#jira UE-91693
#rb josh adams (pending)
#ROBOMERGE-SOURCE: CL 12674321 in //UE4/Release-4.25Plus/... via CL 12674339
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12674354 by david harvey in Main branch]
- target platform code can manage the file transfer from the cook server.
- client ip address and platform-specific metadata is sent from the client.
#rb josh.adams
#rnx
#lockdown marcus.wassmer
#jira MTHRL-18
#ROBOMERGE-SOURCE: CL 12653783 in //UE4/Release-4.25Plus/... via CL 12653792
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12653798 by david harvey in Main branch]
#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]
Replicated from CL# 7924370.
#rb none
#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 9279060 via CL 9279063
#ROBOMERGE-BOT: (v443-9013191)
[CL 9279836 by steve robb in Main branch]
Get GIsRequestingExit now by IsEngineRequestingExit()
Set GIsRequestingExit now by RequestEngineExit(const TCHAR* Reason) or RequestEngineExit(const FString& Reason)
NOTE If Reason is 4 or less chars it will generate an ensure to force a reason to exit
The reason behind this change is right now setting GIsRequestingExit to true can cause many things to break mainly early on and with out any sort of log warning we have entered this state. We should wrap this behind a function to allow for proper handling
#rb Chris.Babcock, Michael.Trepka, Michael.Noland
#jira UE-79933
[FYI] Michael.Noland
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 8649683 via CL 8653683 via CL 8658680
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v422-8689730)
[CL 8743281 by brandon schaefer in Dev-Build branch]
Get GIsRequestingExit now by IsEngineRequestingExit()
Set GIsRequestingExit now by RequestEngineExit(const TCHAR* Reason) or RequestEngineExit(const FString& Reason)
NOTE If Reason is 4 or less chars it will generate an ensure to force a reason to exit
The reason behind this change is right now setting GIsRequestingExit to true can cause many things to break mainly early on and with out any sort of log warning we have entered this state. We should wrap this behind a function to allow for proper handling
#rb Chris.Babcock, Michael.Trepka, Michael.Noland
#jira UE-79933
[FYI] Michael.Noland
#ROBOMERGE-SOURCE: CL 8649683 via CL 8653683
#ROBOMERGE-BOT: (v417-8656536)
[CL 8658680 by brandon schaefer in Main branch]
#rb david.harvey
[FYI] ben.ingram
#jira UE-77519
#ROBOMERGE-SOURCE: CL 7539121 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v372-7473910)
[CL 7539152 by anthony bills in Main branch]
* Null pointer being passed to ExportPolys without being checked.
* Incorrect test against UVREditorMotionControllerInteractor spline index which is out of bounds.
* FOnlineVoiceSteam::UnmuteRemoteTalker() never setting return value for success cases.
* Object not freed on return from SetApexDestructibleAsset()
* FInternetAddrOculus instances being leaked from UOculusNetDriver::InitConnect()
* FOnlineMessageMultiTaskOculusWriteAchievements instanes being leaked.
Following warnings temporarily disabled pending review by original authors:
* Potential OOB array access in StaticMeshEditor.cpp (NickP)
* bHasOverlap check is never true in BitmapUtils.h (MichaelN)
* Potential null pointer dereference in NetworkPlatformFile.cpp (DanielL)
#rb none
#fyi Matt.Kuhlenschmidt, Lauren.Ridge, Benn.Gallagher, Mike.Beach, Michael.Noland, Nick.Penwarden, Daniel.Lamb, Josh.Markiewicz
#lockdown Nick.Penwarden
[CL 3953240 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]