blueprints: Fixed a typo in a set function comment

	#jira UE-48036

Change 3572941 by Michael.Noland

	Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
	#jira UE-38624

Change 3574816 by mason.seay

	Renamed asset to better reflect name of object reference

Change 3574985 by mason.seay

	Updated comments and string outputs to list Soft Object Reference

Change 3575740 by Ben.Zeigler

	#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate

Change 3575795 by Ben.Zeigler

	#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds

Change 3576374 by mason.seay

	Forgot to submit the deleting of a redirector

Change 3576966 by Ben.Zeigler

	#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands

Change 3577002 by Marc.Audy

	Prevent wildcard pins from being connected to exec pins
	#jira UE-48148

Change 3577232 by Phillip.Kavan

	#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.

	Change summary:
	- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).

Change 3577710 by Dan.Oconnor

	Mirror of 3576977:
	Fix for crash when loading cooked uassets that reference functions that are not present
	#jira UE-47644

Change 3577723 by Dan.Oconnor

	Prevent deferring of classes that are needed to load subobjects

	#jira UE-47726

Change 3577741 by Dan.Oconnor

	Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17

Change 3578938 by Ben.Zeigler

	#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
	Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems

Change 3578947 by Marc.Audy

	(4.17) Properly expose members of DialogueContext to blueprints
	#jira UE-48175

Change 3578952 by Ben.Zeigler

	Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating

Change 3579315 by mason.seay

	Test map for Make Container nodes

Change 3579600 by Ben.Zeigler

	Disable window test on non-desktop platforms as they cannot be resized post launch

Change 3579601 by Ben.Zeigler

	#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue

Change 3579713 by Dan.Oconnor

	Prevent crashes when bluepints implement an interface that was deleted
	#jira UE-48223

Change 3579719 by Dan.Oconnor

	Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data

	#jira UE-48240

Change 3579745 by Michael.Noland

	Blueprints: Improve categorization and reordering support in 'My Blueprints'
	- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
	- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
	- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
	- Added support for renaming categories using F2

	Known issues (none are regressions):
	- Timelines cannot be moved to other categories or reordered
	- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
	- Some actions do not support undo

	#jira UE-31557

Change 3579795 by Michael.Noland

	PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
	#jira UE-48105

Change 3580463 by Marc.Audy

	(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
	#jira UE-47523

Change 3581073 by Marc.Audy

	Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
	Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes

Change 3581156 by Ben.Zeigler

	#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
	Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins

Change 3581473 by Ben.Zeigler

	Properly turn off optimization for PS4 test

Change 3582094 by Marc.Audy

	Fix anim nodes not navigating to their graph on double click
	#jira UE-48333

Change 3582157 by Marc.Audy

	Fix double-clicking on animation asset nodes not opening the asset editors

Change 3582289 by Marc.Audy

	(4.17) Don't crash when adding a streaming level that's already in the level
	#jira UE-48928

Change 3545435 by Ben.Zeigler

	#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
	FStringAssetReference -> FSoftObjectPath
	FStringClassReference -> FSoftClassPath
	TAssetPtr -> TSoftObjectPtr
	TAssetSubclassOf -> TSoftClassPtr
	The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
	This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
	Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
	Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
	Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
	Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds

Change 3567760 by Ben.Zeigler

	Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
	Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
	Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
	Change actor merging tests to be editor only, this stops them from cooking
	Several individual tests crash on cooked builds, I started threads with the owners of those

Change 3575737 by Ben.Zeigler

	#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
	As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
	Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
	#jira UE-27124 Fix several possible crashes with changing levels while in PIE

Change 3578806 by Marc.Audy

	Fix Construct Object not working correctly with split pins.
	Add Construct Object test cases to functional tests.
	Added split pin expose on spawn test cases.
	#jira UE-33924

[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Nick Darnell
22de597494 Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3502919)
#lockdown Nick.Penwarden
#rb none

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

Change 3487931 by Adric.Worley

	Add Negative test filter

	Filter out tests that test negative cases and are expected to fail

	#jira UE-45641
	#tests ran affected tests in editor, confirmed UI changes

Change 3491768 by Adric.Worley

	Add FieldOfView to Screenshot FTest options

	#tests used in WIP test map

Change 3492809 by Nick.Darnell

	Automation - Fixing some delay screenshot code in the Screenshot Functional Test Actor.

Change 3493557 by Adric.Worley

	Add automated postprocessing test map
	#jira QAENG-1153

Change 3494836 by Adric.Worley

	Fix CurvePlayTest timing out

	Time-out tolerances were set too tightly. Extended preparation time limit to 7 seconds.

	#tests PIE

Change 3494962 by Adric.Worley

	Fix CurveStopTest failure

	Added OnTestPrepare event for FTests using LevelBP for logic.
	Removed CurveStopTest dependency on CurveStartTest.
	Updated ground truth screenshot.

	#tests PIE

Change 3495166 by Adric.Worley

	Fix empty engine version content warnings

	#tests none

Change 3495412 by Adric.Worley

	Add Shield asset from ContentExamples project

Change 3495747 by Adric.Worley

	Automate static light tests
	#jira QAENG-1154

Change 3495914 by Adric.Worley

	Adding HDR environment asset

Change 3496341 by Adric.Worley

	Fix NotifyTest timing failures

	Rewrote tests to use blueprint events to verify notifications instead of fragile screenshots.

	#tests UFE

Change 3496613 by Adric.Worley

	Add TranslucencyLightingModes test map

	Automates test cases from QAGame's TM-TranslucencyLightingModes.
	Also resave shield assets to fix empty engine version warnings.

	#jira QAENG-1191
	#tests UFE

Change 3496703 by Adric.Worley

	Fix occasional ClothBallTest failures

	Extend screenshot delay to let cloth to fully settle.
	Consolidated screenshot delay values and removed redundant Delays.

	#jira UE-46066
	#tests UFE, 20+ iterations

Change 3498413 by Adric.Worley

	Fix occasional CurveTest failures

	Merged tests and set to use specific anim positions instead of relying on fragile test timing.

	#tests UFE

Change 3498976 by Adric.Worley

	Add automated ShaderModels test map

Change 3499079 by Adric.Worley

	Delete unused test and related assets

	#tests UFE

Change 3500869 by Adric.Worley

	Add horizontal scrollbar to automation results view

	#tests UFE

[CL 3511418 by Nick Darnell in Main branch]
2017-06-27 10:18:29 -04:00
Matt Kuhlenschmidt
70d3bd4b72 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164)
#lockdown Nick.Penwarden
#rb none

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

Change 3433074 by Matt.Kuhlenschmidt

	Fix crash when clicking on certian tutorial blueprints.

	#jira UE-44593

Change 3433075 by Matt.Kuhlenschmidt

	Remove hittest grid log spam.  The underlying problem causing this has been fixed

Change 3433077 by Matt.Kuhlenschmidt

	Fix lighting becoming unbuilt when mesh painting

	#jira UE-44837

Change 3433081 by Matt.Kuhlenschmidt

	PR #3553: Crashfix for static array properties (Contributed by Pierdek)


Change 3433104 by Alexis.Matte

	Make sure re-import skeletal mesh follow the import morph option
	#jira UE-42846

Change 3434825 by Matt.Kuhlenschmidt

	Fix crash when GC happens while the vr editor radial menu is open.

Change 3434831 by Matt.Kuhlenschmidt

	Added missing file

Change 3434868 by Shaun.Kime

	If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node.

	#jira ue-44670

Change 3434998 by Alexis.Matte

	Meshes editors material/section panel are now fully transactional
	- Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name
	- Skeletal mesh editor: material slot instance, material slot name
	Also fix some transaction description

	#jira UE-44462

Change 3435195 by Jamie.Dale

	Fixed incorrect handling of some LTR scripts that require shaping

	These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly.

	#jira UE-44767

Change 3435199 by Jamie.Dale

	Fixed some crashes/artifacts with bidirectional text

	It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly.

Change 3435200 by Jamie.Dale

	Fixed a grapheme cluster metrics issue in the font editor viewport

	The viewport also now respects the default shaping method CVar.

Change 3435771 by Alexis.Matte

	Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import
	(PhysicAsset API change, adding 1 function)
	#jira UE-44609

Change 3436856 by Jamie.Dale

	Added some missing Unicode block ranges

Change 3436914 by Jamie.Dale

	Adding some missing combining character ranges to the text shaper

Change 3436923 by Alexis.Matte

	PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79)
	#jira UE-43764


Change 3436948 by Jamie.Dale

	Updated the Portal to use the predefined Unicode block ranges

Change 3436961 by Max.Chen

	Sequencer: Show camera shake/anim track menus even if there aren't any assets.

Change 3437244 by Max.Chen

	Sequencer: Clear locked cameras when releasing Sequencer.

	#jira UE-44967

Change 3437515 by Arciel.Rekman

	UBT: improvements for LocalExecutor.

	- Larger number of parallel jobs on 16GB+ machines.
	- Use WaitForExit() instead of polling.
	- Tested on Linux and Mac.

Change 3437629 by Matt.Kuhlenschmidt

	Improve asset import data display in static and skeletal meshes

Change 3438047 by Arciel.Rekman

	Fix overlapping ranges being passed to memcpy().

Change 3438822 by Yannick.Lange

	ViewportInteraction: Move gizmo handle files to make them private.

Change 3438906 by Matt.Kuhlenschmidt

	PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts)


Change 3438907 by Matt.Kuhlenschmidt

	PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift)


Change 3438908 by Matt.Kuhlenschmidt

	PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist)


Change 3439393 by Matt.Kuhlenschmidt

	Force highest LOD for highres screenshots

Change 3439819 by Matt.Kuhlenschmidt

	Turned FAssetData into a struct for some upcoming script exposure of FAssetData

Change 3439949 by Arciel.Rekman

	Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable.

	- Allows disabling libc++ by setting the variable to 0.
	- Pull request #3576 contributed by jared-improbable.


Change 3441078 by Jamie.Dale

	The culture/language/locale console commands are now available in all build configs

Change 3441109 by Jamie.Dale

	Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode

	This is needed as the kerning-only shaping code assumes that everything is within the BMP

Change 3441275 by Matt.Kuhlenschmidt

	Disable spinning on location and scale.  These dont work because we have no notion of infinite spinning

Change 3442748 by Yannick.Lange

	ViewportInteraction: Remove unused console variables.

Change 3442775 by James.Golding

	Add support for editing MaterialFunctions to MaterialEditingLibrary
	Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial
	Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util
	Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary
	Added test content for Material/MaterialFunction editing
	Add needed BlueprintReadWrite to expressions (constants, function input/output)
	Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType

Change 3442779 by James.Golding

	Fix header order

Change 3442817 by Yannick.Lange

	ViewportInteraction: Add can execute checks for level editor commands.

Change 3443038 by Michael.Dupuis

	#jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor
	Only permit moving foliage instance if there is some selected

Change 3443855 by Michael.Dupuis

	#jira UE-44885:  Unregister from PerModuleDataObjects when the object is destroyed

Change 3446096 by Max.Chen

	Sequencer: Add OnFinished() event when a level sequence completes playback

	#jira UE-45173

Change 3446097 by Max.Chen

	Sequencer: Evaluate one last time before the sequence is torn down and reset

	#jira UE-45174

Change 3446242 by Jamie.Dale

	Fixed caret not appearing in empty text layouts

	Caret selections have no range, and therefore have no width

Change 3446361 by Matt.Kuhlenschmidt

	Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR

Change 3446457 by Alexis.Matte

	Polish the speed tree import dialog

	#jira UE-44963

Change 3446946 by Michael.Trepka

	Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates

	#jira UE-37934

Change 3447543 by Arciel.Rekman

	Reduce VMAs on Linux.

	- Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas).
	  This decreases possibility to run into vm.max_map_count limit on Linux.
	- Tested on Linux and Mac.

Change 3448468 by Arciel.Rekman

	Fix race condition during creation of GMalloc.

	- On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread.

Change 3449012 by Max.Chen

	Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors.

	#jira UE-45089

Change 3449018 by Max.Chen

	Sequencer: Add OnCameraCut event that fires when there is a camera cut.

	#jira UE-45137

Change 3449195 by Max.Chen

	Sequencer: Add setting for limit scrubbing to playback range.

	#jira UE-43502

Change 3449198 by Max.Chen

	Sequencer: Reorder hierarchical bias so that group priority takes precedence.

Change 3449217 by Max.Chen

	Sequencer: Add setting to activate realtime viewports when in sequencer.

Change 3449219 by Max.Chen

	Sequencer: Focus on search boxes when opened.

Change 3449238 by Max.Chen

	Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class.

Change 3449239 by Max.Chen

	Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections.

Change 3449241 by Max.Chen

	Sequencer: Restore section selection after full tree rebuild.

Change 3449279 by Max.Chen

	Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot"

Change 3449280 by Max.Chen

	Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current.

	#jira UE-44552

Change 3449294 by Max.Chen

	Sequencer: Null check for sequencer ed mode crash.

Change 3449297 by Max.Chen

	Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately.

	#jira UE-42866

Change 3449542 by Max.Chen

	Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.

	#jira UE-44569

Change 3451507 by Matt.Kuhlenschmidt

	Fix extra slate uv coords not functioning on ES2

Change 3451510 by Matt.Kuhlenschmidt

	PR #3595: Fixed wrong colour for level status (Contributed by ronve)


Change 3451529 by Alexis.Matte

	fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute.
	#jira UE-34410

Change 3451611 by Yannick.Lange

	ViewportInteraction: Dragging gizmo without second pass for snapped calculations.

Change 3452134 by Jamie.Dale

	Fixed constant font cache flushing if a widget had no font set

Change 3452239 by Jamie.Dale

	Fixed constant font measure flushing if a widget had no font set

Change 3452243 by Jamie.Dale

	Removed deprecated code for creating fonts from bulk data

Change 3452277 by Jamie.Dale

	The concept of "stale" composite fonts is now editor-only

Change 3452358 by Alexis.Matte

	Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick.
	#jira UE-45232

Change 3452678 by Max.Chen

	Sequencer: Fix crash on export if there's no shot data.

Change 3453057 by Matt.Kuhlenschmidt

	Exposed asset exporting to script

Change 3453782 by Andrew.Rodham

	Sequencer: Fixed deterministic cooking issues with movie scene data
	  - Movie scene signatures are now initialized in PostInitProperties
	  - A warning is now presented when attempting to cook old data that was never serialized with a signature.
	  - Removed redundant legacy data upgrade logic that could dirty level sequences on load.

	#jira UE-44912

Change 3453788 by Yannick.Lange

	ViewportInteraction: Custom scene proxy for gizmo handles.

Change 3453938 by Max.Chen

	Sequencer: Hotkeys (shift , and shift .)  to step to next/previous shot

	#jira UE-45119

Change 3454058 by Michael.Dupuis

	Fixed StaticAnalysis

Change 3454077 by Max.Chen

	Sequencer: Fix not saving the pre-animated track value when creating a track/key.

	On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc)

	Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used.

	#jira UE-45130

Change 3454108 by Nick.Darnell

	UMG - Fixing the WIC to properly record cursor delta so that scrollbars work.

Change 3454109 by Jamie.Dale

	Cache the text layout source info in non-shipping builds so you can inspect it in the debugger

Change 3454202 by Matt.Kuhlenschmidt

	Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material

Change 3454390 by Yannick.Lange

	Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary.
	#jira UE-45035

Change 3454564 by Matt.Kuhlenschmidt

	#rnx Fix deprecation warnings

Change 3455471 by Yannick.Lange

	ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport.
	#jira UE-44965

Change 3456183 by Max.Chen

	Sequencer: Auto key, auto track refactor.

	Auto key - create a key when the property changes and there's an existing track.
	Auto track - create a track when the property changes. This is only exposed in the level sequence editor.
	All - create a key and a track when the property changes. This is only exposed in VR Editor.
	None - do nothing.

	#jira UE-43469

Change 3456349 by Andrew.Rodham

	Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO

Change 3456678 by Alexis.Matte

	Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number.
	#jira UE-45306

Change 3456945 by Max.Chen

	UMG: Add restore state to 2d transform section.

	#jira UE-45372

Change 3457196 by Arciel.Rekman

	Linux: serialize allocations from the memory pool.

Change 3458434 by Max.Chen

	Sequencer: Remove obsolete set tick prerequites functions.

Change 3458671 by James.Golding

	Added MIC editing support to MaterialEditingLibrary
	Fix static analysis warning

Change 3458888 by Matt.Kuhlenschmidt

	PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist)


Change 3458893 by Matt.Kuhlenschmidt

	PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist)


Change 3458895 by Matt.Kuhlenschmidt

	Fix typo

Change 3458902 by Matt.Kuhlenschmidt

	PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist)


Change 3458917 by Matt.Kuhlenschmidt

	Fix crash with invalid object properties in the class picker

	#jira UE-39000

Change 3458939 by Matt.Kuhlenschmidt

	Fix compile error

Change 3458984 by andrew.porter

	QAGame: Initial check in of sequencer smoke test map

Change 3459510 by Matt.Kuhlenschmidt

	Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map.

	#jira UE-45052

Change 3460985 by Max.Chen

	Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance.

	#jira UE-45090

Change 3461698 by Arciel.Rekman

	Avoid using ARRAY_COUNT in Vulkan.

	- Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array.

Change 3462053 by Max.Chen

	Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables.

	#jira UE-43470

Change 3462139 by Max.Chen

	Property Editor: Add objects to FPropertyAndParent

Change 3462202 by Arciel.Rekman

	Fix FSocket::Recv() blocking with Peek when there's no data.

Change 3462253 by Nick.Darnell

	Slate - New Clipping System

	Clipping is now a stateful choice made during composition of the slate hierarchy.  Previously every widget got to respect or modify the clipping rect on an as needed basis.  The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms.  The new system permits all kinds of transforms on any widget, and they will all be clipped correctly.  It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together.

	Here are the new clipping states a widget can have, almost all widgets are set to No.  Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip.

	/**
	 * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped.
	 */
	Inherit,
	/**
	 * This widget clips content the bounds of this widget.  It intersects those bounds with any previous clipping area.
	 */
	ClipToBounds,
	/**
	 * This widget clips to its bounds.  It does NOT intersect with any existing clipping geometry, it pushes a new clipping
	 * state.  Effectively allowing it to render outside the bounds of hierarchy that does clip.
	 *
	 * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always].
	 */
	ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"),
	/**
	* This widget clips to its bounds.  It intersects those bounds with any previous clipping area.
	*
	* NOTE: This clipping area can NOT be ignored, it will always clip children.  Useful for hard barriers
	* in the UI where you never want animations or other effects to break this region.
	*/
	ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"),
	/**
	 * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry
	 * the widget is given.  If that occurs, it behaves like [Yes].
	 *
	 * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually
	 * are resized to not be able to support the length of the text.  So rather than needing to tag every
	 * container that could contain text with [Yes], which would result in almost no batching, this mode
	 * was added to dynamically adjust the clipping if needed.  The reason not every panel is set to OnDemand,
	 * is because not every panel returns a Desired Size that matches what it plans to render at.
	 */
	OnDemand UMETA(DisplayName = "On Demand (Advanced)")

	- Large API Change -

	All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect.  You no longer should are passed a Clipping rect via OnPaint.  You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see.

	If you were previously trying to determine if you should cull widgets, by doing something like this,

	if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) )

	That's no longer a good option since there are ways for widgets to ignore the culling bounds.  You should convert anything like above to the one below,

	if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget))

	To assist in debugging efforts, there are several new debugging console flags in Slate,

	Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline.  Yellow = Axis Scissor Rect Clipping (cheap).  Red = Stencil Clipping (expensive).

	Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw.

	Slate.ShowTextDebugging 1 - Show debugging painting for text rendering.

	I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes.

	Slate.Feathering 1

	If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass.

	Slate.EnableDrawEvents 1

	#jira UE-4659

	#rn

Change 3462714 by Nick.Darnell

	Fixing a few more compiler issues with the clipping changes.

Change 3462726 by Max.Chen

	Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct.

	#jira UE-45431

Change 3462801 by Nick.Darnell

	Adding a UMG dependency to EngineTestBuild.

Change 3462914 by Max.Chen

	Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138

	#jira UE-30007
	#jira UE-39003

Change 3462946 by Nick.Darnell

	Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test.
	Automation - Adding a blur widget test.

Change 3462987 by Matt.Kuhlenschmidt

	Back out changelist 3458893

Change 3464774 by Matt.Kuhlenschmidt

	PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster)


Change 3464785 by Nick.Darnell

	Fixing some clipping stuff in the editor.

Change 3464830 by andrew.porter

	QAGame: Second pass on sequencer smoke test map

Change 3464902 by Nick.Darnell

	Loading - Adding some additional checks to the the loading code to ensure we're on the main thread.  Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen.

Change 3464988 by Max.Chen

	Sequencer: Add attenuation settings for attached audio components.

	#jira UE-33080

Change 3465024 by Nick.Darnell

	MoviePlayer - Impoving the playback mode displaynames.

Change 3465074 by Arciel.Rekman

	Fix shadowing issues of GraphicsPSOInit.

Change 3465097 by Matt.Kuhlenschmidt

	Some refactoring of the details panel

	Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property.

	Refactored the API for adding rows to details panels to make it more consistent\
	AddChildCustomBuilder->AddCustomBuilder
	AddChildGroup->AddGroup
	AddChildContent->AddCustomRow
	AddChildPropert->AddProperty
	AddChildStructure->AddExternalStructureProperty
	AddStructure->AddAllExternalStructureProperties
	AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty

Change 3465186 by Max.Chen

	Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved.

	#jira UE-43780

Change 3465315 by Matt.Kuhlenschmidt

	Fix Fortnite and Orion details panel customization warnings

Change 3465424 by Nick.Darnell

	Automation - Moving the step for setting the link to the automation reports to be set before we start the engine.

Change 3465488 by Nick.Darnell

	Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate.  This should fix the Blur UI Test.

Change 3466277 by Arciel.Rekman

	Linux: fix window drift when dragging (UE-40380).

	- Change by Cengiz Terzibas.

Change 3466370 by Nick.Darnell

	UMG - Fixing the colors for the resize handle in the designer.

Change 3466372 by Nick.Darnell

	UMG - Fixing the ruler ticks sometimes not being drawn.

Change 3466374 by Nick.Darnell

	UMG - Fixing the designer showing multiple options for sequencer.

Change 3466377 by Nick.Darnell

	UMG - Cleaning up some clipping bits.

Change 3467025 by Andrew.Rodham

	Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning.
	If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes.

	(CIS step 62283298, jobId 7773146)
	(CIS step 62283297, jobId 7773146)

Change 3467099 by Max.Chen

	Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid.

Change 3467172 by Max.Chen

	Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables.

	#jira UE-43690

Change 3467192 by Matt.Kuhlenschmidt

	Fix transactions getting stuck in the color grading controls.  This prevents PIE from working properly and causes shutdown crashes

	#jira UE-45527

Change 3467251 by Yannick.Lange

	ViewportInteraction: Fix scale and rotation snap while dragging with two lasers.

	#jira UE-43489

Change 3467331 by Matt.Kuhlenschmidt

	Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders

Change 3467335 by Matt.Kuhlenschmidt

	Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it.

Change 3467558 by Max.Chen

	Scene Outliner: Generic support to add default columns to a scene outliner.

Change 3467565 by Jamie.Dale

	Removing old screenshot data for test

Change 3467589 by Nick.Darnell

	Editor - Random cleanup.

Change 3467596 by Nick.Darnell

	Progress Bar - Exposing Border Padding to UMG.

Change 3467600 by Nick.Darnell

	Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes.

Change 3467601 by Max.Chen

	Property Editor: Fix static analysis warning

Change 3467662 by Nick.Darnell

	Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data.

Change 3467674 by Max.Chen

	Property Editor: Fix static analysis warning

Change 3467737 by Max.Chen

	Sequencer: Added OnMovieSceneBindingsChanged delegate

Change 3468053 by tim.gautier

	QAGame: Updating Editor Smoke Map

	- Updated landscapes into Stations for testing

	- Added Foliage Sublevel

Change 3468194 by Arciel.Rekman

	Linux: fix problems communicating with various STL-using libs.

	- Stop hiding global new/delete signatures.
	- Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng.

Change 3468678 by Max.Chen

	Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag.

Change 3469314 by tim.gautier

	QAGame: Added Painted Foliage / Spline section to EditorSmoke map

Change 3469377 by Nick.Darnell

	Slate - Fixing some warnings in a couple of sample games due to the clipping changes.

	#rnx

Change 3469767 by Max.Chen

	Sequencer: Outliner column and sequencer binding data

	#jira UE-43470

Change 3469974 by Arciel.Rekman

	Fix code projects not working in Linux installed build.

Change 3470082 by Nick.Darnell

	Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread.

Change 3470174 by Nick.Darnell

	Slate - Get the last widget in a widget path utility.

Change 3470176 by Nick.Darnell

	UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects.

Change 3470261 by Nick.Darnell

	Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread.

Change 3470286 by Max.Chen

	Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template.

Change 3470366 by Nick.Darnell

	Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new.

Change 3470649 by Matt.Kuhlenschmidt

	Fix deprecation warnings

Change 3470695 by Matt.Kuhlenschmidt

	Fixed typo

	#jira UE-45580

Change 3470721 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3471254 by Michael.Dupuis

	#jira UE-42952: Keep occlusion result per view

Change 3471287 by Nick.Darnell

	UMG - Render Focus Rule now defaults to never.

Change 3471291 by Nick.Darnell

	Slate - Fixing FSlateRenderer* change fallout.

Change 3471299 by Nick.Darnell

	Slate - Fixing FSlateRenderer* change.

Change 3471323 by Nick.Darnell

	Automation - Fixing automation and Static Analysis warning.

Change 3471413 by andrew.porter

	QAGame: Added test content for anim blending and material parameteres to sequencer smoke level

Change 3471649 by Max.Chen

	Sequencer: Modify the track when adding animation

	#jira UE-45618

Change 3471659 by Matt.Kuhlenschmidt

	Added a way to check if a movie is playing from the engine.
	Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing

Change 3471734 by Matt.Kuhlenschmidt

	Added basic material hookup to USD.  Similar to FBX it will find materials based on rules specified by the user in the import settings

Change 3472176 by Nick.Darnell

	UMG - Improving the display of the +Track menu in sequencer for UMG.  Renamed it from +Add, which is repetitve to +Track.  Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button.

Change 3472740 by Max.Chen

	Sequencer: Add GetThisFrameMetaData accessor

Change 3472748 by Max.Chen

	Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates

Change 3472753 by Max.Chen

	Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate

Change 3472870 by Nick.Darnell

	Clipping - Fixing the deprecated tip for scissor rect boxes to be correct.  Removing it's usage from UT.

Change 3473340 by Max.Chen

	Scene Outliner: Add ability to register additional filters

Change 3473348 by Max.Chen

	Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate)

Change 3473441 by Max.Chen

	Sequencer: Autokey Refactor Part 2.

	Autokey is now a single toggleable state.

	Allow Edits Mode has 3 states:
	  Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties.
	  Allow Sequencer Edits Only - All edits will produce either a track or a key.
	  Allow Level Edits Only - Properties in the details panel will be disabled if they have a track.

	#jira UE-45229

Change 3473670 by Nick.Darnell

	Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads.  We now store a TUniquePtr internally, and only lease out raw pointers.

	#rn

Change 3473711 by Nick.Darnell

	Disabling the ensure in the module manager.

Change 3473747 by Max.Chen

	Sequencer: Fix tooltip

Change 3474091 by Jamie.Dale

	Added a warning when cooking a UFontFace that is outered to a UFont asset

	These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions)

Change 3475052 by Yannick.Lange

	VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor.

	#jira UE-45415

Change 3475054 by Yannick.Lange

	Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state.

	#jira UE-45574

Change 3475263 by Nick.Darnell

	Fixing some additional cases of IModuleInteface SharedPtr usage.

Change 3475268 by Max.Chen

	Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped.

	#jira UE-45654

Change 3475269 by Max.Chen

	Scene Outliner: Additional filters should only apply to actor browsing mode

Change 3475407 by Nick.Darnell

	Fixing some clipping / module shared ptr changes in the launcher code.

Change 3475542 by Max.Chen

	Sequencer: Update thumbnail and section highlighting to use new clipping behavior.

	#jira UE-45692
	#jira UE-45689

Change 3475743 by Michael.Dupuis

	#jira UE-45183: When updating phyx region take into account simple collision mip

Change 3475949 by Arciel.Rekman

	Remove PhysX deoptimization (no longer needed).

	- OR-24947 has been closed three months ago.

Change 3476022 by Michael.Dupuis

	#jira UE-45560: Make sure we're not going out of range

Change 3476063 by Michael.Dupuis

	#jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component

Change 3476168 by Michael.Trepka

	Added handling of directory symlinks to FApplePlatformFile::IterateDirectory

	#jira UE-43704

Change 3476172 by Nick.Darnell

	Fixing a Imoduleinterface change.

Change 3476183 by Jamie.Dale

	Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text

Change 3476385 by Arciel.Rekman

	Linux: handle symlinks when iterating directories.

Change 3476522 by Michael.Trepka

	Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case.

Change 3476806 by Nick.Darnell

	UMG - Focus the designer after dropping a widget onto the surface.

Change 3476809 by Nick.Darnell

	Curve Editor - Enable Clipping on the curve editor.

Change 3477475 by Nick.Darnell

	Fixing a module interface shared ptr usage in UT.

Change 3477553 by Yannick.Lange

	VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor.

Change 3477734 by Yannick.Lange

	VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale.

	#jira UE-44933

Change 3477761 by Jamie.Dale

	Some improvements to avoid loading the native .locres files twice when we don't need to

Change 3477780 by Nick.Darnell

	PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist)


Change 3477786 by Nick.Darnell

	PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz)


Change 3477795 by Nick.Darnell

	PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist)


Change 3478092 by Nick.Darnell

	PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey)
	Engine Edit - Made some small changes to the enum type, and some naming.


Change 3478450 by Nick.Darnell

	Fixing some uninitialized variable errors.

Change 3479827 by Andrew.Rodham

	Sequencer: Addressed serialization issues with some struct types

Change 3479874 by Jamie.Dale

	Fixed "NativeGameLanguage" not being used correctly during localization initialization

Change 3480012 by Andrew.Rodham

	Sequencer: Fixed loading tagged properties as native for track identifiers

	#jira UE-45823

Change 3480337 by Alexis.Matte

	Fix morph target crash missing some valid index check

Change 3480804 by Alexis.Matte

	Fix crash with ColorGradingMode custom detail

	#jira UE-45638

Change 3480892 by Andrew.Rodham

	Sequencer: Ensure that movie scene sequences know about the editor object version

	#jira UE-45842

Change 3481073 by Nick.Darnell

	Fix the shader compiler error from main in Slate.

Change 3481303 by Nick.Darnell

	UMG - Fixing a bug with the drag handle not working correctly in HDPI mode.

Change 3481308 by Nick.Darnell

	Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds.  If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect.

Change 3481629 by Max.Chen

	Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer()

	#jira UE-45785

Change 3481899 by Yannick.Lange

	VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode.

Change 3481984 by Michael.Dupuis

	#jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools

Change 3482047 by Nick.Darnell

	Slate - Adding some comments to IsWidgetCulled.

Change 3482110 by Nick.Darnell

	Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled.

Change 3482136 by Jamie.Dale

	The CamelCase break iterator now treats digits around character tokens as part of the identifier

Change 3482138 by Michael.Dupuis

	#jira UE-45854: Properly unregister during undo operation

Change 3482150 by Michael.Dupuis

	#jira UE-45845 : Add missing nullcheck for GetStaticMesh

Change 3482153 by Nick.Darnell

	Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled.

Change 3482180 by Nick.Darnell

	UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only.  This was a regression from main.

Change 3482273 by Nick.Darnell

	UMG - Tweaking some more things about the widget component box outline.

Change 3482308 by Alexis.Matte

	Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group.
	#jira UE-45696

Change 3482327 by Nick.Darnell

	UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor.

Change 3482705 by Andrew.Rodham

	Resaving assets that contain legacy data to suppress CIS warnings.
	  - If conflicts arise in these assets, please take game-side changes and ignore these.

Change 3484245 by Max.Chen

	Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed.

	#jira UE-45905

Change 3484263 by Max.Chen

	Sequencer: Fix crash on forcing refresh of details panel on release.

	#jira UE-45911

Change 3484431 by Andrew.Rodham

	Resaving assets that contain legacy data to suppress CIS warnings.
	  - If conflicts arise in these assets, please take game-side changes and ignore these.

Change 3484474 by Alexis.Matte

	Fix the morph target animation curve name matching.

	#jira UE-20294

Change 3484475 by Alexis.Matte

	When removing a LOD, make sure we remove all morph target data associate to the LOD.

Change 3484489 by Nick.Darnell

	PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist)

	#jira UE-45908

Change 3484692 by Nick.Darnell

	Slate - Reverting a change from a game stream.  All Arranged Children don't need to allocated 42 to begin with.  Do need to initialize WidgetPaths better.

Change 3484703 by Nick.Darnell

	Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier.  Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS.

	#jira UE-43213

Change 3484918 by Jamie.Dale

	Fixed font measuring regression with RTL text

	RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work).

Change 3485718 by Nick.Darnell

	Editor - Removing Super Search & User Feedback button.

Change 3485719 by Nick.Darnell

	Portal - Removing SuperSearch.

Change 3485751 by Matt.Kuhlenschmidt

	Fix crash accessing platformer game menu if the menu is open during a console based load

	#jira UE-45950

Change 3486047 by Arciel.Rekman

	Linux: add OpenEXR implementation (UE-40270).

	#jira UE-40270

Change 3486467 by Max.Chen

	Sequencer: Reset max tick rate when destroyed.

	#jira UE-45956

Change 3486477 by Max.Chen

	Sequencer: Refresh outliner when column is removed.

	#jira UE-45891

Change 3486667 by Andrew.Rodham

	Added missing include

Change 3486724 by Andrew.Rodham

	Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties
	  - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform

Change 3486730 by Alexis.Matte

	In the Auto-Reimport options, hide the mout point only for the default /Game/ folder
	#UE-45684

Change 3486749 by Alexis.Matte

	Make sure the parent window of the monitor directory browse folder is set properly
	#jira UE-45682

Change 3486805 by Matt.Kuhlenschmidt

	Additional safety against invalid objects being accessed by slate

Change 3486848 by Alexis.Matte

	Make sure Monitor folder feature support root mount point map folder
	During auto import, give priority to asset import factory over the scene import factory
	#jira UE-45691

Change 3486879 by Andrew.Rodham

	Removing obsolete QA assets

Change 3486950 by Nick.Darnell

	PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon)
	Review - made some adjustments from the original.


Change 3486954 by Nick.Darnell

	Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone.

Change 3486967 by Nick.Darnell

	Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up.

Change 3486970 by Andrew.Rodham

	Sequencer: Delay mouse capture until drag for sequencer time slider
	  - Fixes context menus not opening as a result of mouse capture being taken on mouse down

	#jira UE-45937

Change 3486984 by Andrew.Rodham

	Sequencer: Improved blending type iconography

Change 3486996 by Nick.Darnell

	UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked.
	UMG - The movie data is no longer cloned for each new instance that inhabits.  It now keeps a reference to the now publically accessible movie scene data on the class instead.

Change 3487070 by Andrew.Rodham

	Sequencer: Added graphics for key areas that represent empty space

Change 3487195 by Andrew.Rodham

	Sequencer: Changed evaluation groups to always flush implicitly
	  - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks
	  - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation

Change 3487322 by Nick.Darnell

	PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro)


Change 3487363 by Nick.Darnell

	PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25)


Change 3487439 by Nick.Darnell

	PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe)


Change 3487500 by Arciel.Rekman

	Removed LinuxNativeDialogs.

	- No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago).

Change 3487630 by Lauren.Ridge

	Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds

	#jira UE-44885

Change 3487864 by Matt.Kuhlenschmidt

	Exposed the asset registry to blueprints and script.  Works in editor scripts and runtime scripts

	AssetRegistry is now a UInterface object.
	Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in  the AssetRegistryHelpers object
	C++ users should still continue to use IAssetRegistry.

Change 3487879 by Matt.Kuhlenschmidt

	Renamed asset tools uobject helper to UAssetToolsHelpers

Change 3487926 by Lauren.Ridge

	Fixing reset to default not showing up for custom widgets

	#jira UE-44164

Change 3488184 by Matt.Kuhlenschmidt

	PR #3656: Make References/Referencers List copyable (Contributed by user37337)


	#jira UE-45763

Change 3488240 by Matt.Kuhlenschmidt

	Fix compiler issue

Change 3488350 by Lauren.Ridge

	Landscape info map transactional state is based on its world's transactional state

	#jira UE-44885
	#jira UE-46019

Change 3488412 by Matt.Kuhlenschmidt

	Fix reset to default showing up in two different places for some customizations

Change 3488413 by Matt.Kuhlenschmidt

	Fix slate font customization

Change 3488414 by Matt.Kuhlenschmidt

	Fix slate font customization

Change 3488415 by Matt.Kuhlenschmidt

	Missed file

Change 3488565 by Arciel.Rekman

	Add pretty printers for gdb (UETOOL-1171).

	- Committing shelf by Cengiz.Terzibas, with some modifications.

	#jira UETOOL-1171

Change 3489094 by Nick.Darnell

	Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture.
	Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file.

Change 3489095 by Nick.Darnell

	PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner)
	Review - Fixed spacing.


Change 3489108 by Matt.Kuhlenschmidt

	Fix deprecation warning

Change 3489120 by Nick.Darnell

	PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung)


Change 3489147 by Andrew.Rodham

	Sequencer: Adding return value to function to appease static analysis
	  - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that

Change 3489264 by Nick.Darnell

	Testing - Finishing the thought behind an enum comment.

Change 3489265 by Nick.Darnell

	PR #2750: UE-35164: Button padding (Contributed by projectgheist)


Change 3489267 by Nick.Darnell

	PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist)


Change 3489632 by Arciel.Rekman

	Correctness changes to MallocPoisonProxy.

	- Missing forwarding functions added.  Incorrect comment removed.
	- Change by Steve.Robb, doing here so it is in 4.17.

Change 3489689 by Arciel.Rekman

	More MallocPoisonProxy changes I missed in previous CL.

Change 3489751 by Matt.Kuhlenschmidt

	Moved editor performance settings out of per-project settings so they can be shared across projects

Change 3489837 by Lauren.Ridge

	Keyboard shortcut for entering/leaving VR Mode is now Alt+V

Change 3491082 by Arciel.Rekman

	Linux: better fix for the crash due to name collision (UE-46040).

	- Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace.
	- Undid change in the SceneOutliner module.

	#jira UE-46040

Change 3491096 by Arciel.Rekman

	Fix UAT compilation on the newest mono.

Change 3491240 by Max.Chen

	Sequencer: Disable key button when allow level edits only is on.

	#jira UE-46060

Change 3491406 by Yannick.Lange

	Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded.

	#jira UE-45806

Change 3491559 by Alexis.Matte

	Make sure we use the good preview mesh when doing a preview
	#jira UE-45963

Change 3491563 by Alexis.Matte

	Fix crash with staticmesh editor LodLevel selection

Change 3491564 by Nick.Darnell

	UMG - Fixing an offset with the grab handles in HDPI mode.

Change 3491595 by Nick.Darnell

	Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor.

Change 3491604 by Nick.Darnell

	Back out changelist 3489265

Change 3491615 by Arciel.Rekman

	Added malloc replay proxy (Linux only for now).

	- Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems.

Change 3491684 by Arciel.Rekman

	Added FMalloc functions I missed.

	- Also moved function bodies into the .cpp file, this does not make a difference in performance in this case.

Change 3491692 by Matt.Kuhlenschmidt

	Some minor fixes to the static mesh editor
	- Fix UV combo button looking non-standard on the toolbar
	- Fix a few combo buttons in the details panel looking too big.

Change 3491702 by Arciel.Rekman

	Do not compile replay proxy-specific code when not used.

Change 3491717 by Michael.Dupuis

	#jira UE-35083:
	The component is now the owner of the PerInstanceRenderData instead of the proxy
	Add an Update path to only update specified instances range
	Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree
	Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent
	Expose a new property to decide if we require dynamic instance buffer

Change 3491758 by Matt.Kuhlenschmidt

	Fix crash on static mesh editor shutdown

Change 3491873 by Cody.Albert

	Fixed clipping issue in Sequencer curve editor

	#rnx

Change 3491956 by Matt.Kuhlenschmidt

	Fix crash opening the Previewing sub-menu in the level editor settings menu

	#jira UE-46095

Change 3492046 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492076 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492165 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492222 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492274 by Michael.Dupuis

	#jira UE-46105: Fixed Clang warning

Change 3492338 by andrew.porter

	QAGame: Testing ensure when submitting

Change 3492371 by Nick.Darnell

	UMG - Reverting the animation sharing, cossed GLEO regressions in cooking.  Will look for a better solution.

Change 3492462 by Matt.Kuhlenschmidt

	Fix ensure checking in files through perforce

Change 3492491 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492505 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492517 by Jamie.Dale

	The package localization ID is no longer used at all at runtime, and is now truly editor-only

	This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it.

	After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs.

Change 3492630 by Nick.Darnell

	UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of  "Within" in class meta.

	#jira UE-46124

Change 3492692 by Matt.Kuhlenschmidt

	Fix drop shadows inheriting the outline color of the font.  The outline should still appear but not have a different outline color from fill color

Change 3492714 by Matt.Kuhlenschmidt

	Added outline with drop shadow to font automation test

Change 3492737 by Matt.Kuhlenschmidt

	Fix linux

Change 3492992 by tim.gautier

	Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings

	#jira UE-46132

Change 3493089 by Jamie.Dale

	Ensure that the composite font of a font asset is flushed when the font object is GC'd

Change 3493322 by Jamie.Dale

	Fixing null crash

	#jira UE-45758

Change 3494467 by Andrew.Rodham

	Fix Xbox warning

Change 3494852 by tim.gautier

	QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded

Change 3494853 by Nick.Darnell

	Another attempt at fixing the automation blueprint SA warning.

Change 3494896 by Arciel.Rekman

	Fix possible null pointer access during Vulkan init.

	- May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else.

	#jira UE-46142

Change 3494987 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3495010 by Matt.Kuhlenschmidt

	Adding additional logging to track down html5 issue

Change 3495212 by Michael.Dupuis

	#jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite)

Change 3495536 by Jamie.Dale

	Updating UGameEngine to call its Super::PreExit after performing its own teardown

	This prevents UEngine cleaning up resources that UGameEngine still needs.

	#jira UE-46159

Change 3495551 by Arciel.Rekman

	Another attempt to fix analyzer problem (UE-46142).

Change 3495794 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3495905 by Matt.Kuhlenschmidt

	Fix USD crash when importing a meshwith no material

[CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
Nick Darnell
54690f01bb Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3448586)
#lockdown Nick.Penwarden
#rb none

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

Change 3383163 on 2017/04/06 by james.fox

	Enabling Overlap automation tests.

Change 3387240 on 2017/04/10 by James.Fox

	Enabling ProcMesh automation tests.  Made minor changes to in-level object names.

Change 3397994 on 2017/04/18 by Nick.Darnell

	Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client.  The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages.

Change 3401903 on 2017/04/20 by samuel.proctor

	Test map for blueprint bitwise operators

Change 3405592 on 2017/04/24 by Benjamin.Hyder

	Updated Roughness only example to be more visible in Decals test map

Change 3405625 on 2017/04/24 by Benjamin.Hyder

	Re-Saving material in decals map to remove log spam

Change 3406256 on 2017/04/24 by Mason.Seay

	Show Collision tests, with Ground Truth Screenshots

Change 3410179 on 2017/04/26 by mason.seay

	Beginning of Math test map

Change 3412646 on 2017/04/27 by mason.seay

	More math tests

Change 3413556 on 2017/04/28 by Adric.Worley

	Add support for expected errors in automation tests

	Automation tests can now define expected errors/warnings that will not prevent
	the test from succeeding. If expected messages are not encountered, the test
	will fail. The intent is to allow unit tests to verify negative or error cases
	while keeping the test pass report green. It is not intended as an error
	suppression system.

	#tests new automation tests

Change 3414217 on 2017/04/28 by mason.seay

	Wake Event functional test map

	Disabled Collision tests that still need review.

Change 3414605 on 2017/04/28 by mason.seay

	Added more tests to Math map

Change 3415806 on 2017/05/01 by Adric.Worley

	Suspend log parsing during tests with expected errors

	Electric Commander was failing successful test passes that have expected errors
	because of its log parsing. BenM added markers to temporarily disable error
	parsing in CL 3414237, which this implements usage of.

	#tests preflight

Change 3416022 on 2017/05/01 by Mason.Seay

	Physics/ChildTransform tests

Change 3420820 on 2017/05/03 by Nick.Darnell

	Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots.  Avoids needing to add more delay nodes to your graph.

	Improving the Box Drop example to use the new delay options.

	The FunctionalTest actor now ticks even when the game is paused.

Change 3422013 on 2017/05/03 by Nick.Darnell

	Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor.  Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth.  Added an example map showing the usage.

Change 3422802 on 2017/05/04 by Nick.Darnell

	Automation - Fixing a crash in the curve asset actions that assumes there will always be import data.

Change 3422803 on 2017/05/04 by Nick.Darnell

	Automation - Adding some comments to the ground truth function.

Change 3423739 on 2017/05/04 by Nick.Darnell

	Automation - Introducing a way for people to provide Ground Truth for their tests.

Change 3423768 on 2017/05/04 by Nick.Darnell

	Automation - GTD can no longer be modified on the build machine.  Unchecking modifiable on the example GTD.

Change 3425226 on 2017/05/05 by Nick.Darnell

	Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking.
	#jira UE-44669

Change 3428140 on 2017/05/08 by Ori.Cohen

	Added ground truth for scene query testing.

Change 3441024 on 2017/05/16 by Nick.Darnell

	Automation - Ground truth pass, improving system based on feedback.  Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it.

Change 3443894 on 2017/05/17 by Nick.Darnell

	Automation - Automation tweaking some logging.

Change 3446426 on 2017/05/18 by Nick.Darnell

	Automation - Adding additional logging and attempting to fix the warning on the build machine.

Change 3447617 on 2017/05/18 by Nick.Darnell

	Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name.  This should fix the overlap warnings on the build machine.  Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up.

[CL 3449079 by Nick Darnell in Main branch]
2017-05-19 15:08:55 -04:00