Commit Graph

27 Commits

Author SHA1 Message Date
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -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
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
max chen
f538c6de2e Sequencer: Spawnables no longer defaults to spawning into the persistent level if the named level isn't found. Also, when a spawnable is added to sequencer, set the current level as the level to spawn into.
#rb ludovic.chabant

#ROBOMERGE-SOURCE: CL 12956553 via CL 12956566 via CL 12956613
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12956659 by max chen in Main branch]
2020-04-21 13:02:39 -04:00
Max Chen
b4881d8bf8 Copying //UE4/Dev-Editor to Dev-Tools-Staging (//UE4/Dev-Tools-Staging) @11123875
#rb none
#jira none

[CL 11123880 by Max Chen in Dev-Tools-Staging branch]
2020-01-27 20:11:15 -05:00
JeanMichel Dignard
70d074639f Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none
#rnx

[CL 10906274 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-08 13:26:18 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Jeffrey Soldan
9e94f7c379 Sequencer: Correctly add PIE prefix to fix spawnable objects in streamed levels during PIE
#jira UE-80902
#rb andrew.rodham

[CL 9388937 by Jeffrey Soldan in Dev-Editor branch]
2019-10-03 05:43:31 -04:00
jon nabozny
6b60663f39 Update Engine and Plugins to use the new Getters / Setters for UActorComponent, USceneComponent, and AActor replicated properties
[at]Ryan.Gerleve, [at]Brian.Bekich
#rb None


#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 9290108 via CL 9290249
#ROBOMERGE-BOT: (v452-9288972)

[CL 9290520 by jon nabozny in Main branch]
2019-09-29 16:49:10 -04:00
marc audy
bfe200fee4 Fixup engine code misusing GetComponentsByClass
#jira UE-79819
#rnx


#ROBOMERGE-SOURCE: CL 8503325 via CL 8503764
#ROBOMERGE-BOT: (v406-8472469)

[CL 8509323 by marc audy in Main branch]
2019-09-05 15:45:24 -04:00
andrew rodham
e7099dc68e Sequencer: Optimization pass at hot CPU paths
- Changed a map of maps to use a single map with a combined key and therefore reduce heap allocation (and allow for pre-reservation of sensible starting allocation)
  - Skipped unnecessarily checking for binding overrides in the spawn template if there were already bound objects
  - Skipped redundant string manipulation in actor spawner to do with level names where the common case is no specified level name

#rb Max.Chen


#ROBOMERGE-SOURCE: CL 7269368 via CL 7269369 via CL 7269968 via CL 7270024 via CL 7275797
#ROBOMERGE-BOT: (v369-7254125)

[CL 7275928 by andrew rodham in Main branch]
2019-07-11 11:41:06 -04:00
Marcus Wassmer
459dd9960c Force integrate 5317515 from release-4.22 to fix some issues with 'undo'.
#rb none

[CL 5337699 by Marcus Wassmer in Main branch]
2019-03-07 11:25:32 -05:00
Juan Canada
d2f93b57b2 Undo //UE4/Main/... changelist 5335728
#rb marcus.wassmer

[CL 5335770 by Juan Canada in Main branch]
2019-03-06 23:59:18 -05:00
Juan Canada
27b0d7a824 Copying //UE4/Private-Woodchuck-Staging[at]5316917 to Release-4.22 (//UE4/Release-4.22)
#rb none
#JIRA

#ROBOMERGE-OWNER: Juan.Canada
#ROBOMERGE-AUTHOR: juan.canada
#ROBOMERGE-SOURCE: CL 5317515 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5335728 by Juan Canada in Main branch]
2019-03-06 23:42:45 -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
Max Chen
4f4c37e16a Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
#rb none

[CL 4292303 by Max Chen in Dev-Sequencer branch]
2018-08-16 10:47:07 -04:00
Max Chen
d5aeb73b18 Sequencer: Make unique spawnable name to avoid it being renamed in SetActorLabel.
#rb matt.hoffman

[CL 4279975 by Max Chen in Dev-Sequencer branch]
2018-08-13 12:51:44 -04:00
Marc Audy
16a368545a Use components set directly rather than incurring overhead of filtering and copying in to external storage and then using it.
#rb none
#rnx

[CL 4279612 by Marc Audy in Dev-Framework branch]
2018-08-13 11:44:41 -04:00
Max Chen
33737e9b00 Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 4044339)
#lockdown Nick.Penwarden
#rb none

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

Change 3947021 by Max.Chen

	Sequencer: Don't preserve root component when copying object properties.

	A spawnable empty actor, has a root component that is generated by the empty actor factory. If the object template's root component is preserved when copying from the spawnable empty actor, the root component will not be copied
over. Therefore, we need to NOT preserve the root component when copying object properties.

	#jira UE-55825

Change 3947366 by Max.Preussner

	WmfMedia: Better log output

Change 3947367 by Max.Preussner

	MfMedia: Better detection of compressed format properties on Windows

Change 3949102 by Max.Chen

	Sequencer: Remove SequenceActorTag when converting to possessable.

	#jira UE-56206

Change 3949207 by andrew.porter

	EngineTest: Set the screenshot nodes resolution to 1280x720

Change 3949404 by Max.Chen

	Sequencer: More informative tooltip for "Rerun Construction Scripts" option. It now says "Rerun construction scripts every frame on actors that have 'Rerun Construction Script in Sequencer'  enabled in their class settings".

Change 3950067 by Matt.Hoffman

	Renamed UAutomatedLevelSequenceCapture's StartFrame and EndFrame to CustomStartFrame/CustomEndFrame to reflect that it is user-overriden. This will also resolve upgrade issues due to the variable datatype changing.

	#jira UE-56189

Change 3950193 by JohnHenry.Carawon

	Updating my latest MovieRendering test content.

Change 3950757 by JohnHenry.Carawon

	More updates to MovieRendering test content

Change 3952059 by Max.Chen

	Resave LevelVisibility_SubLevels to fix data loss conversion warning of OpacityMaskConstant

	#jira UE-56086

Change 3952283 by Max.Chen

	Sequencer: Disable dropping level sequence assets as spawnables.

	#jira UE-56120

Change 3952422 by Max.Chen

	Sequence Recorder: Add button to record from the current player.

	#jira UE-55942

Change 3952987 by JohnHenry.Carawon

	MovieRendering Test Content - Fixing camera bindings and changing the override binding actor

Change 3953823 by Mike.Zyracki

	Fix for Bad FBX Import
	Tangents not scaled by frame rate.

	After looking at this again it seems that a set of MovieScene:: overiddes for the channel traits wasn't set correctly, so use the ADL idiom to use MovieScene, which can then call Optimize in the correct namespace.

	With this we can now correctly use the passed in tolerance.
	There was also a redundant set of Optimize calls so that it could happen twice so removed them, and needed an extra check in the float channel Optimize.
	Also since we need to set auto tangents no matter if we optimize we don't set that parameter(though leave it since it's used by context menu key reduction).

	Finally fixed speed issue with trajectories caused by calculating way too many substeps. Reverted back to a time based step size for consistency.
	#jira UE-56193

Change 3954317 by Matt.Hoffman

	Adding a key to the last frame of a section no longer causes a crash. Keys can already be moved to be on the last frame of a section so now you can just add a key there directly.

	#jira UE-56255

Change 3954326 by Matt.Hoffman

	Dilating a section that is only infinite on one side no longer causes a crash.

	#jira UE-56260

Change 3954486 by Max.Chen

	PR #4580: Exposes IsReversed() from UMovieSceneSequencePlayer (Contributed by alanedwardes)


Change 3955238 by Max.Preussner

	Messaging: Enabled delayed message routing

	https://github.com/EpicGames/UnrealEngine/pull/4574

	#jira UE-56247

Change 3955901 by Max.Preussner

	MediaFrameworkTest: Added developer test for overriding desired media player plug-in at runtime.

Change 3955922 by Andrew.Porter

	QAGame: Updating movie rendering content in dev folder

Change 3956004 by andrew.porter

	QAGame: Adding MPC track to movie rendering test content

Change 3956510 by Max.Chen

	Sequencer: Fix fbx camera import of static properties so that they are imported before default tracks are created. Otherwise, the default tracks inherit the default properties of the camera, rather than the values from the fbx.

	#jira UE-56311

Change 3957613 by Max.Preussner

	MediaUtils: Added code documentation to media player facade

Change 3958005 by Max.Preussner

	MediaUtils: Added method to get number of sinks

Change 3958934 by Max.Chen

	Sequencer: Fix keys getting added and sequence getting erroneously re-evaluated when auto key is off.

	Only apply defaults if there are no keys.
	Only modify the movie scene section before creating keys or setting defaults.

	#jira UE-55903

Change 3959687 by Andrew.Rodham

	Sequencer: Fixed visibility track external values being inverted

	#jira UE-56324

Change 3960507 by Max.Preussner

	Core: Fixed incorrect rounding in FMath::DivideAndRoundNearest

Change 3962047 by JohnHenry.Carawon

	MovieRendering Test Content Changes:
	- Add Lightmass Importance Volumes to sublevel to fix warnings
	- Rebuilt Lighting
	- Add a third sequence for Gamut testing
	- Resaved the sound master.uasset to fix warning

Change 3962211 by Mike.Zyracki

	Add Frame Numbers to selected animation sections.

	Added MapTimeToAnimation to MovieSceneSkeletalAnimation so that we could get it from the Skeleton Animation track Editor.

	Since the thickness of the frame line can change based upon frame rate and zoom we need to calculate it similarly to how the time slider controller does it.  Those calculations were private so we had to expose FScrubRangeToScreen
and GetScubberPixelRange from the TimeSliderController.

	Also needed to know if the section itself was selected so added a bIsSelected flag to the section Painter.

	Also fixed a bug where you couldn't add a section if other sections existed at different times in MovieScenePropertyTrack and could crash due to the check().

	#jira UESEQ-395

Change 3962497 by Max.Preussner

	Core: Added new string formatting argument to FTimespan

Change 3963662 by Max.Chen

	CineCamera: Flip VistaVision width and height.

Change 3963731 by Max.Preussner

	MediaCompositing: Implemented sequence recording support for media track

Change 3964195 by Andrew.Rodham

	Sequencer: Set inverted property correctly for newly created visibility track sections

	  - Also clamp evaluation for key editors to the bounds of the section so we're not displaying values outside of the section bounds when the cursor is not on the bounds

	#jira UE-56324
	#coderevew Max.Chen

Change 3964196 by Andrew.Rodham

	Sequencer: Fixed crash when attempting to render sections that resulted in a negative intersection with the view range

Change 3964275 by Andrew.Rodham

	Sequencer: Fixed MovieScene::ClampToDiscreteRange for infinite range bounds

Change 3964364 by Andrew.Rodham

	Curve Editor: Reduce minimum vertical view range when zooming to fit

Change 3965091 by Max.Chen

	Sequencer Recorder: Refresh next sequence if empty when starting a recording, otherwise, use existing name.

	#jira UE-56469

Change 3965148 by Max.Chen

	Sequence Recorder: Move Record to Possessable to "Actor Recording" group

Change 3965162 by Max.Chen

	Sequence Recorder: Always break out of immersive mode when done recording, even when stopping recording during countdown.

	#jira UE-56407

Change 3965214 by Max.Preussner

	QAGame: Enabled ImagePlate plug-in

Change 3965574 by Max.Preussner

	SimpleComposure: Reorganized & upgraded content to work with new Media Track

	#jira UE-56488

Change 3965651 by Max.Preussner

	MediaCompositing: Ignoring seek-on-open if media not seekable

Change 3966075 by Christina.TempelaarL

	Sequencer: Added Final Cut Pro 7 XML Export functionality
	#jira UESEQ-358

Change 3966087 by Matt.Hoffman

	Adding a single key to the Particle Toggle track now makes an infinite range section that is displayed in the UI.

	#jira UE-56295

Change 3966547 by Andrew.Rodham

	Sequencer: Fixed rounding errors when drawing the section background on boolean sections
	  - Logic was using time in sectonds which caused rounding errors on evaluation and flickering red/green stripes when dragging keys around

	#jira UE-56324

Change 3966563 by Andrew.Rodham

	Curve Editor: Key editor interface improvements

	  - SKeyEditInterface has a few problems - it does not update in real time when editing properties, and does not support multi-edit which makes it unsuitable for use with the curve editor
	  - We now take a different approach for editing keys by gathering a set of proxy UObjects for each key that is currently selected. These objects are added as top level objects to the details panel which means they support multi
edit as you'd expect from any other details panel in the editor.
	  - Proxy objects are updated every tick for the curve editor if they implement the ICurveEditorKeyProxy interface, which allows them to refresh their current value.
	  - Ideally, the same mechanisms would be used in the main sequence interface, and we would be generating the proxy classes at runtime based on the key value type, but that work remains a separate task from this initial offering.

	#jira UE-56165

Change 3966564 by Andrew.Rodham

	Curve Editor: Expand to frame when adding or moving keys in the curve editor

Change 3967051 by andrew.porter

	MediaFrameworkTest: Set the CameraPlayer_Video texture to auto clear

Change 3967141 by Andrew.Rodham

	Sequencer: Keep track of spawned objects that have been modified and only re-save such object's default spawnable state on destruction

	  - Now that we're taking this approach, I've remove serveral redundant bits of functionality in the spawn register such as making some spawnables read-only, and the PreSave binding for Sequencer.
	  - We now hook into all object pre-saves to make sure we handle the case where the sequences are saved through the content browser or elsewhere.

	#jira UE-47686

Change 3967170 by Andrew.Rodham

	Sequencer: Added the ability to possess anim instances as object bindings

	  - This allows full and direct animation of properties on UAnimInstance, and animation blueprints
	  - Object Bindings are made by first possessing a skeletal mesh component, then choosing the + Add button where its anim instance will be listed
	  - Added a new function to UMovieSceneSequence to gather previously cached objects that should now be invalidated. Anim instances will be re-resolved if a new UAnimInstance is assigned to USkeletalMeshComponent::GetAnimInstance.
	  - ObjectBindingIDs for anim instances are just represented by an entry in a set of GUIDs. We only ever resolve such bindings through USkeletalMeshComponent::GetAnimInstance.
	  - Only currently supported on LevelSequences

	#jira UE-56132

Change 3967195 by Max.Preussner

	Core: Updated TRangeSet to use TCallTraits

Change 3967345 by JohnHenry.Carawon

	Test Content Changes - first iteration of spacing out the examples in the shots.

Change 3967572 by Max.Chen

	Sequencer: Fix setting PreviousPlayEvalPosition until after we've tested whether it's set.

	#jira UE-56518

Change 3967750 by Max.Chen

	Audio: Set duration based on number of input channels, rather than number of channels to serialize. This fixes an issue where audio split into 2 channels is set to a duration that's twice as long.

	#jira UE-56430

Change 3967836 by Max.Chen

	Sequencer: Allow for animating array elements within ustruct properties

	#jira UE-55887

Change 3968506 by Matt.Hoffman

	Fixed ambiguous conversions for seconds and frames being overriden by ambiguous conversion to Timecode (in frames).

Change 3968748 by Max.Chen

	Sequencer: Make the event properties submenu widget larger.

	#jira UE-55557

Change 3968862 by Max.Chen

	Sequencer: Recursive expansion when shift is down

	#jira UE-52139
	#pr 4194

Change 3968863 by Max.Chen

	Sequencer: Bind rename command to selected track so that F2 shortcut start renaming

	#jira UE-52139
	#pr 4194

Change 3968872 by Max.Chen

	Sequencer: Rekey the selected key at the current time.

	#jira UESEQ-396

Change 3968938 by Max.Chen

	Cine Camera: Add option to toggle the behavior of locking the rail mount to the orientation of the spline. By default, the option is off, no change in behavior.

	#jira UE-55815

Change 3968958 by Andrew.Rodham

	Sequencer: Consider vertical position when hittesting keys

	#jira UE-56256

Change 3969643 by Max.Preussner

	Core: Rounding timespans created from double values towards nearest ticks

Change 3969646 by Max.Preussner

	MediaUtils: Implemented timeout mechanism for block-on-fetch feature

Change 3969776 by Mike.Zyracki

	Added Skip Anim Notifiers Toggle per what was in Matinee.
	Investigated the Enable Root Motion toggle as also discussed but it's implementation is directly contained by the
	animation asset and unlike animation notifies there seems to be no exposure to interactively disable it during a playback tick.

	Note if we are generating thumbnails we still automtically disable notifies in the editor to avoid annoying noise playback.

	Note that if Enable Root Motion/Root locked is specified in the animation asset it does correctly effect the Sequencer.

	#jira UESEQ-399

Change 3969835 by Matt.Hoffman

	Playback Range and Selection Range use unified logic for adding themselves as potential snap locations which properly handles inclusive/exclusive bounds. This resolves an issue where having an unset selection range caused a
potential snap location to be added on frame 0 and 1 (internal resolution) which caused a misalignment when placing objects near frame 0.

	This also removes the one frame offset on setting Selection Range to bring behavior inline with other ranges.

	#jira UE-55420

Change 3969885 by Max.Preussner

	MediaAssets: Don't register media player CDO with media ticker

Change 3971129 by Andrew.Rodham

	Sequencer: Fixed UMovieSceneSequencePlayer::GotToEndAndStop() not taking into account for start time

	This is a remnant from when the times were always specified in 0-duration space, rather than actual sequence times.

Change 3972056 by JohnHenry.Carawon

	More updates to Test Content. I continued spacing out the examples in the sequence so that they have a consistent number of frames between each example and during the start/end of the example. Also removed the Marcie sublevel.

Change 3972066 by Andrew.Porter

	MediaFrameworkTest: Setting Marcie folder to be never cooked in package settings

Change 3972675 by Matt.Hoffman

	Splitting Subsequence Sections no longer sets an incorrect playback range on the subsequence when the subsequence has a different internal resolution than the owning sequence.

	#jira UE-55453

Change 3973376 by Max.Preussner

	ImgMedia: Zero is the only valid video track for image sequences

Change 3973489 by Max.Preussner

	Launch: Build rules cleanup pass

	- don't use Media, MediaUtils on server apps
	- don't link against Media (include-only dependency)
	- don't include from MediaAssets (dynamic load only)

Change 3973760 by Max.Preussner

	MediaUtils: Moved AppMediaTimeSource implementation into its own file; added logging

Change 3973765 by Max.Preussner

	ImgMedia: Disallowing seek beyond media length

Change 3973855 by Max.Preussner

	MediaFrameworkTest: Updated developer test content

Change 3973858 by Max.Preussner

	MediaCompositing: Blocking on media player time instead of media sample time (the former may not be hit in the current frame)

Change 3974988 by Max.Chen

	Sequencer: Fix trim left so that it also sets the start offset for audio and skeletal animation sections.

	#jira UE-57015

Change 3976101 by Matt.Hoffman

	Sequencer will now focus the scroll view on newly created items.

	#jira UE-56492

Change 3976203 by Max.Chen

	Property Editor: Add DetailsViewArgs for ColumnWidth. Defaults to 0.65f, no change in existing behavior.

Change 3976205 by Max.Chen

	Sequencer: Set better column widths for sequencer.

	#jira UE-55557

Change 3976206 by Max.Chen

	Sequencer: Added menu category for import/export

Change 3976265 by Matt.Hoffman

	Tracks within Object Binding Nodes will now sort using the old behavior so that components are added above other track types.

	#jira UE-56473

Change 3976901 by Max.Chen

	Sequencer: Add event names to event track section

	#jira UESEQ-353

Change 3977878 by Max.Preussner

	Media: Moved media framework ticking stats into Media module

Change 3977982 by Max.Chen

	Sequencer: Add Edit->Reset section length to duration of source (ie. audio, skeletal animation, shot length)

	Added MovieSceneSection::GetDefaultDuration and MovieScene::HasDefaultDuration

	#jira UESEQ-392

Change 3977994 by Max.Preussner

	Media: Fetching and rendering media samples before viewports are rendered (to ensure frame sync for in-level media playback)

	#jira UE-53975

Change 3978188 by Matt.Hoffman

	Easing Curves are now clipped by the sequence's PlayRange when testing against an infinite section. This causes blended sequences to finish their blend when the section starts/ends instead of always using 25% of the total section
length to determine default blend range.

	#jira UE-56362

Change 3978676 by Max.Preussner

	MediaCompositing: Fixed first frame of rendered out media track missing

	#jira UE-53975

Change 3978684 by Max.Preussner

	MediaCompositing: Enabled media track frame sync feature

	#jira UE-53975

Change 3980026 by Matt.Hoffman

	Keys can be selected on folded out sections (such as an audio track expanded to show volume and pitch) again.

	#jira UE-57169

Change 3981614 by Max.Preussner

	MediaUtils: Added missing subtitle sample queue flush

Change 3982311 by Max.Preussner

	MediaCompositing: Added safeguard for zero length media sources

Change 3982389 by andrew.porter

	QAGame: Adding media track test content into FrameAccuracySubscene

Change 3983661 by Max.Chen

	Sequencer: Add level name to spawn a spawnable into.
	Add sublevel menu option to set the level

	#jira UESEQ-390

Change 3983712 by Andrew.Rodham

	Sequencer: Purge legacy blueprint spawnables from LevelSequence packages

	#tests Ran a preflight for cooking fortnite, ocean and Orion. Only orion shows up this edge case, and will require a re-save of the EndCines level
	#jira UE-39173

Change 3983787 by Max.Preussner

	MediaCompositing: Moved compile time switch for block-on-fetch into media player facade

Change 3983812 by Andrew.Rodham

	Sequencer: Exposed default level sequence instance data to blueprints

Change 3984373 by Max.Preussner

	Media: Added API for quering whether player plug-in supports block on fetch

	Block on fetch allows Sequencer and other systems to block the game thread until a desired video frame has been decoded.

Change 3984670 by JohnHenry.Carawon

	Movie Rendering Test Content progress. Saving the state of the content.
	There is a bug where things got replaced with particle emitters and I think it was because I tried to copy paste an animation track into a separate skeletal mesh track.

Change 3985097 by Max.Chen

	Sequencer: Rename Reset to AutoSize

	Change GetAutoSizeDuration to return TOptional<FFrameTime>

	#jira UESEQ-392

Change 3986043 by Max.Chen

	Sequencer: Fix crash when attach/path duration is less than 0.

	#jira UE-57310

Change 3986373 by Max.Chen

	Sequencer: Add support for deleting tracks and channels which equates to setting the channel mask.

	#jira UE-52951

Change 3986375 by Max.Chen

	Sequencer: Add Create Pose Asset to skeletal animation section. This allows animators to blend animations in sequencer and create new pose assets from them.

	#jira UESEQ-408

Change 3986796 by Andrew.Rodham

	Sequencer: Fixed stale object references remaining in ULevelSequence::BindingReferences when using convert to spawnable/possessable

	  - We used to convert objects by creating a new binding, then re-assigning its GUID, which meant we didn't have to do any further object fixup, but the code to achieve this was confusing and led to a vulnerability where object
references would not be cleaned up correctly due to the newly created possessable essentially being a temporary object that's immediately thrown away.
	  - To address this, there is now a function for porting all the contents of one object binding to another, and handles the correct fixup required for parent/child object bindings for both spawnables and possessables.
	  - Also added codepath to remove any stale object references from the level sequence reference map on PostLoad (this piggy-backs off the PurgeLegacyBlueprints object version which is close close enough to this change to be
identical)

	#tests Verified that existing sequences with stale references get cleaned up on load. Verified that repreatedly converting from spawnable<->possessable cleans up references correctly.

Change 3987807 by JohnHenry.Carawon

	Updates to the MovieRendering Test Content.

	- Fixed the spawnable actors that were overwritten
	- Shortend the Lighting example and combined the Intensity and Color tracks
	- Organized the Sequence and WorldOutliner to group the examples.

Change 3988151 by Max.Chen

	Cine Camera: Enable keying the "Enable Look at Tracking" toggle.

Change 3988880 by Max.Chen

	Sequencer: Support enter to add asset for all sequencer track editors that have asset pickers.

	#jira UE-57367

Change 3988953 by Max.Chen

	Sequencer: Make the track color picker focusable so that it will close when you click away or lose focus.

	#jira UE-57210

Change 3988962 by Max.Chen

	MovieSceneCapture: Fix EDL export so that it takes into account movie scene frame resolution and desired frame rate.

	#jira UE-57365

Change 3988964 by Max.Chen

	Movie Scene Capture: Clarified tooltip for bRelativeFrameNumbers. If you specify custom start/end frames for the recording, they will be relative to the playback range.

	#jira UE-57308

Change 3989442 by Max.Chen

	Fix CIS

Change 3991548 by Matt.Hoffman

	Dragging the time slider no longer causes the time slider to ignore snap-to-interval with "Snap to Keys While Scrubbing" when no keys are in range.

	#jira UE-57417

Change 3991598 by Matt.Hoffman

	Snap to Key while scrubbing now mirrors the behavior of "jump to next key". When there are no tracks selected it snaps to all keys and when there are tracks selected it snaps to only keys from that track.
	This also resolves an issue where deleting an object did not remove it from the Sequencer's selection. Undoing a delete already doesn't seem to restore your selection, so removing it from your selection shouldn't change that
behavior.

	#jira UE-57417

Change 3991603 by Max.Chen

	Sequencer: Disable EditAnywhere for some section properties

	#jira UE-53530

Change 3992240 by Max.Preussner

	MediaAssets: Implemented dynamic audio sample rate adjustment based on audio/media clock drift

	#jira FORT-70638

Change 3992911 by Andrew.Rodham

	Sequencer: Fixed saving spawnable state using the wrong spawned object

	  - We now track the object binding ID so that we can apply the spawned object to the correct spawnable when the asset is saved

	#jira UE-57353

Change 3992914 by Max.Chen

	Movie Scene Capture: Fix compression quality not being set.

	The compression interface wasn't being found through query interface, so no compression was being set. Reworked finding it through the output pins.
	Tested running various compression values.

	#jira-UE-55488

Change 3992919 by Max.Chen

	Sequencer: Convert to possessable now uses object template instead of copying properties (ie. see LevelSequenceActorSpawner). This fixes MIDs getting lost when converting to spawnable and back to possessable.

	#jira UE-52400

Change 3993184 by Max.Chen

	Sequencer: Don't show +Transform/+Path/+Attach track if the actor has the "Mobility" property hidden.

	Set the Landscape, LandscapeProxy and InstancedFoliage "Mobility" property to be hidden since it is static is not supposed to be dynamically movable.

	#jira UE-56347

Change 3993238 by Max.Chen

	Sequencer: Test for hidden mobility in creating keys as well. Refactored to HasHiddenMobility()

	#jira UE-56347

Change 3993978 by Max.Chen

	Cine Camera: Enable keying the "Enable Look at Tracking" toggle.

	#jira UE-57489

Change 3994039 by Max.Chen

	Landscape: Add Mobility to hidecategories on landscape component

	#jira UE-56347

Change 3994626 by JohnHenry.Carawon

	Updated Movie Rendering Test Content.

	- Fixed the overridden spawnables to their proper object types.

Change 3994653 by Christina.TempelaarL

	Sequencer: Added Final Cut Pro 7 XML Import functionality, improved Export functionality
	#jira UESEQ-358

Change 3995609 by Max.Chen

	UMG: Add support for 2d transform mask (translation, rotation, scale, shear)

	#jira UE-52951

Change 3995778 by JohnHenry.Carawon

	Movie Rendering Test Content Updates

	- Adjusted Lights example
	- Adjusted Camera example
	- Added Marcie sublevel back in

Change 3995942 by JohnHenry.Carawon

	QAGame: Moving Movie Rendering test content from Developer folder to Sequencer folder

	Also adjusted level visibility, lights and camera example.

Change 3995993 by Christina.TempelaarL

	Sequencer: FCPXML Export updates - only export sections if in playback range and media exists, warn if media does not exist. Other updates - removed unused methods and variables, fixed message context naming to be more accurate
	#jira UESEQ-358

Change 3996595 by andrew.porter

	QAGame: Updating Marcie content in TrackEvaluation level to use Image Plate

Change 3996614 by andrew.porter

	QAGame: Adding color test sequence to the sublevel

Change 3996643 by Max.Chen

	Sequencer: Fix fbx animation export - rotation and scale channels were flipped.

	#jira UE-57509
	#jira UE-57512
	#jira UE-57514

Change 3996652 by Max.Preussner

	Messaging: Fixed delayed messaging using incorrect current time after message router sleep

	Based on https://github.com/EpicGames/UnrealEngine/pull/4601

Change 3996801 by Max.Chen

	Sequencer: Fix folder active state for non key area sections. Look at track node sections as well as key areas.

	#jira UE-57550

Change 3997098 by Matt.Hoffman

	Cleaned up some remaining ToDo's in STimeRange.

Change 3998339 by Max.Preussner

	Sockets: Added documentation for socket receive functions

Change 3998359 by Max.Preussner

	MediaUtils: Started to implement media recorder helper class

	Currently only supports BGRA frames in CPU memory. Supporting other formats and buffer types will require conversions on render-thread. I recommend refactoring out the existing conversion code in FMediaTextureResource into a
reusable helper class in the MediaUtils module. This should be a good starting point though.

Change 3998417 by Matt.Hoffman

	Keys and Sections can now be moved at the same time inside of Sequencer. Keys can now snap to Sections (and vice versa) instead of just to other Keys. Sections can now be duplicated like keys can.

	#jira UE-56995

Change 3998427 by JohnHenry.Carawon

	QAGame: Updating test content for the Movie Rendering feature.

	- Added an auto activate particle to the beginning of the sequence (it's not part of the sequence at all)
	- Added an event receiver blueprint to the Events example
	- Added a particle emitter to both sublevels
	- Added a camera cut to the end that switches to a separate camera
	- The camera zoom in, focus and Look At sections are all separate (not overlapping in the sequence)
	- Added a second actor for the camera Look At
	- Added a Visibility section for the Actor Hidden In Game track that has possessable and spawnable cube and light

Change 3998537 by Max.Chen

	Sequence Recorder: Restore immersive mode when stopping the sequence even if not in PIE.

	#jira UE-56407

Change 3999809 by Matt.Hoffman

	Removed the "Go To" box from Sequencer and instead placed the current time as an always visible control. The previous shortcut (Ctrl + G) now focuses the new widget directly.

	#jira UESEQ-376

Change 4000543 by Christina.TempelaarL

	Sequencer: Moving editor-only code from runtime module MovieSceneCapture to editor module MovieSceneTools.

	Moved EDL and FCP XML exporters as well as Automated Level Scene Capture.

	#jira UESEQ-358

Change 4000706 by Matt.Hoffman

	Entering multiple time strings without a number no longer crashes Sequencer.

	#jira UE-57672

Change 4001051 by andrew.porter

	MediaFrameworkTest: Fixing up some image sources pointing to the wrong location

Change 4001191 by andrew.porter

	QAGame: Adding some quick EDL/XML test content to dev folder

Change 4001243 by Max.Chen

	Sequencer: Fix import EDL out of range.

	#jira UE-57665

Change 4001856 by Matt.Hoffman

	Selecting keys and sections at the same time now also works with animation and audio sections.

	#jira UE-57716

Change 4002021 by Max.Chen

	Sequence Recorder: Fix sequence name incrementing.

	If external recording sets the sequence name, use it. Otherwise, use the recording name from the recording group or the recording settings.

	#jira UE-57712

Change 4002618 by Max.Chen

	Viewport: Update the look at location when updating to a locked actor. This fixes an issue so  that popping the view out of a locked actor and manipulating the view will not jump to the previous look at location.

	#jira UE-57725

Change 4002979 by Matt.Hoffman

	Fixes several edge cases with the end time range that was causing confusion about what the last frame of the sequence was. Dragging the End Frame slider will no longer be off by one tick and jumping to the end via the UI controls
now properly respects snapping and stays inside the play range instead of falling outside of it. Overall behavior does not change though and End Frame should be considered an exclusive frame so that frames 0-150 results in a 150 frame long
animation (which is frames 0-149).

	#jira UE-56367

Change 4003185 by Matt.Hoffman

	Fixed a regression that prevented a section from being dragged upwards past row 0 which normally resulted in all other rows moving down.

	#jira UE-57717

Change 4003193 by JohnHenry.Carawon

	QAGame: Updates to test content

	- Shortened frames between the examples from 95 to 30
	- Separated camera setting tracks
	- Lighting example now switches directly from constant red - green - blue

Change 4003369 by Max.Chen

	Sequence Recorder: Refresh next sequence regardless of internally stored sequence name.

	#jira UE-55757

Change 4003586 by JohnHenry.Carawon

	QAGame: Test Content Updates

	- Level Visibility track now ends to that the levels are not visible when we move to the next example
	- Shortened camera section, removed Z tranform so that we just move left to right and shortened the overall length

Change 4004414 by Max.Chen

	Movie Scene Capture: Fix regression where rendering with shot handles would only render the first shot. 3972166 addressed an issue where an extra frame would be rendered by finalizing right when the end frame was reached. This was
hit on the first shot end frame, so instead, do this only for when the last shot is being rendered.

	#jira UE-57314

Change 4004765 by Christina.TempelaarL

	Sequencer: Fixed bugs in FCP XML import/export.

	- Export: fixed sequence default resolution.
	- Export: fixed XML files with no shots.
	- Export: all sections clipped to playback range.
	- Export: fixed incorrect section start/end times due to precision issues.
	- Import: fixed incorrectly adding cinematic tracks.
	- Import: fixed bugs creating new sections.

	#jira UE-57660
	#jira UE-57662
	#jira UE-57655
	#jira UE-57761

Change 4005119 by Max.Chen

	Sequencer: Export/import at play rate

Change 4005195 by Max.Chen

	UMG: Finish UMG evaluation on stop. Added object version so that existing UMG assets do not change.

	#tests - Newly created UMG animation with sections set to restore state now return to their original state. Existing UMG animations with sections set to restore state do not return to their original state.

	#jira UE-52285

Change 4005377 by Michael.Karambelas

	QAGame: Moving TM-SequenceRecorder and related content out of my developer folder and into /Content/Sequencer/SequencerRecorder/*

Change 4005417 by Michael.Karambelas

	QAGame: Fixed a BP compiler in the Level Blueprint of TM-SequencerRecorder.

Change 4005634 by Michael.Karambelas

	QAGame: Fix up missing content and broken level sequence in TM-SequenceRecorder after move

Change 4006324 by Max.Chen

	Sequencer: Reset if the focused movie scene is null. This fixes a crash if the user is focused in on a shot and undo takes the user past the point of where the shot was created.

	#jira UE-57752
	#jira UE-47661

Change 4007006 by Max.Chen

	Sequencer: Fix FindAvailableRowIndex so that it returns the max row index (and not +1) since it doesn't find any conflicting rows.

	#jira UE-57717

Change 4007907 by Max.Chen

	Sequencer: Fix crash if there's no animation

Change 4007948 by andrew.porter

	QAGame: added  test content to dev folder for Record World Space

Change 4008636 by Max.Chen

	Sequencer: Fix import fbx not setting values properly and creating additional cameras unncessarily.

	#jira UE-57864

Change 4008759 by Max.Chen

	Sequencer: Follow up fix for import cameras

	#jira UE-57864

Change 4009994 by Matt.Hoffman

	Dragging the left or right handles of the Time Range slider in Sequencer will now zoom your view in on the current center of the screen. This prevents the view from being translating as you tried to zoom in which caused issues at
high zoom levels.

	#jira UESEQ-407

Change 4010169 by Christina.TempelaarL

	Sequencer: FCP XML fixes.

	- FCP XML export - no longer clips to playback range
	- FCP XML and EDL export - fixed missing last frame of some sections after exporting to Premiere.
	- Automated level capture, EDL export - use RoundToFrame instead of FloorToFrame for computing section start/end frames after frame rate conversion.

	#jira UE-57802 - partial fix, movie scene capture still needs to render full section rather than clip against playback.

Change 4010287 by Mike.Zyracki

	Add quaternion interpolation option to UMovieScene3DTransformSection.
	This mimics how Matinee used to work by bascially finding the keys between a time and interpolating the angles as quat's between them.
	As noted in the code the algorithm needs to handle the case when the x,y,z Rotation keys all aren't at the same time which was not handled by Matinee.

	Also like Matinee, when in quaternion interoplation mode, we need to not display the function cuves since the interpolated and key values are now all different. (Would like to show them but that's a bigger refactor for perhaps just
a one off needed by quaternions).
	I added a virtual function UMovieSceneSection::ShowCurveForChannel for this since it needs to be dynamic, not on construction of IKeyArea's, and could be useful for other sections. I could though move the method to just
UMovieScene3DTransformSection and do a cast instead.

	Looked into doing a unit test for this but after talking with Andrew P we will work on doign an automated test in EngineQA since that will provide more coverage.  Will also add a video the jira.

	#jira UESEQ-403

Change 4010713 by Mike.Zyracki

	Added option to key a group of transform channels instead of just the changed channel, or all of them.
	This is useful for quaternion interpolations where you want rotation keys to be aligned but also useful for other workflows like animating FK Pose to Pose.

Change 4010715 by Andrew.Porter

	MediaFrameworkTest: Setting LogMediaUtils logging from VeryVerbose to Verbose to cut back on the spam

Change 4013048 by Max.Chen

	Sequencer: Fix play/jump status.

	Update the player status  for all position methods (Scrub, Jump, Play). Jump means Stopped.
	Correctly use PlayTo or JumpTo based on position method.
	In PlayInternal, JumpTo with the Stopped state (rather than playing state).

	#jira UE-57844

Change 4013479 by andrew.porter

	QAGame: Added content in TM-SequenceRecorder to test recording a property on a Cine Camera Component; Press 3 to trigger manual focus distance to increment on a timer

Change 4014323 by Max.Chen

	Sequencer: Fix SetPlaybackPosition so that it jumps or plays based on playback status.

	#jira UE-57844

Change 4015888 by Max.Chen

	Sequencer: Fix crash on paste.

	UMovieSceneSections were gathered from the track node's track. For sub track mode, we want to gather only those sections on that track node row.

	#jira UE-57951

Change 4015943 by Max.Chen

	Sequencer: Fix moving shots up when the mouse pos goes outside of the virtual track area.

	#jira UE-57717

Change 4016293 by Max.Chen

	Sequencer: Fix relative frame playback end frame calculation so that custom start/end frames remain in the space of the sequence and are not relative.

	#jira UE-57308

Change 4017075 by Andrew.Rodham

	Sequencer: Corrected initial evaluation range used when calling UMovieSceneSequencPlayer::Play()

Change 4017270 by Christina.TempelaarL

	Sequencer: FCPXML importer and movie scene capture

	- Use CeilToFrame when converting section start/end frame times to frame numbers in FCPXML and movie scene capture.
	- Added support for clip metadata in FCPXML.
	- Got rid of redundant TokenizedError message class, no longer needed now that FCPXML is in editor directory.
	- Added log messages currently commented out due to exception, still testing.

	#UESEQ-358

Change 4018370 by Christina.TempelaarL

	Sequencer: fixed FCPXML log messages regarding sections with start/end not divisible by display rate.
	#UESEQ-358

Change 4018378 by Christina.TempelaarL

	Sequencer: fixed error in previous changelist.
	#UESEQ-358

Change 4019457 by Max.Chen

	Sequencer: Show event names only when the event track is selected

	#jira UE-57897

Change 4022806 by Max.Chen

	Sequencer: Fix crash on movie scene capture dialog shutdown if movie capture wasn't even started.

	#jira UE-58106

Change 4022894 by Max.Chen

	Sequence Recorder: Wrap OpenEditorForAssets after sequence recording within GIsEditor

	#jira UE-58084

Change 4024487 by Max.Chen

	Sequencer: Add tooltip for quat interpolation

	#jira UE-58113

Change 4024562 by Max.Chen

	Sequencer: Change path/attach track sequence binding id to currently focused sequence id so that bindings can be created in subsequences

Change 4027414 by JohnHenry.Carawon

	QAGame: Checking in content that shows a bug with using particles systems and Delay Before Shot Warm Up.

Change 4028990 by Max.Chen

	Sequencer: Fix evaluate sub sequences in isolation.

	This check was added with the compile on the fly logic. Not sure why it was necessary but it seems like the sub sequence data needs to be updated in order to evaluate sub sequences in isolation.

	#jira UE-58184

Change 4029004 by Max.Chen

	Sequencer: Ensure that old binding references are removed when re-assigning actors in sequencer

	#jira UE-57898

Change 4030997 by JohnHenry.Carawon

	QAGame: Fixing name of the master sequence

Change 4031785 by Michael.Karambelas

	QAGame: Added an instance of ThirdPerson Run to TM-SequenceRecorder for Record to Possessable test.

Change 4035548 by Andrew.Rodham

	Sequencer: Changed FMovieSceneEvaluationTemplate::TemplateSignature to be a serial number to address non-deterministic cooking issues

	  - This commit is related to the repro steps found in 3914599 and 3934307, both of which have been verified with this new change.
	  - Copy of 4031684 from //Fortnite/Main/...

	#jira FORT-84852

Change 4036312 by Max.Chen

	Sequencer: Fix zoom view range so that it uses the passed in InZoomDelta

Change 4036318 by Max.Chen

	Sequencer: Auto size now returns a range and defaults to the channel proxy range so that keyed regions can also be autosized.

Change 4036322 by Max.Chen

	Forgot missing change

Change 4036360 by Max.Chen

	Sequencer: Fix play rate calculation when skeletal animation section play rate changes.

Change 4037163 by Mike.Zyracki

	Weighted Tangent Implementation

	Tricky thing is that you need to solve a cubic in order to get the bezier weights for the time part of the curve.  See https://www.gamedev.net/forums/topic/474094-help-function-curves-for-animation-interpolation/

	Maya provides an implementation in it's dev kit but I didn't use it since it was horribly slow and uses an iterative solution to solve the cubic needed.
	Instead I use an old algorithm (Cardano's method), to solve the cubic which should be much faster. Though relative simple to code from principles I just went ahead and used
	a version from Graphics Gems 1.

	I put this cubic solver directly in MovieSceneFloatChannel.cpp, but will need to move it when we support Rich Curve, maybe to FMath:: (which would probalby require some other
	functions for solving quartics, etc.. for completeness.).  Also note we resolve this on every evaluation but dont' need to if the interval the time is evaluating hasn't had any
	change in values or tangents.  So again when we support FRichCurve we can create a Weighted Evaluating class that can hold the cache.

	Also with the tangent drags I got rid of the Cardinal position that was used to calculate non-weight tangents from the key point and just quickly getting a direction.
	With weighted tangents we need to use the delta instead (otherwise when moving multiple they would all get the same weight based upon distance to the cardinal point. )

	For mixed tangents types what I'm defaulting to non weighted if the interval doesn't match. May need to do weighted instead, not sure.

	What's left is just FBX import, for tomorrow.

	#jira UESEQ-76

Change 4037435 by Mike.Zyracki

	Fix fo build warnings from weighted tangent submission.
	#trivial

Change 4038091 by Michael.Karambelas

	QAGame: Updated a Sequence Recorder group in TM-SequenceRecorder that had an actor missing the animation.

Change 4038374 by Andrew.Rodham

	Sequencer: Refined scrubber styling for level sequences and actor sequences

	  - Scrubber now shows a block the width of a dsplay rate frame, plus a line for the actual evaluated time. UMG reverts back to the previous styling (no block)
	  - Keys that are outside of the playback range are now drawn with a subdued effect
	  - Tick labels are no longer drawn when directly underneath the scrubber

Change 4038490 by Max.Chen

	Sequencer: Expose tangent weight values in details panel.

Change 4038620 by Andrew.Rodham

	Sequencer: Advanced time panel polish

	#jira UESEQ-426

Change 4038677 by Max.Chen

	Movie Scene Capture: Redirector for MovieSceneTools.AutomatedLevelSequenceCapture

	#jira UE-58248

Change 4039739 by Max.Chen

	Sequencer: Media track should only be supported by Level Sequence

Change 4040024 by JohnHenry.Carawon

	QAGame: Fix EventReciever and OverrideBinding example
	The level sequence was set to none so the fix was to set it back to TrackEvaluation_Master.

Change 4040610 by Andrew.Rodham

	Curve Editor: Moved weighted tangent switchers to a single toggle command (CTRL+W) and added an icon

	#jira 58383

Change 4040882 by Mike.Zyracki

	Keep broken when turning on weighted

	#jira UE-58435

Change 4041089 by andrew.porter

	QAGame: Sequence for Long Tangents bug

Change 4041498 by Mike.Zyracki

	Turn off weighted when going auto to prevent large tangents.
	Do it both in UI and when doing AutoSetTangents()
	to really make sure it doesn't happen.

	#jira UE-58452

Change 4041752 by andrew.porter

	MediaFrameworkTest: Adding some better logging for setting rates when not supported. Also ignoring commiting URL when there is no text

Change 4041896 by Matt.Hoffman

	The transform dialog box now transforms selected keys and sections, instead of just keys.

	#jira UE-58265

[CL 4044405 by Max Chen in Main branch]
2018-05-02 10:10:00 -04:00
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
Max Chen
681d8dbbd5 Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3800792)
#lockdown Nick.Penwarden
#rb none

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


Change 3631172 by Max.Chen

	Sequence Recorder: Record to the specified target animation for the target actor only. Newly tracked components will have newly created animations so that they don't record to the same target animation assets.

	#jira UE-49304
	#jira UE-49216
	#jira UE-49300

Change 3632895 by Max.Chen

	Sequencer: Fixed crash caused by erroneous persistent references to FSequencer.

	#jira UE-48647
	#jira UE-48383
	#jira UE-47661

Change 3634864 by Max.Chen

	Sequencer: Bake transforms

	#jira UE-49136

Change 3634879 by Max.Chen

	Sequence Recorder: Close the target animation asset editor if it exists before recording into it.

	#jira UE-49216

Change 3650553 by Max.Chen

	Sequencer: Switch shot display name to FString so that it's not localized.

	#jira UE-49824

Change 3650848 by Darren.Pegg

	Linear Timecode Plugin - first pass - still needs output interface

Change 3653174 by Max.Chen

	Sequencer: Allow blending for vector tracks

	#jira UE-49809

Change 3653205 by Max.Chen

	Sequencer: Fix default burnin content.

	#jira UE-49824

Change 3653570 by Darren.Pegg

	Win32 Build fix: EmptyLinkFunctionForStaticInitializationLinearTimecode

Change 3658673 by Darren.Pegg

	Timecode - Adding Accessors, renaming files

Change 3663633 by Max.Chen

	Sequencer: Add option to export an object's transform to a camera anim asset.

	#jira UE-49599

Change 3665971 by Max.Chen

	Sequence Recorder: Add an active column for sequence recorder

Change 3666066 by Max.Chen

	Sequencer: Suspend broadcast of selection delegates when performing multiple operations.

	#jira UE-40371

Change 3671057 by Max.Chen

	PR #4055: Fixed ACameraRig_Rail PreviewMeshes to match Spline Component (Contributed by Hemofektik)


Change 3677104 by Max.Chen

	Sequencer: Add transaction for easing length.

	#jira UE-50588

Change 3677105 by Max.Chen

	Sequencer: Restore pre-animated state when changing active channels.

	#jira UE-50473

Change 3681069 by Max.Preussner

	LinearTimecode: Processing samples only if they have been dequeued successfully

Change 3681783 by Andrew.Rodham

	Control Rig: Fixed crash attempting to zero out array with the wrong size

Change 3681949 by Darren.Pegg

	OnTimecodeChange Delegate, Comments in DropTimecode, DropTimecode to string auto conversion

Change 3682222 by Andrew.Porter

	EngineTest: Enabled MP4 Media Player test in the level ShaderModels. Set the texture ShaderModelPlayer_Video to use the correct media player.

	#jira UE-47213

Change 3683523 by Andrew.Rodham

	Sequencer: Display sub sequence name on binding ID pickers rather than the sub section name

Change 3684318 by Max.Chen

	Sequencer: Fix crash in dragging a level sequence into the tree area.

	#jira UE-50902

Change 3687609 by Max.Chen

	Curve Editor: Add ModifyOwnerChange to CurveOwnerInterface. Call mark as changed when modifying keys or tangents.

	#jira UE-50882

Change 3687617 by Max.Chen

	Sequencer: Move some commands out of the generic sequencer command bindings so that they don't take over the viewport. ie. End for "Snap to Floor" should still function in the viewport.

	#jira UE-50997

Change 3687969 by Andrew.Rodham

	Sequencer: New compile on the fly logic
	  - Sequencer is now able to compile partially or completely out-of-date evaluation templates from the source data as it needs. This affords much more efficient compilation when working within sequencer.
	  - Added the concept of 'instance data' for sub sequences, available through the IMovieScenePlayer interface or persistent data stores. This replaces the compilation of specific templates for control rig templates.
	  - Moved sub tracks and sections to MovieScene module
	  - Removed the concept of shared tracks. Any previous uses should port over to shared execution tokens instead.

	#jira UE-46789

Change 3689884 by Max.Chen

	Sequencer: Remove null tracks on object bindings. Tracks can become null if they're from a plugin and the plugin is disabled.

	#jira UE-50839

Change 3690130 by Andrew.Rodham

	Sequencer: Fixed UMG animations not working with blueprint nativization

Change 3690162 by Andrew.Rodham

	Sequencer: Fix assert when using filler shots

	#jira UE-51029

Change 3691904 by Max.Chen

	Sequencer: Fix overlap by looking at the key behind as well. This fixes a bug if there's 3 keyframes on consecutive frames, if you zoom out, you should see two bordered keys when the overlap threshold is passed.

	#jira UE-50993

Change 3692149 by Andrew.Rodham

	Sequencer: Change FSortByPrioritySegmentBlender::Blend to fall back to flag comparison if any sections are null for automation tests.
	  - Combinations of null/non-null will never happen in the wild because we either run with sections or without, but the static analysis doesn't know that

Change 3692212 by Andrew.Rodham

	Core: Changed TRange to pass-by-value for small types, inlined some functions

Change 3693044 by Max.Chen

	Sequencer: Update pivot location for selection when closing sequencer.

	#jira UE-51132

Change 3693061 by Max.Chen

	Sequencer: Remove force evaluate on end scrubbing. Backout previous fix because 3657907 is the real fix.

	#jira UE-45905

Change 3694308 by Andrew.Rodham

	Sequencer: Sub tracks now blend correctly again

	#jira UE-51076

Change 3694365 by Andrew.Rodham

	Sequencer: Fixed exponential slow down when compiling large quantities of sub sequences on cook caused by not clamping sub-sequence compilation correctly

Change 3698176 by Max.Chen

	Sequencer: Enable the camera cut track when popping back to the master only if there's a camera cut track in the master. This fixes an issue where if you don't have a camera cut track in the master, the camera gets locked to a camera cut in a subscene and you can't toggle out of it.

	#jira UE-51332

Change 3698979 by Max.Chen

	Sequencer: Fix delay before warmup causing sequences not to render.

	#jira UE-51307

Change 3700149 by Max.Chen

	Sequencer: Fix delay at shot boundaries causing sequences to not play back and render out. The shot id needs to be tracked to determine whether a new shot is encountered.

	#jira UE-51307

Change 3705624 by Max.Chen

	Sequencer: Reset drop node on drag leave

Change 3718781 by Max.Preussner

	MediaAssets: Removed obsolete pointer checks (Playlist is always valid); added checks to enforce this invariant

Change 3721586 by Max.Preussner

	MediaAssets: Added verbose logging to MediaPlayer BP functions

Change 3721662 by Max.Preussner

	WmfMedia: Fixed media session not generating PlaybackEndReached event when session forced to stop

	#jira UE-50962

Change 3722954 by Max.Preussner

	MediaAssets: Removed looping option from play lists

Change 3723076 by Andrew.Porter

	Removed controls for looping playlist.

Change 3724202 by Max.Chen

	Sequencer: Spawn time optimizations

	#jira UE-32885

Change 3725359 by Max.Chen

	Sequencer: Fix spawnables not playing back. bIsEditorPreviewActor = false for sequencer spawnables so that BeginPlay() doesn't get skipped.

	#jira UE-51750

Change 3725362 by Max.Chen

	Sequencer: Change check to ensure for null object in property actuate. This prevents a crash when there's a track without a binding object. This occur when pasting a property track to the root.

	#jira UE-51713

Change 3725802 by Max.Chen

	Sequencer: Add the ability to drag sections up.

	#jira UE-43305

Change 3726520 by Max.Preussner

	MediaAssets: Fixed OnMediaOpened called when looping a source

	#jira UE-51773

Change 3728509 by Max.Chen

	Sequencer: Fix crash pasting a camera cut track because the outer isn't set to the movie scene.

	#jira UE-51787

Change 3729216 by Max.Chen

	Sequencer: Fix pre edit property chain broadcast so that the property path will include possible struct/array node.

	#jira UE-51525

Change 3729248 by Max.Chen

	Sequencer: Add default expansion states to allow track editors to specify them per track type.

	Material track is currently the only track that defaults to expanded.

	#jira UE-21741

Change 3729392 by Max.Preussner

	ImgMedia: Disabling video output when video track is selected

Change 3729452 by Max.Preussner

	MediaPlayerEditor: Showing a notification if no video track available or selected

Change 3729462 by Max.Preussner

	MediaPlayerEditor: Creating overlay font only once

Change 3731155 by Max.Chen

	Sequencer: Set row index when creating a new take

	#jira UE-51867

Change 3731446 by Max.Chen

	Sequencer: Add null check and warning for invalid GetParameterCollectionInstance.

Change 3731640 by Max.Chen

	Sequencer: Automatically create a camera cut track if a camera is dropped and there's no existing camera cut or there's no existing camera cut sections.

	#jira UE-51846

Change 3731653 by Max.Chen

	Sequencer: Defer details panel updates on scrubbing and playing.

	#jira UE-48448

Change 3732597 by Max.Chen

	Sequencer: Don't swap the camera cut section if it already exists and a camera is created.

Change 3733554 by Max.Chen

	Sequencer: Fix crash when existing hotspot is null.

Change 3734305 by Max.Preussner

	MediaAssets: Fixed assertion when assigning same media player to a media texture twice

	#jira UE-51012

Change 3735735 by Max.Preussner

	MediaFrameworkTest: Setting MediaAssets log category Verbose to prevent log spam in Editor

Change 3736393 by Max.Chen

	Sequencer: Set min/max values for generic key area so that they don't default to 0,10.

	#jira UE-52012

Change 3736804 by Max.Chen

	Sequencer: Fix rotation rotator->quat->rotator conversion which prevents you from typing in a rotation of 0,0,320 into the key editor. Unwind rotations from the previous transform to the current transform so that the nearest rotation is set rather than the rotator->quat->rotator conversion.

	#jira UE-52009
	#jira UE-34816

Change 3737790 by Max.Chen

	Sequencer: Follow up fix to quat->rot->quat so that unwinding is only processed if the last transform is valid.

Change 3739738 by Max.Chen

	PR #4184: Unregister Missing TrackEditors in MovieSceneTools (Contributed by LordNed)


Change 3741910 by Max.Preussner

	MfMedia: Simplified track switching code; enabled seeking

Change 3742171 by Max.Preussner

	MediaAssets: Fixed timecode check to include current presentation time

Change 3744889 by Max.Chen

	Sequencer: Use drag and drop actor factory if specifiied. This ensures that the correct actor factory is used in creating the object template for the sequencer spawner. This fixes some spawnables not getting created properly (ie. Empty Actor)

	#jira UE-51678

Change 3746049 by Andrew.Rodham

	FBX Import: Fixed tangent overrides producing the wrong type of key tangent modes

Change 3747870 by Max.Chen

	Sequencer: Update auto scroll when moving keys/sections.

	#jira UE-31212

Change 3747885 by Max.Chen

	UMG: Remove template instance finish on pause. It appears that was only there to stop audio (CL #3161056). Instead, evaluate in the stopped position with the stopped playback state.

	#jira UE-47749

Change 3747914 by Max.Chen

	Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.

	#jira UE-49480

Change 3747915 by Max.Chen

	Sequencer: Set default completion mode for all sections to project default.

	#jira UE-49480

Change 3748377 by Max.Preussner

	EngineTest: Fixed media player automation test BP

	#jira UE-50637

Change 3748531 by Max.Preussner

	EngineTest: Fixed media player not opening media during FTest setup

	I fixed up the Blueprint. Also, don't use PlayOnOpen on the media player if you don't intend to play the movie after opening. You can call Pause right after opening. If you enable PlayOnOpen, the order of operations will not work, because it will first call Pause via the IsReady check in Tick and then Play via the PlayOnOpen checkbox. I disabled PlayOnOpen.

	#jira UE-47207

Change 3750362 by Max.Chen

	PR #4205: parameter not used bug fixes (Contributed by shrimpy56)


Change 3750885 by Max.Chen

	Sequencer: Prevent throttling on the curve editor so that editor world tick can apply.

	#jira UE-51624

Change 3757123 by Max.Preussner

	MediaAssets: Allowing media players to be part of GC clusters

	#jira FORT-59774
	#jira UE-51943

Change 3764055 by Max.Chen

	Sequencer: Add SetPlaybackPosition as latent action to fix crash when calling SetPlaybackPosition in an event.

	#jira UE-52270

Change 3764555 by Max.Chen

	Sequencer: Change camera cut binding from guid to object binding id to allow for subscene bindings

Change 3764613 by Max.Chen

	Sequencer: Show binding ID picker customization on all details panels. Allow creation of new camera cut sections from existing bindings.

	Deprecate AddNewCameraCut(FGuid)

Change 3766389 by Max.Chen

	Sequencer: Don't override existing camera binding id on postload if it's valid.

Change 3766432 by Max.Chen

	Sequencer: Switch constraint guid to constraint binding ID

	#jira UE-52438

Change 3767160 by Max.Preussner

	WmfMedia: Added more logging

Change 3767843 by Max.Preussner

	MediaAssets: Fixed Crash in UMediaSoundComponent::UpdatePlayer

	#jira UE-52594

Change 3771038 by Max.Preussner

	Engine: Changed message log back to ensure

	Cannot use message log on render thread as it may call LoadModule

Change 3771071 by Max.Preussner

	MediaCompositing: Fixed default media plane material

Change 3771287 by Max.Preussner

	Engine: Changed ensure to global log

Change 3771450 by Max.Preussner

	MediaAssets: Fixed crash when dragging media player viewport

	#jira UE-52675

Change 3771461 by Max.Preussner

	ImgMedia: Fixed seeking not working when paused

	#jira UE-52677

Change 3772999 by Andrew.Rodham

	Sequencer: Added the ability to supply an instance data object to sequence runtime evaluation
	  - This allows systems to inject information into a sequence at runtime, enabling more dynamic control of tracks
	  - Level sequence actors use this by default to supply a dynamic 'transform origin' to all component transform tracks, to which all absolute transform sections will be added.

	#jira UE-46003

Change 3774633 by Max.Preussner

	MediaAssets: Fixed MediaPlayer.Prev/Next not playing automatically if player was playing previously

	#jira UE-52714

Change 3774961 by Max.Preussner

	UdpMessaging: Patch to make message serialization notification thread-safe

	#jira UE-52624

Change 3778108 by Max.Chen

	Sequencer: Scroll in track area.

	#jira UESEQ-330

Change 3778270 by Max.Chen

	Sequencer: Copy/cut/paste/duplicate object bindings

	FMovieSceneCopyableBinding - struct containing the copied FMovieSceneBinding, FMovieScenePossessable and FMovieSceneSpawnable
	MovieScene - AddPossessable, AddSpawnable with existing possessable or spawnable
	ISequencer - FOnMovieSceneBindingsPasted to allow fixing up bindings on paste

	#jira UESEQ-352, UESEQ-335

Change 3778674 by Max.Preussner

	Engine: Fixed online documentation for external texture registry

Change 3778699 by Max.Preussner

	Engine: Fixed external textures not registering correctly in all cases

	#jira UE-52648

Change 3778776 by Max.Preussner

	Engine: Corrected code comments for external texture registry

Change 3779153 by Max.Preussner

	LinearTimecode: Fixed plugin category

Change 3779166 by Max.Preussner

	WmfMedia: Reversing FourceCC display string, so it displays correctly

Change 3780576 by Max.Chen

	Sequencer: Fix viewport invalidation so that it happens on sequence evaluation.

	#jira UE-52836

Change 3780619 by Max.Chen

	Sequencer: Always save default spawnable state regardless of focused sequence. This fixes a bug where if you step back to the master sequence (and the spawnable still exists), and then scrub outside the region where the spawnable exists, it gets destroyed but saved default spawnable state doesn't get called because it's no longer the focused sequence.

	#jira UE-52008

Change 3781227 by Max.Chen

	Sequencer: Add playback speed settings menu

	#jira UESEQ-384

Change 3782213 by Max.Preussner

	WmfMedia: Fixed H.265 frames being dropped due to false negative buffer size check

	#jira UE-52859

Change 3782239 by Max.Chen

	Sequencer: Add shortcut to tooltips

	#jira UE-52795

Change 3782388 by Max.Preussner

	WmfMedia: Fixed IYUV encoded AVI not playing correctly

	#jira UE-52855

Change 3782541 by Chris.Babcock

	Protect against asking for duration before prepare completed in movie player
	#jira UE-52805
	#ue4
	#android

Change 3787676 by Max.Chen

	Sequencer: Export unmatched float properties to custom attributes

	#jira UE-52983

Change 3787788 by Max.Preussner

	Extras: Natvis for FTimespan

Change 3789419 by Max.Chen

	Sequencer: Fix import camera so that when new cameras are created, values from the fbx are going only to the newly created cameras.

	Also, added bReduceKeys and bReduceKeysTolerance to import fbx.

	#jira UE-52997

Change 3789628 by Max.Chen

	Sequencer: Remove Shift-C and Shift-D as a hotkey for toggling the cinematic viewport as it was causing some confusion when users accidentally hit it.

Change 3789716 by Andrew.Rodham

	Seqeuncer: Fixed slot animation not being restored for montages that are recreated during evaluation

	  - The issue here is that the animation system can deem montages as inactive at any point, and will re-create a new montage instance if this is the case. Previously, we stored pre-animated state on the anim instance, and cached the montage that we played, which meant that we attempt to restore a stale montage.

	  - The solution is to store pre-animated state for the montages, and cache the anim instance. This means we'll always store pre-animated state if the montage is re-created.

	#jira UE-49981

Change 3789874 by Max.Chen

	Sequencer: Add option to only show selected nodes only

	ISequencer - Added OnGetIsBindingVisible(), OnGetIsTrackVisible()
	LevelEditorSequencerIntegration - implement OnGetIsBindingVisible based on actor selection

	#jira UESEQ-357

Change 3789877 by Max.Chen

	Control Rig: Implement IsTrackVisible to show nodes in the sequencer tree that are selected.

	#jira UESEQ-357

Change 3791514 by Andrew.Rodham

	Image Plate: Fixed image plates not showing up in high res screenshots
	  - The image plate mesh had a LOD index of -1 which meant it never showed up when a LOD to render was specified
	  - Also simplified the bounds calculation

	#jira UE-51764

Change 3791596 by Max.Chen

	Sequence Recorder: Don't record editor only components

	#jira UE-49071

Change 3791659 by Andrew.Rodham

	Sequencer: Event struct payloads now support user defined struct default values on creation

	#jira UE-45430

Change 3791718 by Max.Chen

	Sequence Recorder: Fix level sequences not triggering when recording. Level sequences would not get recorded if the world settings actor was not recorded.

Change 3791761 by Max.Chen

	Sequencer: Find available non-overlapping row index when adding subsections.

Change 3791837 by Max.Chen

	Sequencer: Fix sequencer not updating after toggling Bind Sequencer to PIE/Simulate while PIE is active.

Change 3791875 by Max.Chen

	Sequence Recorder: Add recording button now adds for any selected actors.

Change 3791880 by Max.Chen

	Sequence Recorder: Fix end pie not stopping sequence recording if not recording world settings.

Change 3791932 by Max.Chen

	Sequence Recorder: Record spawned actors immediately so that they won't be missed if they're deleted before tick.  Clean up queued recordings that were from spawned actors.

Change 3791954 by Max.Chen

	Sequence Recorder: Don't process if not recording on end pie.

Change 3791955 by Max.Chen

	Sequence Recorder: Fix recording spawnables not getting the correct position for being spawned at.

	Set a transform on the movie scene spawnable which will be used if the root component of the object template doesn't exist.

Change 3792061 by Max.Chen

	Sequence Recorder: Change FOnRecordingStarted and FOnRecordingFinished to multicast delegate.

	If a sequence being recorded into is currently open in sequencer, it gets reloaded to prevent crashes.

Change 3792271 by Max.Chen

	Sequence Recorder: Duplicate the actor to trigger before playing so that a sequence can be recorded and played back at the same time.

	#jira UE-49069

Change 3792292 by Max.Preussner

	MfMedia: Fixed tracks being reported in reverse order

	#jira UE-53074

Change 3792811 by Max.Chen

	Sequencer: Add option to disable camera cuts on the movie scene player.

Change 3793341 by Max.Preussner

	AvfMedia: Fix for crash when opening AVF Media after opening multiple players

	Merged from shelved CL in Dev-Rendering

	#author richard.wallis

	#jira UE-52383

Change 3793642 by Max.Chen

	Sequencer: Delete and rename icons.

	PR #4194: Improvements to Sequencer (Contributed by projectgheist)

	#jira UE-52139

Change 3794678 by Max.Chen

	Sequencer: Fix crash on HandleRecordingFinished

	#jira UE-53178

Change 3795007 by Max.Preussner

	AudioMixer: Fix for AVF Media Player audio is garbled and has static

	#author ethan.geller

	#jira UE-52785

Change 3795103 by Max.Chen

	Sequencer: Add bKeyCreated for FKeyPropertyResult and notify movie scene data changed when a key is created.

	#jira UE-53175

Change 3795457 by Michael.Trepka

	Reverted one of the changes from CL 3793341 as it was causing a crash at exit

	#jira UE-53196

Change 3795739 by Max.Chen

	Sequencer: Set ease in/out objects as transactional.

	#jira UE-50594

Change 3796871 by Max.Preussner

	MediaAssets: Fixed media texture initialization related crash on Metal; fixed white output on inactive media player; added proper support for clear color

	#jira UE-51940
	#jira UE-52932

Change 3796921 by Michael.Trepka

	Fix for a crash in AvfMediaPlayer related to reusing FAvfMediaPlayer object

	#jira UE-53181

Change 3797176 by Max.Preussner

	MediaAssets: Fixed white flicker when rapidly swapping media players on a media texture

	Also no longer clearing media textures each frame if they are not in use

	#jira UE-52932

Change 3797515 by Max.Chen

	Actor Sequence: Add nullptr check - fix actor sequence crash when actor sequence doesn't exist.

	#jira UE-49103

[CL 3800998 by Max Chen in Main branch]
2017-12-11 11:42:27 -05:00
Marc Audy
74f7654eb7 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none

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

Change 3780878 by Nick.Darnell

	UMG - Providing more information when the compile fails to find a bindable widget.


Change 3780855 by Gil.Gribb

	UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.


Change 3780803 by Thomas.Sarkanen

	Dont create animation tasks for skeletal meshes that have no anim instance

	This avoids some wasted work for non-animated attachments, such as pickaxes

	#jira FORT-61523 - Don't create anim worker tasks if no AnimBP


Change 3780741 by Yenal.Kal

	#jira FORT-60177

	Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.

Change 3780663 by Gil.Gribb

	UE4 - Batching for audio thread commands.


Change 3780466 by Ben.Marsh

	Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')

Change 3779937 by Nick.Darnell

	UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.


Change 3779858 by Sam.Zamani

	#http
	use separate "-multihomehttp" instead of "-multihome" for routing http socket

	#jira FORT-61666
	#tests none

Change 3779288 by Michael.Trepka

	Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data

	#jira FORT-59762

Change 3779062 by Mike.Fricker

	Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.

	----

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.


Change 3778954 by Nick.Darnell

	Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config.  Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.


Change 3778896 by Ben.Marsh

	Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.

	#jira

Change 3778807 by Ben.Marsh

	Fix Tencent include paths not registering if workspace directory contains a space.

	Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.

	#jira

Change 3778686 by Luke.Thatcher

	 Reduced impact of dynamic vertex buffer RHI stall in D3D12
	 - In most cases we can avoid the stall if the vertex buffer has never been used before.
	 - Only when a buffer has an existing SRV do we need to stall.

	 - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.

	This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.

	#jira FORT-61390

Change 3778679 by Thomas.Sarkanen

	Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment

	We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.

	#jira FORT-61548

Change 3778591 by Ben.Woodhouse

	Add build config to FPSChart HTML output

	#jira FORT-56478

Change 3778175 by ben.marsh

	Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.

	Will remove all the surrounding code in a later update to a development branch.

	#jira

Change 3777750 by Chris.Gagnon

	- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
	  - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
	  - This differs from Custom which is a full override of the navigation behavior.



Change 3777678 by Bob.Tellez

	#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath


Change 3776962 by Bob.Tellez

	#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)


Change 3776656 by Thomas.Sarkanen

	Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components

	This was causing AIs to get stuck in montage playback in some circumstances

	#jira FORT-61324, FORT-60558


Change 3776655 by Bob.Tellez

	#UE4 CIS fix after 3776629


Change 3776650 by Bob.Tellez

	Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files


Change 3776649 by Nick.Darnell

	UMG - Fixing a rare crash when destructing a widget in the designer.  It's trying to remove widgets from a half garbage collected panel.


Change 3776629 by Bob.Tellez

	#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.


Change 3776328 by James.Golding

	Add command line option (-statnamedevents) for enabling named events



Change 3776024 by Nick.Darnell

	Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.


Change 3775569 by Gil.Gribb

	UE4 - Fixed bugs with r.DelaySceneRenderCompletion


Change 3775543 by Luke.Thatcher

	 [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
	 - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.


Change 3775488 by Thomas.Sarkanen

	Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks

	#jira FORT-61157 - Run anim update on worker, even if not visible

Change 3775219 by Bob.Tellez

	#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking


Change 3774886 by Mike.Fricker

	Fixed occasional crash when backing out to lobby
	- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface

	#jira FORT-60863

Change 3774767 by Ori.Cohen

	Fix race condition for creating statid in test configs


Change 3774682 by Bob.Tellez

	#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.


Change 3774621 by Bob.Tellez

	#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.


Change 3774201 by Gil.Gribb

	UE4 - Fixed rare crash caused by unmounting pak files.


Change 3773920 by Gil.Gribb

	UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.


Change 3773896 by Thomas.Sarkanen

	Push non-rendered anim updates back onto the worker thread

	Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).

	#jira FORT-61157 - Run anim update on worker, even if not visible


Change 3773886 by Gil.Gribb

	UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.


Change 3773882 by Gil.Gribb

	UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.


Change 3773461 by Gil.Gribb

	UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.


Change 3773459 by Gil.Gribb

	UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.


Change 3773458 by Gil.Gribb

	UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.


Change 3773011 by Robert.Manuszewski

	Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.

	+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff


Change 3772867 by Thomas.Sarkanen

	Nativization now correctly generates and builds code for "Client" builds

	Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
	Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
	Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"

	#jira FORT-52823 - Nativizing Player Animation Blueprints

Change 3772408 by Robert.Manuszewski

	Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)


Change 3772359 by Thomas.Sarkanen

	Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively

	Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
	Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
	Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.

	#jira FORT-52823 - Nativizing Player Animation Blueprints

Change 3771975 by Zak.Middleton

	Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().

	#jira FORT-61134

Change 3771421 by Ori.Cohen

	Fix CIS


Change 3771052 by Robert.Manuszewski

	Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.


Change 3771039 by Bob.Tellez

	#UE4 Allowing use of -FPS in PGO profile builds


Change 3770747 by Ori.Cohen

	Added missing stat named events for anim bp


Change 3769616 by Arciel.Rekman

	UBT: Use response files for compiler when compiling for Linux.

	- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).

Change 3769457 by Gil.Gribb

	UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.


Change 3769136 by Michael.Noland

	Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in


Change 3768736 by Robert.Manuszewski

	More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized

	#jira FORT-60943

Change 3768634 by Robert.Manuszewski

	Small optimization to FEDLCookChecker::Verify function


Change 3768603 by Robert.Manuszewski

	Merging CL #3766740 by Steve.Robb

	TMultiMap::Append added.


Change 3768586 by Ben.Woodhouse

	csv profiler screen message


Change 3768506 by Thomas.Sarkanen

	Duplicating CL 3764661 from Paragon:

	Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
	Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.

	#jira OR-46341

	#tests LaneMinionFXTests, monolith w/ full teams.

Change 3768504 by Thomas.Sarkanen

	Duplicating CL 3758315  from Paragon:

	Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
	PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
	Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
	Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
	Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.

	#jira OR-46341

	#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.

Change 3768097 by Bob.Tellez

	#UE4 Fix non-editor CIS


Change 3767957 by Bob.Tellez


	#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)


Change 3767906 by Mike.Fricker

	Add Blueprint functions to query parameters from MIC

	- GetScalarParameterValue
	- GetTextureParameterValue
	- GetVectorParameterValue

	MIDs already had these functions, but MICs did not.


Change 3767737 by Max.Preussner

	Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached

	#author jack.porter

	#jira FORT-59777

Change 3767735 by Bob.Tellez

	#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.

	#jira FORT-60918

Change 3767244 by Ethan.Geller

	#jira FORT-60885 Merge in fix for memory leak from 4.18.1.


Change 3766567 by Marc.Audy

	Fix initialization ordering warnings

Change 3766443 by Jian.Ru

	Submit PSO locking fix again as it has passed local tests


Change 3766362 by Ori.Cohen

	Added the ability to get concurrent captures in Test configurations without having to turn full stats on


Change 3766277 by Marc.Audy

	Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup

Change 3766275 by Marc.Audy

	Better pack UTexture* classes

Change 3766272 by Thomas.Sarkanen

	Fixes to enable auto-nativization for animation blueprints

	For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
	- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
	- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
	- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.

	Disabled fast-path optimization when running a native anim BP, as native code is faster!

	#jira FORT-52823 - Nativizing Player Animation Blueprints
	#jira FORT-57378 - Perf optimization: animation blueprint improvements


Change 3766215 by Marc.Audy

	Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap


Change 3765664 by Michael.Noland

	Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty


Change 3765624 by Marc.Audy

	Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean

Change 3765200 by Nick.Darnell

	Slate - Fixing a memory leak in the invalidation panel.  It never cleared out the cached textures and materials it kept alive during retention.


Change 3764881 by Wes.Hunt

	Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
	#jira FORT-60585
	#review-3764882 @arciel.rekman

Change 3763872 by Max.Chen

	Sequencer: Set default completion mode for all sections to project default.

	Copy from Dev-Sequencer

	#jira UE-49480


Change 3763871 by Max.Chen

	Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.

	Copy from Dev-Sequencer

	#jira UE-49480


Change 3763810 by Gil.Gribb

	UE4 - remove some init timing spew in programs (i.e. UHT)


Change 3762939 by Robert.Manuszewski

	Removing all locks from FEDLCookChecker to improve SavePackage performance


Change 3762851 by Bob.Tellez

	Duplicating CL#3740778 from //UE4/Dev-Editor

	Fixed issue with content browser column sorting

	#jira UE-49460


Change 3762660 by Bob.Tellez

	#UE4 Fix a few parallelsave threading problems.



Change 3761861 by Marc.Audy

	Fix archive complaints about bitfield

Change 3761802 by Marc.Audy

	Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings

Change 3761299 by Matt.Kuhlenschmidt

	Fix levels not being lockable/unlockable if they are not checked out

	#jira FORT-60086

Change 3760422 by Bob.Tellez

	#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.


Change 3760113 by Jian.Ru

	Back out changelist 3759715 as it causes a crash on UGS autotest


Change 3759761 by Jian.Ru

	Clean up some debug comments


Change 3759715 by Jian.Ru

	Removing excessive locking when accessing PSO caches.


Change 3759285 by Nick.Darnell

	Editor - Fixing the length of the datatable row dropdown in the editor.


Change 3758334 by Alexis.Matte

	Fix a crash when importing morph target there was a unsync between some buffer depending on the import options

	#jira UE-52319

Change 3758332 by Ben.Marsh

	Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.

	#jira

Change 3758215 by Brian.Bekich

	Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers


Change 3757702 by Bob.Tellez

	#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave


Change 3757545 by ben.marsh

	Suppress Arxan warning about being unable to install a default guard at it's default location.

Change 3757452 by Aaron.McLeran

	#jira FORT-59675 Client Crash in __delayLoadHelper2()

	Fixing build error on linux.


Change 3757389 by Hongyi.Yu

	Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
	#jira FORT-58283

Change 3757229 by Aaron.McLeran

	#jira FORT-59675 Client Crash in __delayLoadHelper2()


Change 3757077 by Max.Preussner

	MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint

	#jira FORT-59774
	#jira UE-51943

	#tests none

Change 3756854 by Mike.Fricker

	Fix "double-delete" crash when using level streaming
	- Backed out unintentional network checksum change!


Change 3756790 by Bob.Tellez

	#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances


Change 3756639 by Arciel.Rekman

	Pool memory (only 64KB allocations) on servers (FORT-60342).

	- Has a fixed cost of 1GB virtual memory usage.

	#jira FORT-60342

Change 3755995 by Alexis.Matte

	Fix crash when importing morph target with "built in" tangent option

	#jira UE-52319

Change 3755896 by Arciel.Rekman

	Remove unnecessary switch for profiling (part of FORT-58878).

	- -fno-omit-stack-pointer is only needed when getting callstacks for perf.

	#jira FORT-58878

Change 3755711 by Mike.Fricker

	Fix "double-delete" crash when using level streaming
	- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)


Change 3755701 by David.Ratti

	FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.

	#jira FORT-60317
	#review-3755702 @Ryan.Gerleve

Change 3754928 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

	#jira FORT-58878

Change 3753986 by Ben.Zeigler

	#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly


Change 3753274 by Ben.Marsh

	Fix blank lines in errors and warnings being omitted from notification emails.

	#jira

Change 3753175 by Thomas.Sarkanen

	Fix hang in animation editor menus

	Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
	Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.

	#jira UE-52271 - Persona menu option locks up editor


Change 3752887 by Nick.Darnell

	Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.


Change 3752785 by Marc.Audy

	Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes

Change 3752185 by Ben.Marsh

	Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.

	#jira

Change 3751813 by Ben.Marsh

	Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.

	#jira

Change 3750413 by Ben.Zeigler

	Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
	Fix issue where refreshing tags for asset registry would do a very slow array delete/add
	Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally


Change 3750014 by Lina.Halper

	- duplicate change from following changelists

	CL 3669273 - delete all tracks option
	- allow to opt out on bone track importing
	- fixed pose preview for fullbody to select weights that has pose from asset.

	CL 3672170 Remove track support for Animation Blueprint Library

	This is required for facial pose retargeting


Change 3749714 by Brian.Bekich

	Back out changelist 3748287

	#jira FORT-60125


Change 3749377 by Robert.Manuszewski

	Improved log formatting for reporting deterministic cook issues.

	#jira FORT-59919

Change 3749360 by Robert.Manuszewski

	Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.

	#jira FORT-59919

Change 3748746 by Hongyi.Yu

	Fixed compiling error in Automation project

	#jira FORT-59621

Change 3748530 by Mike.Fricker

	Fixed non-determinism of landscape grass across platforms/compilers

	This causes bushes to be located in different places depending on what platform you were playing on.

	1)  Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows.  Fixed this bug.

	2)  Strings used for foliage CRCs could use different character sizes on different platforms.  Now we always use ANSI.

	3)  Strings used for CRCs could have possibly have different case.  Now forced lowercase.

	#jira FORT-60109

Change 3748471 by Zak.Middleton

	Added stats to NetDriver TickFlush and stats gathering within that function.


Change 3748287 by Brian.Bekich

	Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
	Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
	FInBunch defaults to prior behavior if cvar is 0
	UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
	Check for path name serialization error before tryng to read checksum

	#jira FORT-57974


Change 3747980 by Bart.Hawthorne

	In Oodle, only generate and write dictionaries on Windows, Mac, and Linux


Change 3747642 by Gil.Gribb

	Fix CIS


Change 3747635 by Zak.Middleton

	Avoid string alloc on every ServerMove() call on the server.


Change 3747560 by Gil.Gribb

	UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.


Change 3747548 by Gil.Gribb

	UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.


Change 3747544 by Bart.Hawthorne

	When detecting if Oodle is installed, use the newest version instad of the oldest one.


Change 3746440 by Robert.Manuszewski

	Dterministic cook issues reporting improvements

	- Huge performance improvements
	- Added new metric to the summary: NumberOfDifferencesInPackages
	- Diff stats have their own section now (Package.Diff)
	- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
	- Callstacks are no longer logged with instruction addresses
	- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
	- Callstacks, Serialized Object and Serialized Property are now indented
	- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
	- Replaced \r\n with \n in the callstack log to make it work better with EC

	#jira FORT-59919


Change 3746426 by Gil.Gribb

	UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.


Change 3746348 by Mike.Fricker

	Added new CVars to toggle level streaming behavior
	- No effective change to engine yet.  The defaults values enable the same default behavior.
	- New CVar:  "s.ForceGCAfterLevelStreamedOut"   (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
	- New CVar:  "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge"  (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
	- New CVar:  "s.AllowLevelRequestsWhileAsyncLoadingInMatch"  (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)


Change 3746127 by Gil.Gribb

	UE4 - Slight tweak to more agressively batch occlusion queries.


Change 3746111 by Cecil.McRae


Change 3745681 by Bob.Tellez

	#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)


Change 3745631 by Matt.Kuhlenschmidt

	Fix details panel crash after compiling blueprints that have edit conditon properties


Change 3744544 by Gil.Gribb

	UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.

	#jira FORT-59879


Change 3744419 by Matt.Kuhlenschmidt

	Fix opening color picker causing values to change.  Was due to conversion between srgb and linear color.


Change 3744270 by Ben.Marsh

	Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).

	#jira FORT-59919

Change 3743621 by Guillaume.Abadie

	Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.

	#jira UE-51569


Change 3743403 by Gil.Gribb

	UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)


Change 3743392 by Gil.Gribb

	Merged IO fixed from //UE4 (CL 3641155)


Change 3743376 by Gil.Gribb

	UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.


Change 3743372 by Gil.Gribb

	UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.


Change 3743030 by Bob.Tellez

	#UE4 Revert some code the was accidentally merged to UE4Main

	#jira UE-52032

Change 3742611 by Josh.Markiewicz

	#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called

	#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)

Change 3742187 by Nick.Darnell

	Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application.  Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.


Change 3742053 by Michael.Trepka

	Copy of CL 3713881

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3742050 by Michael.Trepka

	Copy of CL 3711085

	Reenabled UBT makefiles on Mac


Change 3741924 by Josh.Markiewicz

	#UE4 - delete EpicSurvey module
	- working toward engine/plugins/online removal from game branch

Change 3741865 by Nick.Darnell

	UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.


Change 3741442 by Ryan.Gerleve

	Fix initialization order warnings


Change 3741370 by Ryan.Gerleve

	Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.



Change 3740914 by Peter.Knepley

	Restore player name obsfuscation



Change 3740828 by Marc.Audy

	Dynamically create FKey if the char code is unknown
	#jira FORT-59735


Change 3740811 by Ben.Marsh

	UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.

	#jira

Change 3740328 by Bob.Tellez

	#UE4 Fix FullLoadAndSave cook method


Change 3740327 by Bob.Tellez

	#UE4 Minor movie scene cooking improvements


Change 3740280 by Bob.Tellez

	#UE4 Fix shipping config CIS


Change 3740232 by Bob.Tellez

	#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.


Change 3740209 by Nick.Darnell

	UMG - Finishing the ability to add a "Custom" method for Navigation.  Currently the editor implementation leaves me wanting, but it works for now.  You can put the name of a function to call (needs to match a signature that returns a UWidget).


Change 3740207 by Nick.Darnell

	Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods.  Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.


Change 3740189 by Bob.Tellez

	#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus



Change 3740171 by Marc.Audy

	Fix merge issue causing compile error for AutomationTool


Change 3739270 by Ben.Woodhouse

	Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread

	#jira FORT-56961

Change 3739244 by Ben.Woodhouse

	-statunit commandline option

Change 3738920 by peter.knepley

	Fix issue where simulated proxies had bad crouch state when re-entering relevancy


Change 3738904 by Gil.Gribb

	UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.


Change 3738378 by Ori.Cohen

	Added better profiling for scene query hitches



Change 3736984 by Ben.Woodhouse

	Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
	#jira FORT-56700

Change 3736754 by Zak.Middleton

	Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.



Change 3736282 by Hongyi.Yu

	Don't check target file while doing iterative shared prebuild cooking.

	#jira FORT-58911

Change 3736109 by Michael.Trepka

	Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.

	#jira FORT-55309

Change 3735765 by Ben.Woodhouse

	Fix GTSynctype logic when vsync is disabled. This was breaking profiling


Change 3734436 by Marcus.Wassmer

	More reliable Aftermath data.

	#jira FORT-45518

Change 3734103 by Bob.Tellez

	#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs


Change 3733985 by Saul.Abreu

	#jira FORT-58816

	"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
	Needed to workaround an issue with guillemets (weird arrow quotes).

Change 3733922 by Brian.Bekich

	Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
	Check for path name serialization error before tryng to read checksum

	#jira FORT-57974


Change 3733850 by Max.Chen

	Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.

	#jira FORT-56092


Change 3733299 by Ethan.Geller

	#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.

Change 3732907 by Gil.Gribb

	UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.


Change 3732728 by Robert.Manuszewski

	Fixing a crash when dumping stats with massive callstacks

	#jira FORT-58901

Change 3732438 by Marc.Audy

	When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
	#jira FORT-56997


Change 3730413 by Lukasz.Furman

	fixed PlayerName encryption key
	#jira FORT-59066

Change 3729588 by Bob.Tellez

	#UE4 Only calling FixupData on load. Fixes crash during parallel saving.


Change 3729475 by Marc.Audy

	Fix missing ;


Change 3729444 by Marc.Audy

	Fix cases where GetWorld() being called multiple times per function


Change 3729143 by Hongyi.Yu

	Added support to extract pak files to mount point.
	- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()

	#jira FORT-58635

Change 3728981 by Nick.Darnell

	Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.


Change 3728838 by Zak.Middleton

	Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.


Change 3728604 by Jian.Ru

	Submit one render command rather than many in FScene::UpdateParameterCollections


Change 3728434 by Marc.Audy

	PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.


Change 3728427 by Gil.Gribb

	UE4 - reduce stat overhead when not collecting stats.


Change 3728197 by Marc.Audy

	Properly call post significance on initial registration if the post significance type is sequential


Change 3726266 by Gil.Gribb

	UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.


Change 3724501 by Marc.Audy

	Fix initialization order


Change 3724411 by Ben.Woodhouse

	Point light shadow rendering optimization - Made per-triangle culling take Z into account.

	In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.

	On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.

	On PS4, GPU cost went from 2.3 to 1.9ms.

	#jira FORT-58921


Change 3724367 by Chad.Garyet

	Downgrading lock warning about still waiting to a message instead of a warning.

Change 3723903 by Max.Preussner

	MediaAssets: Merged workaround for uninitialized media sound waves from 4.17

	#jira FORT-57260


Change 3723134 by Lukasz.Furman

	added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation

Change 3722955 by Jian.Ru

	Fix a compilation warning
	#jira FORT-58749

Change 3722667 by Luke.Thatcher

	 [BUILD] [!] Fix PGO failures on build machines.
	 - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
	 - Failure to reserve a device should not be fatal.

	#jira FORT-58001

Change 3722291 by Lukasz.Furman

	restored public access to PlayerName for now, current code will be going through accessor


Change 3721012 by Alicia.Cano

	chunk title file generation
	#jira FORT-53605

Change 3720961 by Marcus.Wassmer

	Fix bad UVDensities on objects causing texture streaming to fail.  Better fix will come with the engine merge.

	#jira FORT-58240


Change 3719318 by Lukasz.Furman

	replaced old branch name assertions

Change 3719047 by Lukasz.Furman

	added branch name assertion to core headers to avoid duplicating it

Change 3718499 by peter.knepley

	Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.


Change 3716965 by Alicia.Cano

	No sound was playing for Android.
	#jira FORT-58302

	#android

Change 3715746 by Ben.Marsh

	Hide Arxan warnings about PDB files not being present.

	#jira

Change 3715172 by Bob.Tellez

	#UE4 FullLoadAndSave now does SavePackage in parallel.


Change 3715055 by Bob.Tellez

	#UE4 Fix to actually use the precached streaming audio DDC data when cooking.


Change 3714130 by Bob.Tellez

	#UE4 Core changes to allow SavePackage to be done concurrently


Change 3714099 by Bob.Tellez

	#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions


Change 3713145 by Ben.Marsh

	Disable an Arxan warning in EC.

	#jira FORT-56926

Change 3712904 by Ben.Woodhouse

	Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)


Change 3712693 by Ben.Woodhouse

	Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.

	#jira FORT-58409


Change 3712544 by Ben.Woodhouse

	add missing skylight diffuse gpu stat

Change 3712515 by Ben.Woodhouse

	CSV profiler GPU and pre-declared stat support
	- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
	- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
	- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations

	Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats


Change 3712297 by Mike.Fricker

	Fixed huge client hitch when applying changes to in-game options
	- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed.  Now, it only re-registers components if the value changes on the fly.  (e.g. when turning Shadows off or on PC)
	#jira FORT-57661


Change 3711501 by Ben.Marsh

	Fix build failure on Linux.

	#jira

Change 3710962 by David.Ratti

	Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE


Change 3710602 by Marc.Audy

	Only create MIDs as a child of the calling object if construction script is running


Change 3710421 by Ben.Woodhouse

	Bring over a couple of XB1 rendering fixes from 4.18

	3692692: Integrate XB1 translucent lighting fix

	3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache

	#jira UE-49416


Change 3710338 by Marc.Audy

	Fix Json <-> Property converter to handle maps with struct keys
	Merged from CL# 3521195
	#jira UE-46616

Change 3710226 by Bob.Tellez

	#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit


Change 3709046 by andrew.grant

	Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds

	#jira FORT-57180

Change 3709040 by andrew.grant

	Fixed issue where this could fail if a messagebox was spawned early during initialization


Change 3708830 by Bob.Tellez

	#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"

	#jira FORT-57833

Change 3708826 by Bob.Tellez

	#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.


Change 3707905 by Ori.Cohen

	Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization

	#jira UE-51485


Change 3706450 by Chris.Bunner

	Removing illegal material set on decal component in GameplayStatics.
	Set a related JIRA, this doesn't actually fix the issue but contributes.

	#jira FORT-51597

Change 3706223 by Marc.Audy

	Shrink UPackage class size substantially

Change 3706221 by Marc.Audy

	Store CustomVersions in array rather than set

Change 3705798 by Bob.Tellez

	#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.



Change 3705613 by Uriel.Doyon

	Texture streaming integration from Main.

	#jira FORT-57376

Change 3705137 by Michael.Trepka

	Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined

	#jira FORT-55309

Change 3704310 by Marcus.Wassmer

	fix d3ddebug error with shadowcasting pointlights
	also suppress spammy d3ddebug data about texture debug names

	#jira FORT-58063

Change 3703477 by Marc.Audy

	Minor tweak to keep Padding on one cache line.


Change 3703449 by Michael.Trepka

	Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy

	#jira FORT-55309

Change 3703217 by Marcus.Wassmer

	Update PS signatures to match VS.  Fixes crashes when running witih -d3ddebug which we need to catch real problems
	#jira FORT-58021


Change 3702926 by Aaron.Eady

	#JIRA na
	Engine Code Improvements (that this project doesn't have yet);

	Added engine code for drawing a debug 2D box.
	Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.

	-- Code --
	DrawDebugHelpers:
	DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.

	RemoteConfigIni:
	SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.

Change 3701976 by Michael.Noland

	Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
	- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
	- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
	- Now shows each function as a separate button, placed in the category associated with the function
	- The button strip entry is now searchable by function name or tooltip
	- Prevented operating on functions that have parameters or return values, which would crash before
	- Removed the duplicate copies of properties placed in the Blutility section
	- Added a scoped transaction around CallInEditor execution
	- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)

	Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components

	Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main

Change 3700836 by Bob.Tellez

	Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).

	For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
	-ParamA="-ParamB=Value"

	#jira FORT-57833

Change 3700821 by Bob.Tellez

	Merging CL#3461205 from //UE4/Dev-Core

	Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
	#jira UE-33790

Change 3699584 by Chad.Garyet

	Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
	#jira FORT-0

Change 3698692 by Aaron.McLeran

	#jira FORT-57582 crash in sound mix state code
	- Removed the assert as it looks like that state is now possible.

Change 3698411 by Bob.Tellez

	#UE4 One last correctness fix for when to not save generated base ini files.

	#jira FORT-57315

Change 3698390 by Bob.Tellez

	#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)

	#JIRA FORT-57315

Change 3698369 by Bob.Tellez

	#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config


Change 3698352 by Bob.Tellez

	#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds

	#jira FORT-57315

Change 3698341 by Bob.Tellez

	#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.

	#JIRA FORT-57315

Change 3697553 by Nick.Darnell

	Slate - When setting the content of an SBox it should always invalidate.


Change 3697330 by Bart.Hawthorne

	APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.

	#jira FORT-57099
	#tests ran 100 player bot match

Change 3695578 by Bob.Tellez

	#UE4 Fix Win32


Change 3695508 by Eric.Newman

	Tweaked LogInit logging to clarify when the command line is being filtered
	* Encountered this red herring when evaluating crash logs

	#jira FORT-55839
	#tests ran shipping & debug client builds, and editor game build

Change 3694898 by Michael.Trepka

	Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361

	#jira FORT-57121

Change 3694655 by David.Ratti

	Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).

	#JIRA FORT-57298

Change 3694491 by Ben.Woodhouse

	Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)

	#jira FORT-57376

Change 3693609 by Ryan.Gerleve

	Back out CL 3689050 since it was likely causing a crash.

	#jira FORT-57298

Change 3693327 by Aaron.McLeran

	#jira FORT-57416 Fixing PS4 cook.

	Making sure zero pad bytes stays positive without a check.

Change 3693136 by David.Ratti

	fix clang warning

Change 3692703 by Thomas.Sarkanen

	Fix CIS warning on PS4/Linux


Change 3692589 by Thomas.Sarkanen

	Moved exposed value handler bound function initialization to CDO postload

	This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances

	#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
	#tests PIE PvE, 20-bot BR game on PC/PS4.

Change 3692552 by Alex.Delesky


Change 3692495 by Bart.Hawthorne

	Fix build


Change 3692488 by Bart.Hawthorne

	Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.

	#jira FORT-57104
	#tests played 100 player bot match

Change 3691819 by Bob.Tellez

	#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.


Change 3691805 by Bob.Tellez

	#UE4 CIS fix


Change 3691784 by Bob.Tellez

	#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds


Change 3691273 by Aaron.McLeran

	#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor

	Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.

Change 3691268 by Aaron.McLeran

	#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform

	Reducing log level

Change 3690547 by Ryan.Gerleve

	Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.

	#jira FORT-55763


Change 3690451 by Lukasz.Furman

	changed branch name testing in engine hacks to use case insensitive match

Change 3690270 by David.Ratti

	Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.

	#jira FORT-57156

Change 3690227 by David.Ratti

	Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.

	This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.

	#jira FORT-57156

Change 3690184 by David.Ratti

	Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.

	#jira FORT-57156

Change 3689805 by Peter.Knepley

	Make ConditionalInitAxisProperties protected instead of private

	#jira FORT-56414


Change 3689789 by Marcus.Wassmer

	Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding

	#jira FORT-56792

Change 3689702 by Peter.Knepley

	Allow games to have a custom MassageAxisInput function

	#jira FORT-56414

Change 3689687 by Bob.Tellez

	#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing


Change 3689655 by Peter.Knepley

	Make SmoothMouse virtual so games can have their own smoothing

	#jira FORT-56417

Change 3689499 by Bart.Hawthorne

	Fix Linux CIS warnings


Change 3689397 by Bart.Hawthorne

	Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time

Change 3689056 by Lukasz.Furman

	3rd attempt for branch name checking in engine code hacks

Change 3689050 by David.Ratti

	First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.

	Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.

	#jira FORT-57156

Change 3688972 by Bob.Tellez

	#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED


Change 3688864 by Ryan.Gerleve

	Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.

	#jira FORT-56553

Change 3687654 by Bob.Tellez

	#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.


Change 3686615 by Lukasz.Furman

	Back out changelist 3686610

Change 3686592 by Matt.Kuhlenschmidt

	Gave the CL description in the source control submit window more room


Change 3686020 by Ben.Marsh

	Remove debug code that prints to logs while building.

	#jira FORT-56923

Change 3684414 by Peter.Knepley

	Back out changelist 3678336

	#jira FORT-56512

Change 3683894 by Gil.Gribb

	UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.


Change 3683686 by peter.knepley

	Raise MTU from 512 to 1024

	#jira FORT-56756

Change 3683343 by Rob.Cannaday

	Fixes insert disk popup
	#jira FORT-56500

Change 3683156 by Peter.Knepley

	Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time


Change 3682234 by Guillaume.Abadie

	Cherrypick TAA refactor 3512696 and TAA fix 3668108

	#jira FORT-56303

Change 3681494 by Bob.Tellez

	#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave


Change 3681342 by Bob.Tellez

	#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory


Change 3681014 by Yenal.Kal

	#jira FORT-56209
	#jira FORT-56272

	Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.

	This was happening because we were broadcasting the event before we decrement the active count.

Change 3680739 by Michael.Trepka

	Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values

	#jira FORT-56425

Change 3679237 by Bob.Tellez

	#UE4 Remove some debug logging


Change 3679187 by Bob.Tellez

	#UE4 Dramatically imrpove speed of writing cookloadorder log file


Change 3678926 by Bob.Tellez

	#UE4 Minor savepackage speed improvements


Change 3678336 by Aaron.McLeran

	#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor

	Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.

Change 3676998 by Ben.Woodhouse

	Fix XGE shader compilation so it doesn't crash randomly


Change 3676606 by Ori.Cohen

	Update GC to be 61.1 to avoid heartbeat collision


Change 3676447 by Ori.Cohen

	Fix CIS warning


Change 3676286 by Max.Preussner

	Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)

	#jira FORT-56107

Change 3674591 by Ryan.Gerleve

	Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.

	#jira FORT-55802

Change 3674181 by Michael.Noland

	Framework: DLL export LogGameplayTags

Change 3674138 by Billy.Bramer

	#jira FORT-56138, FORT-56139

	- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes

Change 3672464 by Lukasz.Furman

	removed recast layers crash tracking code

Change 3672153 by Daniel.Lamb

	Added some debugging code to help track down why shaders are hashing poorly.


Change 3671498 by Luke.Thatcher

	 [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
	 - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
	 - The game thread will naturally resync with the vsync when we return to being in budget.

	#jira FORT-55842

Change 3671079 by Ryan.Gerleve

	Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.

	#jira FORT-55763


Change 3670487 by Zak.Middleton

	Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.

	#jira FORT-55999

Change 3670351 by Zak.Middleton

	Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.

	#jira FORT-55999

Change 3670344 by Josh.Markiewicz

	#UE4 - more verbose logging for SetExpectedClientLoginMsgType


Change 3670323 by Wes.Hunt

	Fix for dedicated servers not flushing events in a timely manner.
	#jira FORT-56015

	Doh, using GFrameNumber was NOT a good idea on servers... :-/

Change 3669817 by Zak.Middleton

	Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.

	#jira FORT-55999

Change 3668416 by Michael.Noland

	Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
	#jira FORT-55887

Change 3668411 by Olaf.Piesche

	Always cache depth collision particle shader

	#jira FORT-51307

Change 3668361 by Aaron.McLeran

	#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.

Change 3667892 by Rob.Cannaday

	libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
	#jira FORT-55917
	Touch LwsWebSocket.cpp to ensure the module gets built with the new libs

Change 3667308 by Uriel.Doyon

	Postponed the release of IO requests when canceling mip updates to prevent threading issue.

	#jira FORT-54491

Change 3666835 by Lukasz.Furman

	fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
	#jira UE-50370

Change 3665374 by Mike.Fricker

	Fixed server crashing after hotfixes have re-imported curve table data
	- The hotfix system is capable of replacing the content of a UCurveTable on the fly
	- If any systems had references to inner curves on that curve table, they would become invalid
	- This needs to be fixed in 1.6.4 (tonight) and also in 1.7

	#jira FORT-55792

Change 3665063 by Daniel.Broder

	Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.

	Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.

	Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.


	Michael, I'm Reviewing you on this fix since you brought this change over from Framework.  And Marc because you reviewed him on that change.

	#UE4 #NoReleaseNotes #RNX

Change 3664948 by Lukasz.Furman

	reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
	#jira FORT-51111


Change 3664916 by John.Abercrombie

	Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
	- Been testing with this for a while now
	- This change makes particle effects show up on the current frame's pose for skel meshes as well

	Removed my StopAllMontagesByGroupName temp hack

	CL 3383318
	Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
	This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.

	CL 3388506

	Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
	Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.

	#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName

Change 3780616 by Gil.Gribb

	Fixed and reenabled r.DelaySceneRenderCompletion

Change 3778979 by Gil.Gribb

	UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.

Change 3778200 by Nick.Darnell

	UMG - Making it possible to cancel delays and all animations on widgets.  Useful when destroying a widget and needing to stop any async state.

Change 3777612 by Zak.Middleton

	Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
	Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).

Change 3774338 by Ben.Woodhouse

	Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
	Saves up to a millsecond of frame time in CPU-bound scenarios

Change 3773462 by Gil.Gribb

	UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.

Change 3771375 by Hongyi.Yu

	Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.

Change 3771368 by Ben.Zeigler

	#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.

Change 3771173 by Seth.Weedin

	Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.

Change 3768811 by Ori.Cohen

	Change animation scale collision code so that it uses the physics asset.

Change 3768148 by Brian.Bekich

	Fix muting being unable to find remote player controller

Change 3768117 by Ori.Cohen

	Prevent pawn collision from updating during animation

Change 3766554 by Gil.Gribb

	UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.

Change 3766427 by Nick.Darnell

	Slate - Finally adding Opacity to SWidget.  Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.

Change 3761682 by nick.darnell

	Athena - Introducing a way to interrupt the request to scroll and item into view.  In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.

Change 3761416 by Ben.Zeigler

	#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
	Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
	Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
	Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful

Change 3750998 by Ethan.Geller

	#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.

Change 3749540 by Marc.Audy

	SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&

Change 3748102 by Marc.Audy

	Allow cheat cvars to work in Test builds by default
	Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files

Change 3744756 by Bart.Hawthorne

	Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.

Change 3741168 by Max.Preussner

	MediaUtils: Fixed movies not playing properly in Shipping builds

Change 3739256 by Jian.Ru

	Set distance field self-shadow bias without recreating all render states

Change 3730756 by Ben.Woodhouse

	HISM optimization:
	Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
	Change vert threshold to 2K.
	1-2ms renderthread win without impacting GPU when rendering point lights

Change 3724029 by Zak.Middleton

	Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).

Change 3723985 by Marc.Audy

	SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)

Change 3722910 by Jian.Ru

	Amortize shadow cache update caused by resolution change
	Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation

Change 3718247 by Yenal.Kal

	Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.

Change 3716343 by Jamie.Dale

	Adding Korean and Turkish to the localization automation


Change 3710534 by Uriel.Doyon

	Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
	This is used to cull irrelevant levels and reduce the async task number of iterations.
	The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.

	This requires to remove primitives with big UV density from the level data.
	Those primitives get moved to the dynamic lists.
	This is controlled by r.Streaming.MaxTextureUVDensity

Change 3707207 by David.Ratti

	Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.

	unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients

Change 3706272 by Thomas.Sarkanen

	Added utility/math functions to aid in optimizing anim blueprints

	Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
	Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.

Change 3706159 by David.Ratti

	PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update

Change 3692891 by David.Ratti

	Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.

Change 3691392 by Aaron.McLeran

	#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled

	- Fix log error in BulkData.cpp
	- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
	- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
	- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize

Change 3682683 by Zak.Middleton

	Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.

Change 3678771 by Ori.Cohen

	Added the ability to turn on stack walk during hitching vs lightweight stats

Change 3676363 by Ori.Cohen

	Added the ability to get callstacks as part of hitch detection

Change 3674877 by Keith.Judge

	Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.

Change 3672515 by Bob.Tellez

	Added code to play wind particle effects

Change 3670909 by Zak.Middleton

	Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).

[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Ben Marsh
d832dacf48 Merging //UE4/Release-4.18 @ CL 3709383 to Release-Staging-4.18 (//UE4/Release-Staging-4.18)
#rb none
#jira

[CL 3715930 by Ben Marsh in Staging-4.18 branch]
2017-10-24 10:14:07 -04:00