#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3809757 by Jon.Nabozny
Fixup BuildPhysx to only set up HTML5 when needed.
Change 3812325 by Jake.Leonard
Fix keyed debug messages from getting scaled to 0 and thus not appearing at all. This appears to be a bug in main as well. Only -1 keyed messages (which are handled differently) will display anything at all as the scale application was removed.
#Jira UE-53579
Change 3828032 by Jon.Nabozny
Make sure the State is set before triggering delegates in FLwsWebSocket.
Change 3837391 by John.Barrett
NetcodeUnitTest updates for better CIS/automation support.
Change 3837392 by John.Barrett
Fixed performance issue with processing piped output for large numbers of unit tests, and fixed unit test windows overlapping - plus other bugfixes.
Change 3837397 by John.Barrett
Moved a unit test to the 'Obsolete' folder.
Change 3837476 by John.Barrett
Reduced unwanted OSS-null logspam.
Change 3844506 by Jake.Leonard
Implementing missing steam leaderboard implementations. Also streamlines and fixes the friends leaderboard too.
#Jira UE-53474,UE-53475,UE-53476
Change 3844803 by Jake.Leonard
Fixing the Steam Leaderboard to allow for overwrite instead of increment.
Please see Jira for recent comments
#Jira UE-24791
Change 3844829 by Jake.Leonard
Does the following:
* Add message on the screen while the presence test is running to let users know that the test is still running.
* Remove the FUniqueNetIDString dependencies in the test
* Fix the Steam Rich Presence from having to do an unnecessary cast
#Jira UE-53066,UE-54177
Change 3851997 by Jake.Leonard
Remove one of the double steam p2p dump prints. Now the socket subsystem is the only one that prints, which will cover more cases anyways and limits the potential of duplicate prints.
Also changes the dump interval to 10s from 3s.
#Jira: UE-53763
Change 3882307 by John.Barrett
Fixed packet flooding protection, and handling of packets with errors, so that they don't delay further packet processing.
When there's an error receiving a packet, make sure the wrong/previous-packets address isn't used for logging.
Change 3882311 by John.Barrett
Restricted socket recv code from CL 3026398/3209824 to TCP, as with UDP it prevented telling the difference between the socket having no data to receive, and receiving a 0-length UDP packet.
This is important for protecting against DoS attacks.
Change 3894785 by Jake.Leonard
Fix replays not ending properly when the user goes to end their PIE instance.
#Jira UE-54488
Change 3902627 by Jake.Leonard
Fix the demo time values being incorrect if our delta would push us to the end of the replay. Since we're done, we early out of the functions before we have a chance to update the DemoCurrentTime variable. This causes issues with UI elements as it looks like the replay is not over but it actually is.
#Jira UE-54483
Change 3902632 by Jake.Leonard
Fix voice issues on seamless travel for NullOSS
#Jira UE-54899
Change 3904775 by Jake.Leonard
Properly grab the correct world context (we were sometimes grabbing the editor instead, when we wanted the PIE world). These changes will allow us to reliably end the demos. Improves the fix in 3894785.
#Jira UE-54488
Change 3968022 by Ryan.Gerleve
PR #4538: Guarantee Return Value of 0 When GetPortNo() Fails (Contributed by XenonicDev)
Change 3994505 by Jake.Leonard
Fix some shootergame minor bugs:
1. If there's no map selector UI option, just search for all maps. This fixes the only seeing Sanctuary bug (first option in the maplist)
2. Always make the server push gametype (which is just TeamDeathmatch by default)
#Jira none
Change 3999511 by Jake.Leonard
FArchive serializer for FUniqueNetIdSteam
#Jira none
Change 4014550 by Jake.Leonard
Fix Steam Dedicated Server from linking steamclient dlls, which should not be necessary.
This fix introduces a new launch argument (-force_steamclient_link) that can be used to force the steamclient link anyways for licensees who might have required this under extreme circumstances.
#Jira UE-55183
Change 4017165 by Jake.Leonard
Modification of the leaderboard test interface to add more tests as well as arbitrary rank fetches.
Command is "online test leaderboards [optional arbitrary user id for lookup]"
#Jira UE-53533
Change 4017215 by Jake.Leonard
Fix MULTIHOME returning the incorrect ip address on Linux and Android
#Jira UE-57463
Change 4024116 by Ryan.Gerleve
Fix for the transform of spawned rollback actors in replays now that gc is not guaranteed to happen between the destroy and respawn
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3876761 by Brian.Bekich on 2018/02/07 11:06:24.
Change 4024119 by Ryan.Gerleve
Better fix for replay gc changes with rollback actors - rename pending kill copy out of the way first
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3877425 by Brian.Bekich on 2018/02/07 15:14:42.
Change 4024125 by Ryan.Gerleve
Allow replays to ignore rpcs while fast forwarding (demo.FastForwardIgnoreRPCs)
#jira FORT-67138
#AUTOMERGE using branch FNMain->DevNetworking of change#3877483 by Brian.Bekich on 2018/02/07 15:31:41.
Change 4024126 by Ryan.Gerleve
Save additional state of rollback actors in replays to be applied upon respawn (demo.SaveRollbackActorState)
Convert FRepState in object replicator to a shared pointer
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3877681 by Brian.Bekich on 2018/02/07 16:52:11.
Change 4024131 by Ryan.Gerleve
[+] Add -csvdemostarttime and -csvdemoendtime command line arguments to automate CSV profiles when running replays. Since these commands use the playback time of the replay, they are much more reliable than the loading screen method we used previously.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3879630 by Luke.Thatcher on 2018/02/08 14:26:01.
Change 4024155 by Ryan.Gerleve
Fixed potential null access in DemoNetDriver
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3882753 by Jeff.Farris on 2018/02/09 16:46:43.
Change 4024158 by Ryan.Gerleve
Fixup issues with Demo Recording and Playback when using Streaming Levels.
#jira FORT-65185
#AUTOMERGE using branch FNMain->DevNetworking of change#3889448 by Jon.Nabozny on 2018/02/14 13:09:22.
Change 4024164 by Ryan.Gerleve
Create Burn In for DemoRecording / Replays
#jira NONE
#AUTOMERGE using branch FNMain->DevNetworking of change#3890879 by Jon.Nabozny on 2018/02/15 01:31:47.
Change 4024176 by Ryan.Gerleve
Added DemoNetDriver::IsSavingCheckpoint.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3897504 by Jeff.Farris on 2018/02/19 12:55:37.
Change 4024178 by Ryan.Gerleve
Fix up edge cases in Replays where Actors were being destroyed inappropriately.
#jira None
#AUTOMERGE using branch FNMain->DevNetworking of change#3903472 by Jon.Nabozny on 2018/02/22 09:40:02.
Change 4024181 by Ryan.Gerleve
Support the notion of Rewindable Actors for replays. These are actors that shouldn't be destroyed during scrubbing.
#jira FORT-71396
#AUTOMERGE using branch FNMain->DevNetworking of change#3908062 by Jon.Nabozny on 2018/02/24 11:59:27.
Change 4024184 by Ryan.Gerleve
Add functions to DemoNetDriver to support testing for changes in replicated state.
Clean up RepLayout DiffProperties, support passing flags in, add a flag to include conditional properties.
#AUTOMERGE using branch FNMain->DevNetworking of change#3908132 by ryan.gerleve on 2018/02/24 16:25:20.
Change 4024194 by Ryan.Gerleve
Change a cvar to GetValueOnAnyThread
#AUTOMERGE using branch FNMain->DevNetworking of change#3910273 by ryan.gerleve on 2018/02/26 16:34:44.
Change 4024197 by Ryan.Gerleve
Replication Graph v1. This is the new system for dedicated server performance in BR. It is currently disabled by default. Other changes to engine should have no practical impact on existing behavior.
#jira nojira
Engine Changes Summary
-------------------------------------------
UNetConnection::>ActorChannels no longer public. This is to prevent code from adding/removing actor channels from underneath the ReplicationDriver.
UActorChannel::Close() returns int64 for num bits written. int64 is used because that is what FBitWriter uses.
UNetconnection::DestroyedStartupOrDormantActorGUIDs now private. Add/Remove/Reset methods are exposed. This is so RepDriver can intercept these calls (when present).
Added USimulatedClientNetConnection. Use net.SimulateConnections command to add them.
New UNetDriver::ForceNetUpdate function. Notifies replication driver that force net update was called.
UNetDriver::DestroyedStartupOrDormantActors now wraps the FActorDestructionInfo in TUniquePtr. This is so pointers to destruct infos are stable within the map and rep driver can keep track of them in its own list.
UNetDriver::GetFunctionRepLayout exposed as ENGINE_API for RepDriver use.
UNetDriver::ProcessRemoteFunction changes a bit.
-Forwards to RepDriver if present. The intention is to give RepDriver the chance to change routing logic and do its own traffic bookkeeping on the RPC.
-A new function, ProcessRemoteFunctionForChannel exists for the meat of the RPC call which RepDriver probably doesn't want to change and is free to call.
-Removed FRepLayout::SendPropertiesForRPC first UObject parameter because it was not used.
New function UNetDriver::NotifyActorDormancyChange for when actor dormancy changes.
New Functions UNetDriver::AddNetworkActor/RemoveNetworkActor. These forward to the rep driver if present.
-Really want to get rid of public access to GetNetworkObjectList() outside of net code. Doesn't seem easy without breaking backcompat.
New Function UNetDriver::NotifyActorTearOff for when tear off happens.
-bTearOff is public though. RepGraph requires the explicit TearOff() call to notify the system about tear off actors. I'm not sure how to fix this with deprecation warnings. (Keep variable public but warn if accessed)
New UNetDriver::RemoveClientConnection function should be the only place that removes ClientConnections. Forwards to RepDriver.
-Again, would like to make ClientConnections private but it is used all over the place. (Thankfully only one place removes from it).
New UNetDriver::NotifyActorFullyDormantForConnection. So RepGraph can intercept and do its book keeping.
Made UNetDriver::IsLevelInitializedForActor public.
Made UNetDriver::FlushActorDormancyInternal to hold common code that happens when Dormancy is flushed or changes.
FNetworkObjectList::FindOrAdd has optional bool parameter for if actor info was actually added.
UWorld has new delegates for when all starting actors are initialized and registered with networking.
-TODO: NavSystem and AI system should make use of this. The currently has direct function calls into them.
Moved checks for bPendingDormancy/Dormant into UActorChannel::StartBecomingDormant rather than at the callsite(s).
Added GReplicationGatherPriortizeTimeSeconds, GServerReplicateActorTimeSeconds, GReplicateActorTimeSeconds, GNumReplicateActorCalls. These are for new Replication CSV stat group (disabled by default).
FObjectReplicator::QueueRemoteFunctionBunch drops MustBeMappedGUIDs if it suppresses the RPC call. This fixes a bug that exists in both systems.
UWorld::SpawnActor now adds network actor after PostSpawnInitialize rather than prior. This is so the initial location of the actor can be used.
-Deferred actor spawning can still make this not the case, but without this change there is no chance of the actor location being correct.
-In this case, I care about this for FN building actors who do not use deferred spawning.
Added STAT_NetServerGatherPrioritizeRepActorsTime which is the total Server Rep Actor time minus the time spent in ReplicateActor.
-Removed STAT_NumRelevantActors because it made no sense (set to whatever connection repped last).
-STAT_NumReplicatedActors now sum of replicated actors on all connections for the frame.
-STAT_NumReplicatedActorBytes now sum of replicated property bytes on all connections per frame. Does not track package map guid bytes.
-FRepLayout BuildSharedSerializationForRPC/ClearSharedSerializationForRPC exposed as ENGINE_API for RepGraph to use.
Non Networking Engine Changes:
Added optional RenderColor parameter to K2_DrawBox.
ULevel::HasVisibilityChangeRequestPending and ULevel::IsNetActor exposed as ENGINE_API so ReplicationGraph module can call it.
Added AHUD::OnHUDPostRender callback for easier debug huds that don't revolve around players or debug actor targets.
#AUTOMERGE using branch FNMain->DevNetworking of change#3914530 by david.ratti on 2018/02/28 10:53:10.
Change 4024210 by Ryan.Gerleve
DemoNetDriver properly unreadies level status in OnLevelRemovedFromWorld.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3919218 by ryan.gerleve on 2018/03/01 18:50:11.
Change 4024213 by Ryan.Gerleve
UDemoNetDriver now properly associates actor channel close bunches with the actor's level. Fixes ensures & asserts that were occurring during replay playback due to trying to handle these channel closes while the level was streamed out.
Moved the check for IsRecording in the ConditionallyCreatePacketManager functions to an if, since the check can now be triggered while the demo net driver is shutting down.
#jira FORT-71916
#AUTOMERGE using branch FNMain->DevNetworking of change#3919321 by ryan.gerleve on 2018/03/01 19:26:43.
Change 4024217 by Ryan.Gerleve
Fix for placed actors not respawning in some cases when scrubbing in a replay: don't add startup actors that are destroyed due to level streaming out to a replay checkpoint's destroyed actor list. Added some verbose (off by default) logging to help detect these cases.
#jira FORT-73939
#AUTOMERGE using branch FNMain->DevNetworking of change#3923164 by ryan.gerleve on 2018/03/03 11:19:37.
Change 4024310 by Ryan.Gerleve
Replication Graph:
* Fix issue with dormancy node not fully reseting when spatialization grid is rebuilt
* Improved some logging when failures do happen
* Added Net.RepGraph.Spatial.BiasCreep cvar to force spatial rebuild every frame
* Added blacklist of classes that can never cause a spatial rebuild.
* Fixed issue with dynamic actors changing cull distances dynamically.
* Removed unused rep graph node.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3931497 by david.ratti on 2018/03/07 11:58:14.
Change 4024316 by Ryan.Gerleve
Replication Graph
-Fix issue where dependant actor channels could stay open
-Fix global actor channel timeout property to actually be used
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3933936 by david.ratti on 2018/03/08 08:22:35.
Change 4024365 by Ryan.Gerleve
Added some debug functions: Net.RepGraph.PrintAllActorInfo, FortRepGraph.PrintRouting
Minor cleanup, additional comments
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3936644 by David.Ratti on 2018/03/09 11:13:37.
Change 4024369 by Ryan.Gerleve
Fix repgraph crash with certain spawned actors
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3937302 by David.Ratti on 2018/03/09 15:03:02.
Change 4024382 by Ryan.Gerleve
Initial work for high priority RPCs. This will allow damage RPCs to be sent immediately at the top of a frame rather than at the end. Currently disabled while testing.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3944887 by David.Ratti on 2018/03/14 10:01:35.
Change 4024384 by Ryan.Gerleve
#UE4 Explicitly discarding the ReplicationDriver in UNetDriver::Shutdown. Fixes a crash when shutting down a net driver when the replication graph object is listening to delegates.
#jira nojira
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3946884 by Bob.Tellez on 2018/03/14 22:03:36.
Change 4024391 by Ryan.Gerleve
GameplayDebugger support for ReplicationGraph. AGameplayDebuggerCategoryReplicator will start replicating once a replication owner is set on it.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3949584 by David.Ratti on 2018/03/16 08:36:01.
Change 4024394 by Ryan.Gerleve
Fix crash in rep graph when spatialization gets rebuilt while dormancy actors were in a particular state.
Dormancy nodes still had delegates registered for their contained actors. Though they dumped the list of actors, they would still get notification when the actors' dormancy changed which would cause them to readd the actors some times. If these nodes overlapped between rebuilds, actors could get readded to the same node twice which ultimately leads to them not being fully removed when they do get destroyed, and garbage AActor* trying to replicate. Net.RepGraph.Verify can catch these problems.
To fix, we are going to MarkPendingKill the GridCell nodes rather than keeping them around and just reseting their actor lists. They will get recreated as needed.
They could have also manually unregistered each of their delegates but this is more complicated and probably performs worse overall (though spatial rebuild is rare/should never really happen in a real game). Just marking the uobject pending kill will suppress the delegate callbacks to the nodes.
#jira FORT-76555
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3952558 by David.Ratti on 2018/03/19 09:19:09.
Change 4024395 by Ryan.Gerleve
RepGraph was not "undormatizing" actors when streaming levels were reloaded like legacy was.
#jira FORT-76729
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3959632 by david.ratti on 2018/03/22 12:51:19.
Change 4024398 by Ryan.Gerleve
Fix for dormant actors not opening actor channel for multicast rpcs in some cases. Use the global cull distance rather than the per-connection which is cleaered for dormancy trickle.
#jira FORT-76101
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3960888 by david.ratti on 2018/03/22 19:23:00.
Change 4024402 by Ryan.Gerleve
Fix dormant actors being instant destroyed not playing their death gameplay cue
#jira FORT-76101
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3965842 by david.ratti on 2018/03/26 17:23:31.
Change 4024403 by Ryan.Gerleve
More robust fix for rep graph having multiple channels for the same actor open simulataneously. Guarded behind CVar_RepGraph_FixDuplicateChannels.
Add a replication driver hook for UActorChannel::CleanUp.
Don't replicate actors or RPCs if the channel is closing.
Don't clear the channel pointer on FConnectionReplicationActorInfo as soon as the channel closes, but wait until it's cleaned up to either clear the channel if the actor's dormant or remove the actor info from the map completely otherwise.
Fixed missing include in ReplicationGraphDebugging.
#jira FORT-77769
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3975732 by ryan.gerleve on 2018/03/30 16:03:25.
Change 4024415 by Ryan.Gerleve
Fix potential actor channel churning by making sure the close frame num is never lowered. This could happen for short-lived dependant actors.
Removed CVar_RepGraph_FixDuplicateChannels: we definitely need this behavior to always be on.
#jira FORT-79292
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3980479 by david.ratti on 2018/04/03 08:25:53.
Change 4024419 by Ryan.Gerleve
Enable Net.RepGraph.EnableRPCSendPolicy by default. This makes damage/weapon firing RPCs be flushed immediately rather than at the end of the frame, resulting in less latency between clients while shooting.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3981390 by david.ratti on 2018/04/03 13:24:34.
Change 4024423 by Ryan.Gerleve
enable Replication csv category by default (when CSV profiling is enabled) on server builds
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3981553 by david.ratti on 2018/04/03 14:04:38.
Change 4024424 by Ryan.Gerleve
Replication Graph. These are mostly for engine related purposes/cleanup.
-Don't remove TornOff actors from rep graph when they are destroyed. They are removed when they are torn off already. Fixes benign log warnings.
-When an actor causes spatialization rebuild, set the bias such that the actor is in the middle of new cell. This mitigates the issue where spatialization would be rebuilt every frame once an actor moves "away from the grid".
-When rebuilding spatilization, force garbage collection after tearing down old nodes. This is to mitigate OOMs. You are already going to hitch because of the rebuild anyways.
-Removed some dead/debug code that isnt needed.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3984296 by David.Ratti on 2018/04/04 12:52:54.
Change 4024427 by Ryan.Gerleve
Allow setting thresholds for actor replication frequency buckets to help balance them out if too many actors end up in one bucket.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3990318 by david.ratti on 2018/04/06 14:47:58.
Change 4024475 by Ryan.Gerleve
Const-corrected a few parameters
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3904240 by Ryan.Gerleve on 2018/02/22 15:18:50.
Change 4030975 by Jake.Leonard
Fixing Linux configs to move the proper configs into the right files.
#Jira none
Change 4031710 by Jake.Leonard
Implementation #3 of Steam Auth:
Features:
----------------
* Most of stuff from Implementation #2
* Blocks users from progressing unless they pass valid keys to the auth system
* Overrides for licensees to change the behavior
* Requires little to no configs
* Has no P2P mesh support
#Jira UE-10686, UE-50441, UE-50444
Change 4034520 by David.Ratti
Spot edit rep graph fixes from FN
-Fix issue where actor channel is created to queue an unreliable rpc, but then times out before actor is returned from rep graph pull. (update time out frame when queueing the rpc)
-Fix issue where we weren't properly handling DORM_Never when trying to detect dormancy changes.
Change 4037513 by Jon.Nabozny
Fixup some misused clamps reported by users.
Change 4042569 by Brian.Bekich
Add sample repgraph implementation to ShooterGame
#jira UENET-879
Change 4046889 by Brian.Bekich
- Rep graph and nodes now share the graph globals
- Fix rep graph world not being updated when using seamless travel
- Set ShooterSpectatorPawn to not replicate by default to fix rep graph spam
- Move ShooterPickup actors to the static spatialized list
#jira UE-58540
Change 4048648 by Ryan.Gerleve
Change replication driver warning to log.
#jira UE-58578
Change 4048939 by Brian.Bekich
Adding null check for game viewport client to OnPreLoadMap
#jira UE-58579
[CL 4051554 by Ryan Gerleve 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 3358702 on 2017/03/22 by Marc.Audy
Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
#jira UE-42679
Change 3358737 on 2017/03/22 by Mieszko.Zielinski
Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4
Change 3359062 on 2017/03/22 by Michael.Noland
Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)
#jira UE-30748
Change 3359066 on 2017/03/22 by Michael.Noland
PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)
#jira UE-42620
Change 3359069 on 2017/03/22 by Michael.Noland
PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)
#jira UE-42250
Change 3359108 on 2017/03/22 by Michael.Noland
Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
#jira UE-36232
Change 3359235 on 2017/03/22 by Marc.Audy
Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
#jira UE-17286
Change 3359324 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.
(Integrate CL 3249525 from Odin).
Change 3359326 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.
(Integrate CL 3261262 from Odin).
Change 3359327 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.
(Integrate CL 3231908 from Odin)
Change 3359328 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.
(Integrate CL 3259985 from Odin)
Change 3359329 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.
(Integrate CL 3260001 from Odin)
Change 3359330 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.
- Added CharacterMovementComponent::ClearAccumulatedForces()
- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
- ClearAccumulatedForces() now also clears pending launch velocity.
- Exposed ClearAccumulatedForces() to blueprints.
- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
- Inlined ActorComponent::IsActive().
(Integrate CLs 3259933, 3266018 from Odin)
Change 3359338 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.
(Integrate CL 3271928 from Odin)
Change 3359345 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.
(Integrate CL 3273026 from Odin)
Change 3359381 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".
(Integrate CLs 3275415, 3276810 from Odin).
Change 3359422 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix build (CollisionProfile included).
Change 3359442 on 2017/03/22 by Michael.Noland
Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position
Change 3359445 on 2017/03/22 by Michael.Noland
PR #2989: Improved BP comment nodes (Contributed by projectgheist)
#jira UE-36788
#jira UE-39118
Change 3359446 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.
(Integrate CL 3278307 from Odin)
Change 3359494 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().
(Integrated CL 3280775 from Odin).
Change 3359506 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).
(Integrate CL 3287026 from Odin).
Change 3359514 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.
(Integrate CL 3293322 from Odin)
Change 3359553 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.
(Integrate CL 3299098 from Odin).
Change 3359554 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.
(Integrate CL 3296254 from Odin).
Change 3359555 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.
(Integrate CL 3295744 from Odin)
Change 3359561 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.
(Integrate CL 3299111 from Odin)
Change 3359573 on 2017/03/22 by dan.reynolds
Added BP log to the Passive Mix Modifier test platform BP
Change 3359593 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).
(Integrate CL 3299118 from Odin)
Change 3359595 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.
(Integrate CL 3299116 from Odin)
Change 3359602 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.
(Integrate CL 3340622 from Odin)
Change 3359616 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.
(Integrate CL 3340635 from Odin)
Change 3359864 on 2017/03/23 by Mieszko.Zielinski
Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4
#jira UE-43120
Change 3360884 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.
(Integrate CL 3310724 from Odin)
Change 3361045 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: new cvars to help with optimization:
- au.DisableReverbSubmix
- au.DisableEQSubmix
- au.DisableParallelSourceProcessing
- au.SetAudioChannelCount
Also checked in some code to cut down on the amount of parameter setting in EQ
(Integrate of CL 3303165 in Odin by Aaron.Mcleran)
Change 3361172 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: added stat for HRTF.
(Integrate CL 3310728 from Odin)
Change 3361189 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.
(Integrate CL 3310926 from Odin).
Change 3361914 on 2017/03/23 by Aaron.McLeran
UE-42649 Fixing crash in cleaning up active sound in sound concurrency
-Handling edge case of an active sound not have a sound base ptr, which is possible.
Change 3361924 on 2017/03/23 by Aaron.McLeran
UE-41378 Fixing passive mix modifier bug
Change 3361978 on 2017/03/23 by Aaron.McLeran
UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock
Change 3361989 on 2017/03/23 by Aaron.McLeran
PR #3010: Check for null GEngine on sound processing
Change 3362053 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.
(Integrate CL 3311120 from Odin)
Change 3362102 on 2017/03/23 by Aaron.McLeran
PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel
Change 3362153 on 2017/03/23 by Aaron.McLeran
UE-43286 Oculus audio plugin not working/available
Change 3362162 on 2017/03/23 by Aaron.McLeran
UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener
Change 3362206 on 2017/03/23 by Aaron.McLeran
UE-43287 Fixing HRTF spatialization in editor viewport
- Steam Audio doesn't support multiple audio devices at the moment
- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device
Change 3362775 on 2017/03/24 by mason.seay
Replaced deprecated node
Change 3363024 on 2017/03/24 by Ben.Zeigler
Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error
Change 3363030 on 2017/03/24 by Zak.Middleton
#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.
Change 3363036 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.
(Integrate CL 3311158 from Odin)
Change 3363541 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().
(Integrate CL 3311169 from Odin)
Change 3363642 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".
- Removed function call overhead to updating channel map. 64,000 function calls...
- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.
(Integrate CL 3311235 from Odin)
Change 3364441 on 2017/03/24 by Ben.Zeigler
Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
This fixes issue where iterative cooking would fail on plugin config files
Add FindConfigFileWithBaseName to GConfig
Change 3364652 on 2017/03/25 by Phillip.Kavan
#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.
Change summary:
- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.
Change 3365609 on 2017/03/27 by Richard.Hinckley
#jira UEDOC-4720
Fixed global enums being dropped from documentation after being extracted by Doxygen.
Change 3365737 on 2017/03/27 by Marc.Audy
Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.
Change 3365795 on 2017/03/27 by Marc.Audy
Fix compile error
Change 3365894 on 2017/03/27 by Phillip.Kavan
#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.
Change summary:
- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.
Change 3366067 on 2017/03/27 by Marc.Audy
Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
#jira UE-40228
Change 3366097 on 2017/03/27 by Marc.Audy
Fixed missed deprecation disable pairing for PostLadMap
Change 3366170 on 2017/03/27 by Aaron.McLeran
Fixing div by zero
Change 3366221 on 2017/03/27 by Aaron.McLeran
UE-43240 Removing dependency on component visualizers in runtime Phonon module.
Change 3366698 on 2017/03/27 by Marc.Audy
Fix Orion compile errors
Change 3366782 on 2017/03/27 by Aaron.McLeran
Bringing over optimizations from Odin to Dev-framework.
Original CL 3311435
Change 3366818 on 2017/03/27 by Aaron.McLeran
Bringing fix from Odin to Dev-Framework from CL 3304533
Fix for rare condition that stomps memory during source recycling.
Change 3366984 on 2017/03/27 by Michael.Noland
Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
#jira UE-41638
Change 3367085 on 2017/03/27 by Brent.Pease
- Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
- Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
- Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)
Change 3367434 on 2017/03/28 by Marc.Audy
Fix UT compile error
Change 3368587 on 2017/03/28 by Mike.Beach
Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).
Change 3368724 on 2017/03/28 by Zak.Middleton
#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).
#jira UE-41613, UE-28610
Change 3368748 on 2017/03/28 by Dan.Oconnor
Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references
Change 3368852 on 2017/03/28 by Mike.Beach
Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.
Change 3368873 on 2017/03/28 by Dan.Oconnor
Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.
Change 3368998 on 2017/03/28 by Dan.Oconnor
Setting CLASS_Interface early in the compilation process
Change 3369494 on 2017/03/29 by Marc.Audy
Fix UAT compile error
Change 3369924 on 2017/03/29 by Zak.Middleton
#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.
#jira UE-36973
Change 3369932 on 2017/03/29 by Ben.Zeigler
#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time
Change 3370028 on 2017/03/29 by Ben.Zeigler
CIS fix
Change 3370360 on 2017/03/29 by Mike.Beach
Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).
Change 3370363 on 2017/03/29 by Ben.Zeigler
Fix issue where loading out of date editor asset registry cache would throw pointless errors
Change 3370414 on 2017/03/29 by Marc.Audy
Remove autos
Change 3370428 on 2017/03/29 by Ben.Zeigler
Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators
Change 3370453 on 2017/03/29 by Marc.Audy
CIS fix
Change 3370548 on 2017/03/29 by Marc.Audy
#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.
Change 3370564 on 2017/03/29 by Mieszko.Zielinski
PR #3429: fix comment typo (Contributed by kayama-shift)
Change 3370602 on 2017/03/29 by Mieszko.Zielinski
Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4
Change 3370615 on 2017/03/29 by Phillip.Kavan
#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.
Change summary:
- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).
Change 3370693 on 2017/03/29 by Michael.Noland
Fixing some bad indentation
#rnx
Change 3370740 on 2017/03/29 by Ben.Zeigler
DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers
Change 3370792 on 2017/03/29 by Michael.Noland
Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE
Change 3370794 on 2017/03/29 by Michael.Noland
PR #3190: Reduce some output logging
- Reduced an Oculus log from Log to Verbose because it spams quite a bit
- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
- Treat UInputComponent::GetAxisValue(None) as not a warning
- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer
#jira UE-41446
Change 3370831 on 2017/03/29 by Dan.Oconnor
Iteration on compilation manager
- Fix Skeleton class compilation order
- Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
- Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly
Change 3370923 on 2017/03/29 by Michael.Noland
Blueprints: Added an icon to indicate whether or not a macro contains latent actions
- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified
Change 3371039 on 2017/03/29 by Dan.Oconnor
Hacky fix for dropping return params when a function's return node is culled
Change 3371750 on 2017/03/30 by Richard.Hinckley
Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.
Change 3372513 on 2017/03/30 by Ben.Zeigler
#jira UE-43475 Fix cooker issues with string asset references to null packages.
Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.
Change 3372565 on 2017/03/30 by Richard.Hinckley
Rolling back stencil change, will be moved to Dev-Rendering.
Change 3372764 on 2017/03/30 by Marc.Audy
Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
#jira UE-43328
#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.
Change 3372847 on 2017/03/30 by Marc.Audy
Fix missing include
Change 3372994 on 2017/03/30 by Zak.Middleton
#ue4 - Fix build in Debug (checkSlow using incorrect function params).
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3373320 on 2017/03/30 by mason.seay
Basic for TM-Gameplay map (WIP)
Change 3373448 on 2017/03/30 by Ben.Zeigler
Fix recursive size display in audit window
Improve asset manager comments
Change 3373576 on 2017/03/30 by dan.reynolds
AEOverview Update:
Updated Passive Mix Modifier Test based on recent changes in behavior
Also added Initial Delay Time timer to test
Change 3373589 on 2017/03/30 by dan.reynolds
AEOverview Passive Mix Mod Test Map update
Change 3373624 on 2017/03/30 by Zak.Middleton
#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.
#jira UE-40420
Change 3374271 on 2017/03/31 by Marc.Audy
Fix deprecation warning in new UT code
Change 3374320 on 2017/03/31 by Marc.Audy
Fix HTML5 compile.
Change 3374413 on 2017/03/31 by Jeff.Farris
Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.
(Copied CL 3276454 from Robo Recall to Dev-Framework)
Change 3374414 on 2017/03/31 by Jeff.Farris
Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange
(Copied CL 3267903 from RoboRecall to Dev-Framework)
Change 3374616 on 2017/03/31 by Ben.Zeigler
Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this
Change 3374664 on 2017/03/31 by Jeff.Farris
Consted AIController::GetBrainComponent()
(Copied 3239101 from Robo Recall to Dev-Framework)
Change 3374665 on 2017/03/31 by Jeff.Farris
PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.
(Coped CL 3242355 from Robo Recall to Dev-Framework)
Change 3374779 on 2017/03/31 by Jeff.Farris
Exposed SetAllPhysicsAngularVelocity to blueprints
(Copied CL 3228390 from Robo Recall to Dev-Framework)
Change 3374792 on 2017/03/31 by Ben.Zeigler
#jira UE-42618
PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)
Change 3374844 on 2017/03/31 by Ben.Zeigler
#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles
Change 3374925 on 2017/03/31 by Marc.Audy
Don't throw warning about missing world context for inactive worlds.
#jira UE-42679
Change 3374927 on 2017/03/31 by Michael.Noland
Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects
Change 3374995 on 2017/03/31 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.
Change 3375005 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include
#rnx
Change 3375015 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include (for real)
#rnx
Change 3375045 on 2017/03/31 by Marc.Audy
Only calculate the streaming levels prefix during seamless travel if it is a PIE world
#jira UE-43485
Change 3375053 on 2017/03/31 by Ben.Zeigler
#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen
Change 3375057 on 2017/03/31 by Ben.Zeigler
#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player
Change 3375121 on 2017/03/31 by Michael.Noland
Added missing include for FScopedTransaction
#rnx
Change 3375222 on 2017/03/31 by mason.seay
Submitting work done to TM-Gameplay. Still WIP
Change 3375308 on 2017/03/31 by Michael.Noland
Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities
Change 3375321 on 2017/03/31 by Ben.Zeigler
#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event
Change 3375372 on 2017/03/31 by Ben.Zeigler
#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set
Change 3375380 on 2017/03/31 by Marc.Audy
Modify IsMainAudioDevice to deal with the case where no audio device has been created.
Change 3375402 on 2017/03/31 by Marc.Audy
Fix DuplicateWorldForPIE in the case that the OwningWorld is null.
Change 3376037 on 2017/04/02 by Phillip.Kavan
#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.
Change summary:
- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.
Change 3376364 on 2017/04/03 by Richard.Hinckley
UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.
Change 3376366 on 2017/04/03 by Richard.Hinckley
UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.
Change 3376517 on 2017/04/03 by Marc.Audy
PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
#jira UE-41499
Change 3376708 on 2017/04/03 by Mike.Beach
Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.
Summary of changes:
- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
- corresponding manifest files get saved inside the module and named to match the platform
- nativized modules now whitelisted only for the platform they were generated for
- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).
Change 3376826 on 2017/04/03 by Phillip.Kavan
#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.
Change summary:
- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
- Switched 'NULL' to 'nullptr' in a few spots.
Change 3376831 on 2017/04/03 by Ben.Zeigler
#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package
Change 3376846 on 2017/04/03 by Ben.Zeigler
#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node
Change 3376850 on 2017/04/03 by Dan.Oconnor
Use authoritative class to mitigate compilation order issues
Change 3376961 on 2017/04/03 by Ben.Zeigler
#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
Fix Box2d variable name in NoExportTypes
Change 3376985 on 2017/04/03 by Ben.Zeigler
#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead
Change 3377009 on 2017/04/03 by Ben.Zeigler
#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them
Change 3377054 on 2017/04/03 by Zak.Middleton
#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#jira UE-40344
#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html
Change 3377061 on 2017/04/03 by Dan.Oconnor
Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.
Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.
Change 3377073 on 2017/04/03 by Mike.Beach
CIS fix - proper initialization ordering.
Change 3377371 on 2017/04/03 by Ben.Zeigler
#jira UE-43144 Disallow creating map of FText, like bool it is not hashable
Change 3377395 on 2017/04/03 by Dan.Oconnor
Build fix - make order in source match initialization order in artifact
Change 3377417 on 2017/04/03 by Dan.Oconnor
Speculative SA fix
Change 3377496 on 2017/04/03 by Aaron.McLeran
#jira UE-43558 Cleaning up shutdown code with audio plugins.
Change 3377608 on 2017/04/03 by Zak.Middleton
#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.
#jira UE-38966
Change 3377880 on 2017/04/03 by Aaron.McLeran
Audio bug fixes
#jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations
#jira UE-43601 Fixing listener volume interpolation
#jida UE-43602 Fixing reverb/eq interpolation
Change 3377908 on 2017/04/03 by Phillip.Kavan
#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.
Change summary:
- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.
Change 3377912 on 2017/04/03 by Dan.Oconnor
Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath
Change 3377946 on 2017/04/03 by Ben.Zeigler
#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
Lower some error verbosity now that I believe I have tracked down the issue
Change 3377950 on 2017/04/03 by Michael.Noland
Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
(May still not work correctly, but it won't crash; full fix covered by UE-43603)
#jira UE-22428
Change 3377981 on 2017/04/03 by Michael.Noland
PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)
#jira UE-43291
#jira UE-43005
Change 3378039 on 2017/04/04 by Michael.Noland
PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)
Change 3378041 on 2017/04/04 by Michael.Noland
Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent
Change 3378081 on 2017/04/04 by Dan.Oconnor
Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
3x because of copy/paste
Change 3378094 on 2017/04/04 by Dan.Oconnor
Add missing preload call for compilation manager
Change 3378917 on 2017/04/04 by Marc.Audy
Fix static analysis (which is very dumb)
Change 3378986 on 2017/04/04 by Dan.Oconnor
Fix bad merge
Change 3379100 on 2017/04/04 by Dan.Oconnor
Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
#jira UE-43629
Change 3379102 on 2017/04/04 by Ben.Zeigler
Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over
Change 3379147 on 2017/04/04 by Zak.Middleton
#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.
Change 3379254 on 2017/04/04 by Aaron.McLeran
Fixing sounds in audio mixer when no EQ has been set.
Change 3379760 on 2017/04/04 by Ben.Zeigler
#jira UE-43647 Don't delete failed async packages that are rooted
[CL 3380073 by Dan Oconnor in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228282 on 2016/12/08 by Aaron.McLeran
Adding ability to fix up existing sound classes
- Utility "soundclassfixup" console command renames sound classes which are packaged inside other sound classes accidentally as new uniquely named packages
- Also removes code which was allowing "NewSoundClass" behavior in sound class graphs to populate with existing sound classes. Instead, it *always* creates a new sound class and warns if the sound class already exists. Connecting existing sound classes is instead going to be done through dragging them into the graph from the content browser or from the sound class node itself.
Change 3228774 on 2016/12/09 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3229036 on 2016/12/09 by Marc.Audy
Remove trivial overrides
Change 3229130 on 2016/12/09 by Aaron.McLeran
Fixing build error.
Moving new code from CL 3228282 into WITH_EDITOR block since it's an editor-only operation
Change 3229412 on 2016/12/09 by Aaron.McLeran
Fixing 7.1 surround sound systems on PC by forcing them to load as 5.1.
- We don't support 7.1 but 7.1 systems should at least behave as good as 5.1
Change 3229782 on 2016/12/09 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level (4.15)
#jira UE-39407
Change 3229842 on 2016/12/09 by Marc.Audy
Missing files for CL# 3229782
Change 3229905 on 2016/12/09 by Marc.Audy
Check Owner has a valid world before tryign to access Scene (4.14.2)
#jira UE-39560
Change 3229961 on 2016/12/09 by Aaron.McLeran
UE-39650 Implementing CL 3229894 in Dev-Framework
Change 3229964 on 2016/12/09 by Aaron.McLeran
Removing redundant loop introduced from integration
Change 3230722 on 2016/12/12 by Lukasz.Furman
fixed vislog macros for recording thick segments
#ue4
Change 3230864 on 2016/12/12 by Lina.Halper
Fix crash with deleting pose
#jira:UE-39584
Change 3230893 on 2016/12/12 by Marc.Audy
Support more default values in UHT for FVector: ForwardVector, RightVector, and single float FVector constructor
Change 3231189 on 2016/12/12 by Ori.Cohen
Added bone name to the physics invalid operation warnings.
Change 3231420 on 2016/12/12 by James.Golding
Support per-component skel mesh weight override
#jira UEFW-240
Change 3231422 on 2016/12/12 by James.Golding
Test map for per-component skin weights
Change 3231491 on 2016/12/12 by James.Golding
Move , FPositionVertexBuffer and FStaticMeshVertexDataInterface into their own headers
Move FStaticMeshVertexBuffer implementation into its own cpp
Change 3231590 on 2016/12/12 by mason.seay
Changed to box collision
Change 3231900 on 2016/12/12 by Aaron.McLeran
Switching to creating new master submixes rather than loading them
Change 3231909 on 2016/12/12 by James.Golding
Fix Mac CIS in StaticMeshVertexBuffer.h
Change 3232157 on 2016/12/13 by Mieszko.Zielinski
Fixed a silly bug in FBlackboardKeySelector::InitSelection resulting in the key selector picking first "ok-ish" value, even if it wasn't matching type filter #UE4
Change 3232162 on 2016/12/13 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Change 3232314 on 2016/12/13 by James.Golding
Another attempt at fixing Mac CIS
Change 3232322 on 2016/12/13 by Lukasz.Furman
fixed order of nav area application and low area filter
#ue4
Change 3232364 on 2016/12/13 by Thomas.Sarkanen
Spline IK node
Added new runtime & graph node to deform bones along a spline. Added edit mode to work with in the BP editor.
Spline is specified within the node using control points. External spline could come later.
Currently very expensive to evaluate as it regenerates the transformed spline and PWLA each frame.
#jira UEFW-249 - Add spline IK node
Change 3232589 on 2016/12/13 by Thomas.Sarkanen
Fixed non-editor builds
Change 3232654 on 2016/12/13 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level (4.15)
#jira UE-39699
Change 3232690 on 2016/12/13 by Martin.Wilson
Remove unused member
Change 3232691 on 2016/12/13 by Martin.Wilson
Virtual bone additions:
1) Rename support
2) Ability to chain virtual bones (Have a virtual bone that is a child of another virtual bone)
#jira UE-39710
Change 3232782 on 2016/12/13 by Danny.Bouimad
Adding Test Content
Change 3232843 on 2016/12/13 by danny.bouimad
More Updates
Change 3232981 on 2016/12/13 by Marc.Audy
Fix CIS issues
Change 3233075 on 2016/12/13 by mason.seay
SplineIK asset for bug report
Change 3233124 on 2016/12/13 by Ori.Cohen
Added mass automation tests.
Change 3233265 on 2016/12/13 by Ben.Marsh
Build: Add support for building Orion and Fortnite precompiled binaries from Dev-Framework.
Change 3233365 on 2016/12/13 by mason.seay
Resaving with non-empty engine version
Change 3233532 on 2016/12/13 by mason.seay
Level blueprint clean up
Change 3233571 on 2016/12/13 by Ben.Marsh
Set up paths for precompiled binaries.
Change 3233601 on 2016/12/13 by Ben.Marsh
Build: Use the code CL rather than latest CL for precompiled binaries.
Change 3234402 on 2016/12/14 by Ori.Cohen
Physics: Fixed line traces not working properly in editor worlds when physics substepping was enabled (UE-36408)
- Substepping relies on interpolating transforms over frames, but only game worlds will be ticked, so we now disallow this feature in non-game worlds.
#jira UE-36408
Change 3234415 on 2016/12/14 by Ori.Cohen
Fix CIS
Change 3234574 on 2016/12/14 by Thomas.Sarkanen
Fix crash when IK chain is inverted
#jira UE-39720 - Crash compiling animation blueprint with Spline IK node
Change 3234882 on 2016/12/14 by Ori.Cohen
Fixed teleport not working for physical animation component
Change 3234971 on 2016/12/14 by Aaron.McLeran
Fix for omni-directional sounds in audio mixer
Change 3235251 on 2016/12/14 by mason.seay
Assets for proposed functional testing
Change 3235492 on 2016/12/14 by Ori.Cohen
Undo previous bad normal fix and remove wheel width compensation. This leads to bad normals when thick tires roll over the edge leading to instability.
#JIRA UE-38710
Change 3236398 on 2016/12/15 by Marc.Audy
(4.15) Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3236413 on 2016/12/15 by Lukasz.Furman
added EQS profiler
#ue4
Change 3236418 on 2016/12/15 by Lukasz.Furman
changed log verbosity in navmesh geometry export function
#jira UE-39809
#3039
Change 3236508 on 2016/12/15 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed
#JIRA UE-39566
Change 3236573 on 2016/12/15 by Ori.Cohen
Fix manipulation tool not working properly with welded components
Change 3236577 on 2016/12/15 by Ori.Cohen
Improve physics asset body creation so that it merges small bones and turns off collision between initially overlapping bodies.
Change 3236580 on 2016/12/15 by Ori.Cohen
Improve mass computation for physics shapes (ignore trimesh which introduces error)
Change 3236581 on 2016/12/15 by Ori.Cohen
Fix incorrect inertia tensor computation for cubes (was being doubled by mistake).
Change 3236809 on 2016/12/15 by Lukasz.Furman
compilation fix: missing headers in EnvQueryManager
Change 3237187 on 2016/12/15 by Lukasz.Furman
compilation fix: missing defines in EnvQueryInstance
Change 3237423 on 2016/12/15 by Aaron.McLeran
Audio mixer: Allow center channel panning as a project setting.
- To better support previous audio engine behavior, allow audio mixer to pan audio to center channel via audio settings.
Change 3237639 on 2016/12/15 by Aaron.McLeran
Audio mixer stat tracking
Change 3237646 on 2016/12/15 by dan.reynolds
MIDI Test Assets:
General MIDITestBP
MPKmini2 Child BP
MPKmini2 Wrap Map
Change 3238148 on 2016/12/16 by Lukasz.Furman
fixed crash in EQS profiler
copy of CL# 3238145
Change 3238708 on 2016/12/16 by Marc.Audy
(4.15) Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3238799 on 2016/12/16 by Lina.Halper
Potential fix + more info on crash on copying curve for WEX
Change 3239559 on 2016/12/19 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans
Change 3239728 on 2016/12/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3239536
Change 3239735 on 2016/12/19 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
Adjust Bot_RandomLocations default health to 100 from 0. This prevents death by hits from non-projectiles.
4.15
#jira UE-39387
Change 3239765 on 2016/12/19 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
4.15
#JIRA UE-39726
Change 3239810 on 2016/12/19 by Marc.Audy
Avoid duplicate GetWorldSettings call
Change 3239826 on 2016/12/19 by Lukasz.Furman
fixed crashes in gameplay debugger's draw delegate handling
copy of 3234768, 3239819
#ue4
Change 3239894 on 2016/12/19 by Richard.Hinckley
Improving UInterface template files for "New C++ Class" feature. We now use GENERATED_BODY macros and don't need an empty constructor in the .cpp file.
Change 3239957 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
Checking for null before casting
Change 3239983 on 2016/12/19 by Mieszko.Zielinski
Fixed injecting dynamic BTs not as expected when there's more than one injection point #UE4
Change 3240177 on 2016/12/19 by Mieszko.Zielinski
Fix for AI agents hand-placed on levels not getting their PathFollowingComponent.MyNavData set properly #UE4
Change 3240488 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
More fixes!
Change 3240512 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Created support for single level loads (sub-maps now auto generate lights and a staging platform when loaded individually vs. via AEOverviewMain)
This will allow developers to load single levels functionally without adding lights or other assets to make them work.
Change 3240518 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Added test for Multichannel 2D Reverb
Change 3240875 on 2016/12/20 by mason.seay
Gameplay Tag Functional Tests
Change 3240876 on 2016/12/20 by dan.reynolds
AEOverview Fix
- Fixed miss targeted menu items (updated prefixes)
Change 3240923 on 2016/12/20 by Lukasz.Furman
fixed memory corruption in template A* solver
copy of CL# 3240898
#ue4
Change 3241661 on 2016/12/21 by Thomas.Sarkanen
Fix mesh-customized sockets not showing up by default in 'Active' socket filter mode
#jira UE-39938 - Cannot edit mesh sockets
Change 3241964 on 2016/12/21 by Wes.Hunt
Remove QoSReporter from CrashReportClient
#tests editor debug gpf and verify crash is sent.
Change 3241996 on 2016/12/21 by Wes.Hunt
Add @Owner tags to all analytics events in all our games #jira AN-805
* Added default owners to most events. Tracked down authors of some events.
* Added skeleton docs for many missing locations (just added @Name and @Owner so analytics folks can see the name and who to talk to in the doc webpage).
* verified this checkin contains changes to comments ONLY.
#tests compiled Orion and QAGame.
Change 3242825 on 2016/12/22 by Lukasz.Furman
fixed order of behavior tree execution indices for PIE debugging
#jira UE-39922
Change 3242860 on 2016/12/22 by mason.seay
Functional tests for timer
Change 3243188 on 2016/12/22 by dan.reynolds
AEOverview Update
- Created viewport bookmarks on each sub-map for individual testing consistency
- Updated EQ and Reverb effect parameters to work with new Audio Mixer Effects
Change 3243192 on 2016/12/22 by dan.reynolds
AEOverview Lighting Fix
Change 3243507 on 2016/12/23 by dan.reynolds
AEOverview Moved to Maps\Framework\Audio\
+ redirector clean up, resaves, etc.
Change 3243553 on 2016/12/24 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3240517
3240476
3240473
3240412
3240315
3240220
3240194
Change 3243567 on 2016/12/24 by Aaron.McLeran
Fixing build.
Adding #include for FConfigCacheIni
Change 3244466 on 2017/01/01 by Mieszko.Zielinski
Removed FGameplayDebuggerDebugDrawDelegateHelper::InitDelegateHelper implementation that was failing a check without any explanation or comment #UE4
#jira UE-40069
Change 3244471 on 2017/01/01 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3244469
3244467
3243743
Change 3244639 on 2017/01/03 by Jurre.deBaare
CIS error fix
Change 3244748 on 2017/01/03 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3245338 on 2017/01/03 by Aaron.McLeran
Getting rid of shadowed variable.
Change 3245816 on 2017/01/03 by Aaron.McLeran
Synth component and DSP objects
- New synth component wraps an audio component and procedural sound wave to make generating synthesis much much easier
- Bunch of changes and improvements to DSP objects for real-time synthesis.
- New polyphonic virtual analog synthesizer
Change 3246146 on 2017/01/04 by Ben.Marsh
Move precompiled binaries into the Private-Binaries stream.
Change 3246283 on 2017/01/04 by Marc.Audy
Fix CIS warnings
Change 3246457 on 2017/01/04 by Aaron.McLeran
Fixing static analysis warnings
Change 3246519 on 2017/01/04 by Benn.Gallagher
Fix for serialization mismatch on skeletal mesh source model.
Change 3247193 on 2017/01/04 by Dan.Reynolds
Adding new DSP utility
Change 3247769 on 2017/01/05 by Marc.Audy
Remove inaccurate comment
Change 3248068 on 2017/01/05 by dan.reynolds
AEOverview Fix
- Shortening long path name (Multichannel sub-directories) and fixing up redirectors
Change 3248251 on 2017/01/05 by Jon.Nabozny
Fix uninitialized PropertyColor in BillboardComponent.
Change 3249305 on 2017/01/06 by James.Golding
Fix FColorVertexBuffer copy constructor if source buffer is not initialised
#jira UE-40242
Change 3249639 on 2017/01/06 by Jon.Nabozny
Fix K2Node_CallFunction tool tip generation crash.
#JIRA UE-40307
Change 3249716 on 2017/01/06 by Aaron.McLeran
Minor changes to DSP objects
Deciding on a method to pass parameters from BP to synth components.
Change 3249909 on 2017/01/06 by James.Golding
Change USkinnedMeshComponent::GetSkinWeightBuffer to not require a MeshObject to return valid weight buffer
Make VertInfluencedByActiveBoneTyped not crash if weight buffer is null
#jira UE-40289
Change 3249931 on 2017/01/06 by Aaron.McLeran
Bring CL 3244528 from Odin to Dev-Framework
Change 3250012 on 2017/01/06 by Aaron.McLeran
Changing how synth params work
- Removing base-class parameter getters/setters, removing OnParameterChange virtual function
- Added SynthCommand function to help setting synth params on audio render thread from game thread
- Refactored Synth1Component to use new system
Change 3250084 on 2017/01/06 by Aaron.McLeran
Adding preset struct and adding noise to oscillator
Change 3250257 on 2017/01/07 by Aaron.McLeran
Checking in stub for new synthesis plugin to put synthesis instances.
Change 3250264 on 2017/01/07 by Aaron.McLeran
Moving synthesis code to new synthesis plugin
Change 3250313 on 2017/01/07 by Aaron.McLeran
Fixing CIS static analysis warning on include cycle
Change 3250353 on 2017/01/08 by Aaron.McLeran
Various audio mixer/dsp refinements
-Simplying envelope code to just be a straightforward case statement
-Added sample value lerping code for Amp object to avoid zippering when running at control-rate sample rates
-Changed source manager wrapping code to always set NextFrameIndex to -1 in the edge case of the next being out of range, but current not being out of range. It should always be -1.
-Added a console var to toggle enabling sample checks for tracking down sample bugs
-Added data table row subclass to EpicSynth1Component preset struct
Change 3250382 on 2017/01/08 by Aaron.McLeran
Bringing ODIN-3977 fix to dev-framework
Change 3250435 on 2017/01/08 by Aaron.McLeran
Adding ability to set note durations for synth component
Removing OnNoteOn/OnNoteOff events since derived synth components may or may not deal with notes.
Change 3250443 on 2017/01/08 by Aaron.McLeran
Fixing CIS, removing console variable code.
Change 3250445 on 2017/01/08 by Aaron.McLeran
Attempted fix for crash on existing PIE
Change 3250446 on 2017/01/08 by dan.reynolds
Updated MidiSynthTestBP for new Note On Note Off functions
Change 3250447 on 2017/01/08 by dan.reynolds
MidiListener and MidiSynthTestBP Updated to use Duration argument (MidiListener set default value to -1.0f )
Change 3250455 on 2017/01/08 by Aaron.McLeran
Adding critical section so stopping a source voice and processing source voice can't happen at same time.
Change 3250465 on 2017/01/08 by Aaron.McLeran
Fixing NaNs in sine approximations
Change 3250466 on 2017/01/08 by Aaron.McLeran
Adding new music utility.
- Changing scale indicies to be 1-based (music oriented)
- Adding new function to get chord note from a mode
Change 3250467 on 2017/01/08 by Aaron.McLeran
Undoing change to FastSin parabolic sine approximation
- was not dividing by zero!
Change 3250468 on 2017/01/08 by Aaron.McLeran
Adding ability to get a direct virtual function callback for procedural sound waves
-Using the UE4 delegate function was not safe in the audio rendering thread and would sometimes not actually get called. Switched to a more direct and simple override, avoids some buffer copies and is more simple.
-Updated synth component code to use the new method.
Change 3250470 on 2017/01/08 by Aaron.McLeran
Fixing note on duration
Change 3250479 on 2017/01/08 by Aaron.McLeran
Fixing pan in the amp dsp object
Change 3252179 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
Change 3252498 on 2017/01/10 by Marc.Audy
Fix non-unity compile errors
[CL 3252563 by Marc Audy in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2825716 on 2016/01/12 by Marc.Audy
Fix GrabDebugSnapshot virtual function definitions in Ocean
Change 2828462 on 2016/01/14 by Marc.Audy
Back out changelist 2825716
Change 3153526 on 2016/10/06 by Zak.Middleton
#ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration.
Related to OR-14528.
Change 3153580 on 2016/10/06 by Benn.Gallagher
Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings.
#jira UE-36588
Change 3154264 on 2016/10/06 by Aaron.McLeran
UE-37004 UE-37005 Fixing stat soundwaves
Change 3154560 on 2016/10/07 by James.Golding
UE-20739 Fix auto box in Morph Target Preview panel
Change 3154776 on 2016/10/07 by Ben.Zeigler
#Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more.
Change 3154954 on 2016/10/07 by Ben.Zeigler
Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set.
Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries
Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly.
Removed the Category map from gameplay tags, games are using other systems to do translateable text.
Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality
Change 3154955 on 2016/10/07 by Ben.Zeigler
Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types
Change 3154995 on 2016/10/07 by Aaron.McLeran
UE-37012 fix compile issue
Change 3155009 on 2016/10/07 by Aaron.McLeran
UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp
- Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere.
Change 3155128 on 2016/10/07 by Ben.Zeigler
Add old location of GameplayTagsEditor to junk manifest
Change 3155268 on 2016/10/07 by Aaron.McLeran
UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Change 3155561 on 2016/10/07 by Ben.Zeigler
GameplayTag fixes made based on code review feedback:
Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library
Remove direct access to the tag container internals as it has always been unsafe
Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large
Fix case where comparing two containers with the tags in different orders would fail
Remove deprecated serialization entirely, print error when trying to load very old tags
Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them
Change 3155842 on 2016/10/07 by dan.reynolds
AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets
Change 3156779 on 2016/10/10 by Richard.Hinckley
Fixing/reordering comments for basic types.
Change 3156926 on 2016/10/10 by Ben.Zeigler
Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries
Change 3156998 on 2016/10/10 by Jon.Nabozny
Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue.
Change 3158732 on 2016/10/11 by Zak.Middleton
#ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction.
#jira UE-28610
Change 3159208 on 2016/10/11 by dan.reynolds
Added ancillary SoundClass Passive Mix Modifier Duration Test map
Change 3159211 on 2016/10/11 by Aaron.McLeran
UE-37193 Fixing passive sound mix modifier
Change 3159278 on 2016/10/11 by dan.reynolds
AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes.
Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint
Change 3159596 on 2016/10/12 by danny.bouimad
Updates to TM-Meshbake
Change 3159629 on 2016/10/12 by James.Golding
Add ModifyCurve anim node
Make GetPinAssociatedProperty const correct
Change 3159705 on 2016/10/12 by James.Golding
Add 'ApplyMode' and 'Alpha' options to ModifyCurve node
Change 3159959 on 2016/10/12 by John.Abercrombie
Integrate CL 3159892 from //Fortnite/Main/...
Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing
#ue4
Change 3160014 on 2016/10/12 by Lukasz.Furman
pass on gameplay debugger in Simulate in Editor mode
#jira UE-36123
Change 3160027 on 2016/10/12 by Lukasz.Furman
fixed behavior tree task restart conditions
copy of CL 3159145
#ue4
Change 3160129 on 2016/10/12 by Lukasz.Furman
gameplay debugger refactor: removed deprecated code
#ue4
Change 3160389 on 2016/10/12 by Lukasz.Furman
added missing include path to gameplay debugger module
#ue4
Change 3160408 on 2016/10/12 by Lukasz.Furman
refactored sanity checks in gameplay debugger EdMode to keep static analysis happy
#ue4
Change 3161143 on 2016/10/13 by James.Golding
UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error
Change 3161227 on 2016/10/13 by danny.bouimad
More changes to meshmergemap
Change 3161777 on 2016/10/13 by Ben.Zeigler
API changes for GameplayTag and Container, and fix Redirect loading
Remove Match type and empty count as match bool from common API
In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon
In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed
Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage.
Change 3162095 on 2016/10/13 by Jon.Nabozny
Fix bad default screen resolution in Platformer Game.
#jira UE-34901
Change 3163351 on 2016/10/14 by Marc.Audy
Avoid duplicate accessor calls
Change 3163364 on 2016/10/14 by Marc.Audy
Eliminate auto
Use ForEachObjectWithOuter
Change 3163367 on 2016/10/14 by Marc.Audy
Use ForEachObjectWithOuter instead of GetObjectsWithOuter
Change 3163500 on 2016/10/14 by Marc.Audy
When using SetCullDistance property for static meshes correctly update the cached value
#jira UE-36891
Change 3163674 on 2016/10/14 by Jon.Nabozny
#rn Fix popping in OnRep_ReplicatedAnimMontage.
#jira UE-37056
Change 3164818 on 2016/10/17 by Ori.Cohen
Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.
Change 3164903 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
#ue4
Change 3165236 on 2016/10/17 by dan.reynolds
Fixes and tweaks based on feedback:
- Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load
- Fixed Blueprint Control map to stop test when the player leaves the zone
- Fixed Blueprint Contorl map typos
Change 3165323 on 2016/10/17 by Aaron.McLeran
PS4 Audio Streaming
- Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming)
- Wrote an AT9 real-time decoder module (will be used in audio mixer)
- Enabled streaming on PS4 platform
- Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer)
- Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread
- Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack
- Fixed up error handling code in Ngs2 so it actually reports real errors
Change 3165997 on 2016/10/18 by Richard.Hinckley
Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues.
Change 3166220 on 2016/10/18 by Aaron.McLeran
UE-37442 Build Tools Win64 completes with 28 errors
- Changing include of appropriate file to not be in #if WITH_ENGINE block
Change 3166262 on 2016/10/18 by Aaron.McLeran
UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors
Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class.
Change 3166562 on 2016/10/18 by Aaron.McLeran
UE-37441 Fixing compile on Mac
- Renamed FFormatChunk to FRiffFormatChunk
Change 3166653 on 2016/10/18 by Aaron.McLeran
UE-37442 Build Tools Win64 completes with 28 errors
Change 3166917 on 2016/10/18 by Aaron.McLeran
UE-37502 Initializing missed data members in FNgs2SoundSource constructor
Change 3167329 on 2016/10/19 by Benn.Gallagher
Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates.
#jira UE-37500
Change 3167575 on 2016/10/19 by Jon.Nabozny
#rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode.
#jira UE-37082
Change 3168079 on 2016/10/19 by Ori.Cohen
Fix timing issue that causes snapshotpose to t-pose.
#JIRA UE-37476
Change 3168392 on 2016/10/19 by dan.reynolds
Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances.
Change 3169121 on 2016/10/20 by danny.bouimad
Updates to Merge actor assets
Change 3169128 on 2016/10/20 by Danny.Bouimad
files
Change 3169230 on 2016/10/20 by Lina.Halper
#improved log message
Change 3169243 on 2016/10/20 by Ben.Zeigler
#jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup.
Add code to automatically convert from make/break struct nodes to native call function if there is a native override.
This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak.
Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped
Add specific fixups for GameplayTag make/break functions
Change 3169422 on 2016/10/20 by Aaron.McLeran
UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Change 3169620 on 2016/10/20 by Ben.Zeigler
Switch GameplayTagTests to use the new Custom test macro and better failure reporting.
Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works.
Change 3169622 on 2016/10/20 by Ben.Zeigler
Fix swapped HasAny logic and bad comments
Change 3169645 on 2016/10/20 by Aaron.McLeran
Re-adding call to Stop source
Change 3169664 on 2016/10/20 by dan.reynolds
AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive.
Change 3169997 on 2016/10/20 by Ben.Zeigler
Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger
Change 3170796 on 2016/10/21 by Marc.Audy
PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus)
#jira UE-37632
Change 3170802 on 2016/10/21 by Lina.Halper
#ANIM: curve can link to joints
- this allows to filter certain curves per LOD - when the joint is discarded
-> refactored editor object tracker to allow multiple per class
-> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices
- layer bone support
#jira: UEFW-207
Change 3170857 on 2016/10/21 by Aaron.McLeran
Disabling checking for device change
Change 3171101 on 2016/10/21 by Ben.Zeigler
Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header
Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer
Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag
Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty()
Engine fixups for those changes
Change 3171102 on 2016/10/21 by Ben.Zeigler
Internal game fixups for tag deprecation
Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes
Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them
Some minor changes for Ocean
Change 3171186 on 2016/10/21 by Ben.Zeigler
File got missed in checkin
Change 3171239 on 2016/10/21 by Wes.Hunt
TPSAudit updates.
* Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked.
* Don't skip Content folders
* Don't skip Engine\Documentation\HTML
* Skip any Content\Localization folders instead of only Engine\Content\Localization
* Skip any Content\Internationalization folders
* Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files.
* if a file has no extension (like configure files) then treat the filename as the extension
* configure files are treated like shell files
Change 3171245 on 2016/10/21 by Ben.Zeigler
Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones.
I am not sure why StaticFindObject is unsafe during save.
Change 3171248 on 2016/10/21 by Wes.Hunt
TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging.
Change 3171256 on 2016/10/21 by Wes.Hunt
ModuleManager shutdown fixes.
* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
* Added comments to Module headers to indicate this new change in behavior.
* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.
Change 3171258 on 2016/10/21 by Wes.Hunt
ModuleManager shutdown fixes.
* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
* Added comments to Module headers to indicate this new change in behavior.
* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.
Change 3171946 on 2016/10/24 by Lina.Halper
Fix so that it checks all the joints before removing
Change 3172126 on 2016/10/24 by Lukasz.Furman
added navlink component
#ue4
Change 3172152 on 2016/10/24 by Jon.Nabozny
Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps.
UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti.
#jira UE-36472
Change 3172364 on 2016/10/24 by Ben.Zeigler
Codereview fixes for tag changes.
Make Tag->Container constructor explicit to avoid bugs
Fix some cases that were using exact to allow parents instead
Change 3173442 on 2016/10/25 by Jon.Nabozny
Fixed crash when opening Anim asset after retargetting.
Change 3174123 on 2016/10/25 by Ben.Zeigler
Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI.
Change 3174394 on 2016/10/25 by dan.reynolds
AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long).
Change 3175197 on 2016/10/26 by Wes.Hunt
Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust.
#codereivew: sam.zamani,dmitry.rekman,josh.markiewicz
Change 3175236 on 2016/10/26 by Jon.Nabozny
Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points.
Either segment may be considered a point if it's two points have a distance that's nearly 0.
#jira UE-19251
Change 3175256 on 2016/10/26 by Jon.Nabozny
Fix CIS for SegmentDistToSegmentSafe change.
Change 3175379 on 2016/10/26 by Jon.Nabozny
Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component.
#jira UE-37582
Change 3175408 on 2016/10/26 by Marc.Audy
AudioThreading improvements:
Fix PS4 core 6 issue
Add timeout spam
Radical simplification
Fix suspension CVar
#authors Gil.Gribb/Marc.Audy
#jira OR-30447
Change 3175535 on 2016/10/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266
Change 3175539 on 2016/10/26 by Marc.Audy
Restore affinity for AudioThread and allow it on to 7th (rather than pinning it)
Change 3175631 on 2016/10/26 by Marc.Audy
Fix silly compile error
Change 3175639 on 2016/10/26 by Aaron.McLeran
Fixing audio device removal code
- Flipping active sources to virtual mode
- Handling initializing sources that have become virtual
- Not stopping sounds when device is unplugged
Change 3175665 on 2016/10/26 by dan.reynolds
AEOverview update - Added a Streaming Overview sub test (Streaming Spam)
Change 3175934 on 2016/10/26 by dan.reynolds
AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms
Change 3175941 on 2016/10/26 by Marc.Audy
Fix compiler error after merge from Main
Change 3176378 on 2016/10/27 by Jon.Nabozny
Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation.
Change 3176441 on 2016/10/27 by Jon.Nabozny
Fix another CIS issue with SegmentDistToSegmentSafe change.
Change 3176487 on 2016/10/27 by Jon.Nabozny
Hide DemoRecorder from the scoreboard in ShooterGame.
#jira UE-37492
Change 3176616 on 2016/10/27 by Lukasz.Furman
optimized behavior tree debugger update in subtrees
#jira UE-29029
Change 3176717 on 2016/10/27 by james.cobbett
Test asset for UE-37270
Change 3176731 on 2016/10/27 by dan.reynolds
AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case
Change 3176887 on 2016/10/27 by Aaron.McLeran
UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop
- Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback
#tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix.
Change 3177053 on 2016/10/27 by Marc.Audy
Actually reattach previously attached actors when creating a child actor
#jira UE-37675
Change 3177113 on 2016/10/27 by Aaron.McLeran
UE-37906 Fixing stat sounds when the audio thread is enabled.
Change 3177536 on 2016/10/27 by Aaron.McLeran
Updating QASoundWaveProcedural to support stereo procedural sound wave generation.
Change 3177551 on 2016/10/27 by dan.reynolds
AEOverview update
- Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals
- Added STRMOverviewStreamPriority to test Streaming Voice Priority
Change 3177819 on 2016/10/28 by Thomas.Sarkanen
Consolidated LOD screen size calculations
Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0.
HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes.
Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version.
Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution.
Auto LOD now uses the same functionality to determine what LOD thresholds to use.
#tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets.
#tests Verified that HLOD distance->screen size and inverse functions map correctly
#tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method
Change 3177996 on 2016/10/28 by Marc.Audy
Support play button on SoundCues as well as SoundWaves
Change 3178013 on 2016/10/28 by Marc.Audy
Allow previewing of force feedback effects from content browser
#jira UE-36388
Change 3178020 on 2016/10/28 by Lukasz.Furman
fixed navmesh wall segment calculations for crowds
#jira UE-37893
Change 3178096 on 2016/10/28 by Marc.Audy
Make ALevelSequenceActor::Tick call Super
#jira UE-37932
Change 3178247 on 2016/10/28 by Zak.Middleton
#ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward.
UE-37902
Change 3178256 on 2016/10/28 by Zak.Middleton
#ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server.
Change 3178263 on 2016/10/28 by Ben.Zeigler
Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable.
This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds
Clean up FLinker::Serialize, as it is no longer called except to get memory size
Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles.
Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before
UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default
Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table
Change 3178265 on 2016/10/28 by Ben.Zeigler
Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places.
Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds
Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into
The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments
Migrate QAGame's tag config as a test
Change 3178266 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178441 on 2016/10/28 by Ben.Zeigler
Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear
Change 3178443 on 2016/10/28 by Ben.Zeigler
Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches
Change 3178533 on 2016/10/28 by Ben.Zeigler
Build fix
Change 3178655 on 2016/10/28 by Ben.Zeigler
Build fix
Change 3178672 on 2016/10/28 by Lina.Halper
Unshelved from changelist '3164228':
PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma)
#jira: UE-37372
Change 3178675 on 2016/10/28 by Ben.Zeigler
Crash fix if you have no defaultengine.ini redirects section
Change 3178698 on 2016/10/28 by Ben.Zeigler
#jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13
Change 3178743 on 2016/10/28 by Lina.Halper
Fixed so that if no key, it clamps to 0.
#jira: UE-36790
Change 3179121 on 2016/10/28 by dan.reynolds
AEOverview tweaks
- updated Concurrency map to tighten up the audio playback (as in James C's feedback)
- tweaked some timers to be closer to real-time
Change 3179912 on 2016/10/31 by Mieszko.Zielinski
Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4
Change 3179933 on 2016/10/31 by Lukasz.Furman
fixed missing update timers in avoidance manager
#ue4
Change 3180028 on 2016/10/31 by Ben.Zeigler
#jira UE-373993 Fix crash with bad default value for objects
Change 3180503 on 2016/10/31 by mason.seay
Test map for character spawning bug
Change 3180744 on 2016/10/31 by Ben.Zeigler
#jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager
Change 3180914 on 2016/10/31 by Ben.Zeigler
#jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support
Add handler for editing a gameplaytag asset from asset browser
Change 3181879 on 2016/11/01 by Marc.Audy
Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds
#jira UE-38055
[CL 3182044 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021479 on 2016/06/21 by Marc.Audy
Fix child actor properties set in the parent's construction script from being wiped out (4.12)
#jira UE-31956
Change 3021703 on 2016/06/21 by Marc.Audy
Fix crash due to copying properties to registered components and then reregistering them. (4.12)
#jira UE-31973
Change 3022105 on 2016/06/21 by Jeremy.Ernst
-new test assets for James for PSD node
Change 3022621 on 2016/06/22 by James.Golding
Add AnimBP for testing PSD
Change 3022622 on 2016/06/22 by James.Golding
Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes
Change 3022656 on 2016/06/22 by James.Golding
UE-30537 Fix solid collision geom drawing not working when mirrored
Change 3022657 on 2016/06/22 by James.Golding
Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)
Change 3022663 on 2016/06/22 by James.Golding
UE-31283 Additional extensibility for anim and physics
PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)
Change 3022683 on 2016/06/22 by James.Golding
- Change OrientationDriver to always use PoseAsset for target poses
- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead
Change 3022891 on 2016/06/22 by mason.seay
Test asset for component hit
Change 3023203 on 2016/06/22 by mason.seay
Updated map to use more noticeable sound assets
Change 3023335 on 2016/06/22 by Marc.Audy
Use AddReferencedObjects instead of iterating array manuallly
Change 3023351 on 2016/06/22 by Ori.Cohen
Fix the case where physics hit events were passing the wrong component's bone info to the hit event.
#JIRA UE-32376
Change 3023368 on 2016/06/22 by mason.seay
Renamed actors in World Outliner
Change 3023425 on 2016/06/22 by mason.seay
Moved asset to new folder and fixed deprecated node
Change 3023429 on 2016/06/22 by mason.seay
Disabled collision on proc mesh
Change 3023553 on 2016/06/22 by Jon.Nabozny
Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.
#JIRA UE-31670
Change 3024669 on 2016/06/23 by James.Golding
Update PSD test assets (removing unused)
Change 3024864 on 2016/06/23 by Marc.Audy
Audio Threading!
Change 3024877 on 2016/06/23 by James.Golding
PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)
Change 3024880 on 2016/06/23 by James.Golding
PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)
Change 3024939 on 2016/06/23 by James.Golding
- Add SwingOnly options to OrientationDriver
- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
- Calculate gaussian radius per pose, not globally
Change 3024940 on 2016/06/23 by James.Golding
PoseAsset editor improvements
- Replace pose edit box with inline-editable style (with validation)
- Add filter highlight
- Show curve values for each pose when selected
- Add different background for curve list
- Filter box only searches pose list, moved location to indicate that
Change 3024949 on 2016/06/23 by James.Golding
Small update to PSD test AnimBP
Change 3025002 on 2016/06/23 by Ori.Cohen
Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.
#JIRA UE-32219
Change 3025214 on 2016/06/23 by mason.seay
Updated Character Movement Map
Change 3025319 on 2016/06/23 by Ori.Cohen
Make sure changing skeletal mesh updates the bone index on body instances already created.
Change 3025435 on 2016/06/23 by Ori.Cohen
Fix welded bodies not updating their collision profile when calling SetCollisionProfile
#JIRA UE-32394
Change 3025581 on 2016/06/23 by mason.seay
Test asset for slicing procedural mesh
Change 3026483 on 2016/06/24 by Marc.Audy
Don't reschedule multiple times tick functions used as prerequisites
#jira UE-32414
Change 3026498 on 2016/06/24 by mason.seay
Updating blueprint for bug repro
Change 3026547 on 2016/06/24 by Thomas.Sarkanen
Fixed crash in FKismetDebugUtilities::GetWatchText()
Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html
Change 3026598 on 2016/06/24 by James.Golding
Double clicking on poses now toggles them between 1.0 and 0.0 strength
Change 3026768 on 2016/06/24 by Marc.Audy
Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
#jira UE-32468
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3026978 on 2016/06/24 by Lina.Halper
- Delete DrivePose Curve type
- Renamed TriggerEvent to DriveAttribute for consistency
- Replaced drive pose to drive attribute
- right now it can't have 0 curve type flags, so everything is DriveAttribute
#code review: James.Golding, Martin.Wilson
Change 3027113 on 2016/06/24 by mason.seay
Test Pose Assets
Change 3027454 on 2016/06/24 by Aaron.McLeran
UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize
https://answers.unrealengine.com/questions/441080/audio-crash.htmlhttp://crashreporter/Crashes/Show/5689478
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3027887 on 2016/06/25 by Lina.Halper
Fix clang build warning
Change 3028703 on 2016/06/27 by Lukasz.Furman
gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
#ue4
Change 3028792 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3028950 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3029003 on 2016/06/27 by Ori.Cohen
Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation
Change 3029019 on 2016/06/27 by Lina.Halper
Update pose from source asset
Change 3029094 on 2016/06/27 by Marc.Audy
If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.
Change 3029308 on 2016/06/27 by Jeremy.Ernst
-adding test animation for PSD node. Has morphs built in to compare against driver result
Change 3029372 on 2016/06/27 by Marc.Audy
Fix compile error after merge
Also just fix the logic to be explicit rather than using suppression for static analysis warning
Change 3029493 on 2016/06/27 by Ori.Cohen
Move PhysicsAsset.h out of public engine header.
Change 3029550 on 2016/06/27 by Lina.Halper
Fix crash with Nan when additive blending of poses\
Change 3029659 on 2016/06/27 by Aaron.McLeran
Adding new minor feature to add new concurrency mode
- stop by lowest priorty but prevent new rather than stop oldest.
Change 3029673 on 2016/06/27 by Aaron.McLeran
#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.
Implementation in CL 3024124
Change 3030470 on 2016/06/28 by Ori.Cohen
Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING
#JIRA UE-32561
Change 3030586 on 2016/06/28 by Lina.Halper
Preview curve fix from anim curve viewer
#code review: Martin.Wilson
Change 3031054 on 2016/06/28 by Aaron.McLeran
#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework
Change 3031535 on 2016/06/28 by mason.seay
Re-saving concurrency asset
Change 3031691 on 2016/06/28 by Marc.Audy
Fix stat sounds not turning on correctly unless a sort was specified
#jira UE-32597
Change 3031883 on 2016/06/28 by Zak.Middleton
#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.
Change 3031898 on 2016/06/28 by Zak.Middleton
#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).
#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html
Change 3032539 on 2016/06/29 by Marc.Audy
Don't destroy AudioDevices before draining audio commands and stopping audio thread
#jira UE-32611
Change 3032633 on 2016/06/29 by Marc.Audy
In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
#jira UE-32574
Change 3032644 on 2016/06/29 by Lina.Halper
- Fixed issue where pose node evaluator doesn't show up in the menu with asset
- it showed twice of pose node (none) - jira UE-32358
- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
- jira UE-32359
- support create pose menu from create asset - UE-32596
- added create pose asset from current pose
- update source should refresh list - UE-32576
- fixed blendspace to be in the blendspaces category
Change 3032847 on 2016/06/29 by Tom.Looman
Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.
#jira UE-32103
Change 3033124 on 2016/06/29 by Jon.Nabozny
Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.
#JIRA: UE-13673
Change 3033155 on 2016/06/29 by Lina.Halper
- montage is playing and montage is pure
- made montage parameter to be mostly const (except play), and made it consistently pointer
Change 3033157 on 2016/06/29 by Lina.Halper
Check in missing file
Change 3033456 on 2016/06/29 by Lukasz.Furman
fixed path following changes broken by merge
#ue4
Change 3033956 on 2016/06/30 by bruce.nesbit
PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)
#test PIE
Change 3034019 on 2016/06/30 by Benn.Gallagher
Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
Caveats:
- Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.
#jira UEFW-1
Change 3034085 on 2016/06/30 by Benn.Gallagher
Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.
Change 3034162 on 2016/06/30 by Martin.Wilson
Refactor bone reference widget so that selection tree can be used seperately
Change 3034205 on 2016/06/30 by Lina.Halper
#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale
#jira: UE-32643, UE-32593
Change 3034339 on 2016/06/30 by James.Golding
Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab
Change 3034426 on 2016/06/30 by Martin.Wilson
CIS Fix
Change 3034629 on 2016/06/30 by Lina.Halper
Support non-zero curves to be stippred out upon importing
Change 3035863 on 2016/07/01 by Marc.Audy
When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
#jira UE-31344
Change 3035916 on 2016/07/01 by Jon.Nabozny
Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124
Change 3035973 on 2016/07/01 by Lukasz.Furman
fixed hash function for FRecastDebugPathfindingNode
#ue4
Change 3036024 on 2016/07/01 by Zak.Middleton
#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().
Change 3036157 on 2016/07/01 by Marc.Audy
Protect against running commands on game thread when the audio device has already been freed
#jira UE-32611
Change 3036178 on 2016/07/01 by Marc.Audy
Don't bitpack the gamethread specific boolean.
Change 3036906 on 2016/07/04 by bruce.nesbit
Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)
#tests Compiled
Change 3036929 on 2016/07/04 by James.Golding
UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw
Change 3036930 on 2016/07/04 by James.Golding
UE-30414 Move constraint warnings to Message Log
Change 3036931 on 2016/07/04 by James.Golding
PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)
Change 3037123 on 2016/07/04 by Ori.Cohen
Added physical animation preview in PhAT as well as physical animation profiles.
Change 3037420 on 2016/07/05 by Jurre.deBaare
Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
#jira UE-32771
Change 3037702 on 2016/07/05 by Thomas.Sarkanen
Copying change 3037701 from Release-4.12:
Fixed crash when viewing uncompressed animation
Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.
#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona
Change 3037837 on 2016/07/05 by Marc.Audy
sound stats will now still be displayed when creating a new audio device
#jira UE-32743
[CL 3038035 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2967465 on 2016/05/05 by Marc.Audy
Fix VS2015 shadow variables fixes
Change 2970637 on 2016/05/09 by Martin.Wilson
Fix incorrect conflict resolve in merge from main
Change 2976393 on 2016/05/12 by Zak.Middleton
#ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes).
#tests PIE w/ audio
Change 2976770 on 2016/05/13 by Lina.Halper
Improvement on mirroring fix branch
#code review: Zak.Middleton
Change 2976774 on 2016/05/13 by Lukasz.Furman
fixed missing memory callbacks for instanced behavior tree nodes
#jira UE-30305
Change 2976775 on 2016/05/13 by Lukasz.Furman
fixed multiple calls to behavior tree's instance cleanup
#jira UE-30593
Change 2976801 on 2016/05/13 by Jon.Nabozny
Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects).
#JIRA UE-30405
Change 2976985 on 2016/05/13 by Jon.Nabozny
Fix initializer list ordering for FSkeletalMeshMerge.
Change 2977532 on 2016/05/13 by Marc.Audy
PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric)
#jira UE-30162
Change 2977637 on 2016/05/13 by Marc.Audy
Add Get/Set controller ID for a player in gameplay statics
#jira UE-28718
Change 2979387 on 2016/05/16 by Jon.Nabozny
Initialize FBox used to store results for CalculateQuatACF96Bounds.
#JIRA UE-30846
Change 2979968 on 2016/05/17 by bruce.nesbit
Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering.
Change 2979969 on 2016/05/17 by bruce.nesbit
Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering.
Change 2980271 on 2016/05/17 by Lina.Halper
Improved comment
#code review: Benn.Gallagher
Change 2980317 on 2016/05/17 by Lukasz.Furman
removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one
#ue4
Change 2980717 on 2016/05/17 by Zak.Middleton
#ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius.
Change 2981193 on 2016/05/17 by Lukasz.Furman
fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
#ue4
Change 2981927 on 2016/05/18 by Lina.Halper
- Remove vertex animation code
- Removing UVertexAnimation
- Fixed reinitialization issue that was triggered by SetVertexAnimation
- todo: consolidate UMorphtarget and UVertexAnimBase
#code review: James.Golding, Martin.Wilson
Change 2981957 on 2016/05/18 by Lina.Halper
Add recursive stack check on update animation
#code review: Martin.Wilson
Change 2982116 on 2016/05/18 by Benn.Gallagher
Removed optimize macros accidentally left after bounds extension feature for skel meshes
Change 2982255 on 2016/05/18 by Jon.Nabozny
FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU.
Change 2982607 on 2016/05/18 by Marc.Audy
Cleanup places calling GetWorld() multiple times
Change 2982621 on 2016/05/18 by Marc.Audy
Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls
Put uncached logic in to a separate function
Change 2983424 on 2016/05/19 by Marc.Audy
Minor tweaks to reduce GetWorld calls
Change 2983465 on 2016/05/19 by Lina.Halper
Combine VertexAnimBase and MorphTarget to just MorphTarget
- VertexAnimBase is gone
- Modified most of VertexAnim to MorphTarget
- Removed state, time related data
#code review: James.Golding, Rolando.Caloca
Change 2983609 on 2016/05/19 by Marc.Audy
Inline AActor::GetLevel
Half GetWorld() calls from AActor::GetNetMode()
Change 2983772 on 2016/05/19 by Marc.Audy
Fix Mac compile
Change 2983931 on 2016/05/19 by Marc.Audy
Remove pointless AccelMouse function
Change 2984061 on 2016/05/19 by Marc.Audy
Reorg some headers to fix compilation issues
Change 2984409 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
Implementing 2984316 from Releases/4.12 to Dev-Framework
Change 2984574 on 2016/05/19 by Aaron.McLeran
Fix for platform headroom scalar. Using correct dB to linear formula (not one for power)
dB = 20 * log(Linear), not dB = 10 * log(Linear)
Change 2985041 on 2016/05/20 by Jon.Nabozny
ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together.
#JIRA UE-30484
Change 2985118 on 2016/05/20 by Marc.Audy
Another attempt to convince Mac to build
Change 2985192 on 2016/05/20 by Marc.Audy
Properly forward declare ABrush
Change 2985724 on 2016/05/20 by Zak.Middleton
#ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite().
- All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN().
- Still need to audit some uses in shipping configs.
#jira UE-30999
Change 2986016 on 2016/05/20 by Zak.Middleton
#ue4 - Fix uint32 used for int32 values. Behavior was unaffected.
Change 2986017 on 2016/05/20 by Zak.Middleton
#ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert.
Change 2986833 on 2016/05/23 by Zak.Middleton
#ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating.
Change 2986916 on 2016/05/23 by Rolando.Caloca
DF - GPU morph targets proof of concept
- Disabled by default
- Not compatible with gpu skin cache
- No extra memory required yet until it's used; creates buffers per frame (very slow!)
Change 2987539 on 2016/05/23 by Rolando.Caloca
DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT
Change 2987981 on 2016/05/24 by James.Golding
PR #2162 : Exported AAudioVolume so that projects can derive custom classes.
https://github.com/EpicGames/UnrealEngine/pull/2162
#github 2162
#jira UE-28533
Change 2987982 on 2016/05/24 by James.Golding
PR #2318 : Fix memory allocation in CustomMeshComponent.cpp
https://github.com/EpicGames/UnrealEngine/pull/2318
#github 2318
#jira UE-29864
Change 2987983 on 2016/05/24 by James.Golding
Merging engine changes back from GDC demo:
- Export FFIRFilterTimeBased from Engine module
- Add FFIRFilterTimeBased::SetWindowDuration
- Add FBaseCompactPose::CopyBonesTo
Change 2987984 on 2016/05/24 by James.Golding
UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation)
Change 2987985 on 2016/05/24 by James.Golding
UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile
Change 2987987 on 2016/05/24 by James.Golding
OR-17910 : Support 'show collision' in Test configuration
Change 2988123 on 2016/05/24 by Jon.Nabozny
Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent.
#JIRA UE-31189
Change 2988449 on 2016/05/24 by Rolando.Caloca
DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data
Change 2988485 on 2016/05/24 by Jon.Nabozny
Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD.
#JIRA UE-30993
Change 2988969 on 2016/05/24 by Rolando.Caloca
DF - GPU morph targets
- Enable using r.MorphTarget.Mode 1
Change 2989645 on 2016/05/25 by Marc.Audy
Apply CL# 2989481 to Dev-Framework
#jira UE-31055
Change 2989987 on 2016/05/25 by Wes.Hunt
Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch.
AnalyticsET support for arbitrary Json events.
* AnalyticsET supports a new API, RecordEventJson.
* API supports rvalue refs to avoid unnecessary copies of the attribute array.
#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20.
Remove Analytics code to divert legacy code to source data collector.
#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25.
Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore.
#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40.
Modernize FAnalyticsEventAttribute usage.
Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
* The Name must be convertible to a string
* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.
Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
"Attr1", false,
"Attr2", 42.0,
"Attr3", SomeMap,
"Attr4", SomeArray);
#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48.
Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05.
Change 2989988 on 2016/05/25 by Wes.Hunt
Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :(
Change 2990493 on 2016/05/25 by Joe.Graf
Added tooltips to the collision analyzer's buttons
#CodeReview: james.golding
Change 2991064 on 2016/05/26 by James.Golding
- Remove many Animation headers from Engine.h
- Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h
Change 2991113 on 2016/05/26 by Benn.Gallagher
Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim).
Change 2991163 on 2016/05/26 by Rolando.Caloca
DF - Rename and refactor some morph target compute shader in prep for interop with skin cache
Change 2991167 on 2016/05/26 by Jon.Nabozny
Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h".
Change 2991183 on 2016/05/26 by Wes.Hunt
Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately.
Change 2991199 on 2016/05/26 by Wes.Hunt
Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file.
IAnalyticsProviderModule.h only touches 8 source files.
Analytics.h only touches 8 source files.
IAnalyticsProvider.h only touches 5 headers and 97 source files.
AnalyticsET.h only touches 12 source files.
Change 2991301 on 2016/05/26 by James.Golding
Fix CIS for Fortnite
Change 2991319 on 2016/05/26 by James.Golding
Fix CIS for Orion
Change 2991373 on 2016/05/26 by Joe.Graf
Tweaked the tooltip text for the collision analyzer record button to be correct for both states
Added a common button style so that the buttons have a consistent look
#CodeReview: james.golding
Change 2991401 on 2016/05/26 by James.Golding
Fix UT CIS
Change 2991406 on 2016/05/26 by James.Golding
Fix Ocean CIS
Change 2991491 on 2016/05/26 by Lina.Halper
Moved MorphTarget.h
- Checked in modified functions fo AnimationRuntime for other features coming up
- Should not change any behavior of existing content
#code review: James.Golding, Rolando.Caloca
Change 2991494 on 2016/05/26 by Wes.Hunt
Fix for Unity error in AnalyticsET module after hedaer dependency reduction
Change 2991503 on 2016/05/26 by Jon.Nabozny
Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor.
#JIRA UE-31267
Change 2991562 on 2016/05/26 by Zak.Middleton
#ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors.
Change 2991586 on 2016/05/26 by James.Golding
More CIS fixes for Orion and Fortnite
Change 2991673 on 2016/05/26 by Wes.Hunt
Another non-unity fix for Analytics include dependency reduction.
Change 2991733 on 2016/05/26 by Zak.Middleton
#dev - Test map, 50 walking dudes.
Change 2991781 on 2016/05/26 by Lina.Halper
Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp
- Back out a part of changes that I didn't mean to check in.
Change 2991922 on 2016/05/26 by Zak.Middleton
#ue4 - Maybe fix Mac build.
Change 2991957 on 2016/05/26 by Joe.Graf
Fixed the collision analyzer file open text (said project instead of collision)
Change 2991991 on 2016/05/26 by Lina.Halper
Fix compile error
Change 2992089 on 2016/05/26 by Zak.Middleton
#ue4 - Fix Mac/PS4 build.
Change 2992108 on 2016/05/26 by Wes.Hunt
Yet another non-unity fix for Analytics header inclusion reduction.
Change 2992190 on 2016/05/26 by Zak.Middleton
#ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays.
Change 2992593 on 2016/05/27 by Martin.Wilson
Build fixes for non editor platforms
Change 2992885 on 2016/05/27 by Rolando.Caloca
DF - Fix crash on thumbnails
#jira UE-31398
Change 2993058 on 2016/05/27 by Lukasz.Furman
fixed behavior tree getting stuck on ResumeLogic call
#jira OR-22498
Change 2993064 on 2016/05/27 by Zak.Middleton
#ue4 - Fix root motion network corrections not clearing root motion data.
udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html
#jira UE-31316
Change 2993215 on 2016/05/27 by Lukasz.Furman
gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs
added replicated input bindings for debugger's categories
#ue4
Change 2993521 on 2016/05/27 by Zak.Middleton
#ue4 - Reduce allocations in UI Canvas items.
Change 2993995 on 2016/05/30 by Mieszko.Zielinski
Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4
#jira UE-31435
Change 2993998 on 2016/05/30 by Mieszko.Zielinski
Improves handling of a special case in EQS score normalization, where all items have the same score #UE4
We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case.
Change 2993999 on 2016/05/30 by Mieszko.Zielinski
Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4
Change 2994000 on 2016/05/30 by Mieszko.Zielinski
Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4
Change 2994003 on 2016/05/30 by Mieszko.Zielinski
Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4
The old name was copy-pasted from somewhere.
Change 2994007 on 2016/05/30 by Mieszko.Zielinski
Fixed unregistering listeners from perception system not clearing up all data #UE4
Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors
Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer
Change 2994475 on 2016/05/31 by Wes.Hunt
Fix Unity build failure for analytics inclusion reduction for IOSFlurry.
[CL 2994701 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2869215 on 2016/02/16 by Marc.Audy
Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
#rb Bruce.Nesbit
#jira UE-26417
Change 2869404 on 2016/02/16 by Ori.Cohen
Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.
#rb Lina.Halper
Change 2870062 on 2016/02/17 by Jurre.deBaare
Name parameter driven by bone controller
#JIRA UE-25997
#rb Thomas.Sarkanen
Change 2870280 on 2016/02/17 by Mieszko.Zielinski
Vis log category handling fixes #UE4
Also, a minor cleanup
#rb Lukasz.Furman
Change 2871729 on 2016/02/18 by James.Golding
UE-26663 Fix 'LOD For Collision' display name
#rb thomas.sarkanen
Change 2871730 on 2016/02/18 by James.Golding
UE-26580 Make ECollisionEnabled a BlueprintType
UE-25373 Add a MakeHitResult node
#rb thomas.sarkanen
Change 2871732 on 2016/02/18 by James.Golding
UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
#rb ori.cohen
Change 2872022 on 2016/02/18 by Lukasz.Furman
gameplay debugger refactor
#ue4
Change 2872082 on 2016/02/18 by Lukasz.Furman
enabled old gameplay debugger as default one for now
it will be deprecated with next version after testing in game projects
#ue4
Change 2872390 on 2016/02/18 by Aaron.McLeran
OR-15041 (CPU) Hitches due to audio decompression on Windows
1) Moving ogg-vorbis file info parsing into a worker thread
- stat dumphitches now shows the vorbis stuff totally gone
2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback
#rb marc.audy
Change 2872418 on 2016/02/18 by Mieszko.Zielinski
Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4
#rb Lukasz.Furman
Change 2872446 on 2016/02/18 by Aaron.McLeran
Using cached value of ActualVolume in GetVolumeWeightedPriority
Change 2872770 on 2016/02/18 by Aaron.McLeran
QAGame testing content for audio testing.
Going to create a folder with specific sub-system testing maps for audio
Change 2873733 on 2016/02/19 by Jurre.deBaare
- HLOD generated assets are now saved into a separate package instead of inside of the level asset
#rb Ori.Cohen
Change 2873828 on 2016/02/19 by Ori.Cohen
Distributions that bake out no longer load in cooked build.
#JIRA UE-27126
#rb Olaf.Piesche, Nick.Penwarden
Change 2874623 on 2016/02/19 by Aaron.McLeran
UE-27131 Support for changing sound class volumes dynamically
- new BP function to override a sound mix sound class adjuster
- cleanup of AudioDevice.h and AudioDevice.cpp
- removing unnecessarily forward declares on various types
- removing unnecessary spaces and (void) params, etc
Change 2874922 on 2016/02/20 by Mieszko.Zielinski
Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4
#jira OR-15292
#rb none
Change 2875838 on 2016/02/22 by Benn.Gallagher
[CL 2880055 by Marc Audy in Main branch]