Commit Graph

4114 Commits

Author SHA1 Message Date
Jamie Dale
dc7cfeaa73 Fix for the localization automation submitting unchanged files and causing P4 spam
#rb Ben.Marsh
#lockdown Nick.Penwarden

[CL 3219360 by Jamie Dale in Main branch]
2016-12-02 13:48:47 -05:00
Justin Sargent
ed5e7c2b7e Copying //UE4/Portal-Staging to //UE4/Dev-Main (Source: //Portal/Main @ 3216504)
#lockdown Nick.Penwarden
#rb no one

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

Change 3216141 on 2016/11/30 by Justin.Sargent

	Completed first ready to use pass of the new AutomationDriver module and new Spec test type.

Change 3213288 on 2016/11/29 by Leigh.Swift

	#jira OPP-6353: CEF FName Javascript PROBLEM
	Removing deprecation of IWebBrowserSingleton::SetJSBindingToLoweringEnabled for now.

Change 3212796 on 2016/11/29 by Leigh.Swift

	#jira OPP-6353: CEF FName Javascript PROBLEM
	Added SetJSBindingToLoweringEnabled to IWebBrowserSingleton so that the to-lowering of binding names can be disabled.
	Deprecated SetJSBindingToLoweringEnabled since 4.15. In future the to-lowering will always occurr.
	Adding GetBindingName helper to FWebJSScripting, which returns a to-lowered name for a UField, unless disabled.
	Updated all current binding code to use GetBindingName when building from UObjects/UStructs. This affects Windows, Mac, Linux, and Android.
	Portal currently disables to-lowering unless a commandline -LowercaseJS is provided.

Change 3200370 on 2016/11/16 by Richard.Fawcett

	Ensure we always get the latest version of the user content catalog when promoting marketplace items.

Change 3192974 on 2016/11/10 by Leigh.Swift

	#jira OPP-6365: Crash during shutdown if a manifest is still being downloaded
	This is because of the OnPreExit core delegate being used to null out the Data uobject member on a manifest, also being the only sensible way to ensure threads complete in a safe and clean manner.
	Refactoring BuildPatchServices manifest class to not permanently hold any UObject and simply just use one while serialising.
	This removes the reliance on the OnPreExit delegate from manifest class, making it generally safer behaviour for shutdown.

Change 3187028 on 2016/11/04 by Leigh.Swift

	PortalPublishingTool: Adding UE_Main app to UnrealEngine project

Change 3186788 on 2016/11/04 by Richard.Fawcett

	Change C# wrapper for BuildPatchTool patch generation to prevent clobbering manifest files by default, unless we specifically pass in an optional flag to allow this.
	#jira OPP-6355

Change 3186779 on 2016/11/04 by Richard.Fawcett

	Add support to automation tool testing framework for the following assertions:
	    Assert.AreNotEqual(a, b, optionalFailureMessage)
	    Assert.ThrowsError(actionToCarryOut, expectedExceptionType, optionalExceptionMessageContainsString)

	Moved attribute-based expected exception declarations to their own attribute, TestThrowsExceptionAttribute, which can now accept an optional parameter for a string which should be contained within the exception message.

	Fixed a bug where a test method with an attribute-based expected exception would not count towards the success total if the exception was encountered as expected.

	Fixed a bug where NOT throwing an exception when we were expecting one would count as a success.

	Added an internal property bDoNotLogTestFailsAsError which we can set to true to suppress logging of UAT errors when a test fails (but still count them in our failure results), to allow us to deliberately cause test failures to test the test framework!

	Added a suite of unit tests for the test framework itself, in TestRunner.Automation.Tests.cs.

Change 3185411 on 2016/11/03 by Richard.Fawcett

	Allow Rocket_PromoteBuild changelist to be overridden by a changelist read from a file.

Change 3184843 on 2016/11/03 by Richard.Fawcett

	Ensure catalog file synced during user content generation is always the latest one.

Change 3184752 on 2016/11/03 by Richard.Fawcett

	Ensure we log reading changelist from specified file.

Change 3184744 on 2016/11/03 by Richard.Fawcett

	Ensure directory is created for Changelist file if it doesn't already exist.

Change 3184738 on 2016/11/03 by Richard.Fawcett

	Ensure we use latest CL from all of Perforce when generating build versions for user content

	Because of the nature of the build farm, where separate parts of the job are executed on different build agents at different times, this changelist is serialized to the filesystem during execution of a node dedicated to this task, and then made available to all future nodes, so that they're working with a consistent build version.  In the case of an execution where we're updating Perforce with new content, this calculation of the changelist occurs AFTER we've updated Perforce with the new content.

	Have also optimized the build graph scripts to enable Mac and Windows user generated content to execute simultaneously.

	#jira OPP-6274

Change 3181456 on 2016/11/01 by Andrew.Brown

	SExpandable area has been modified as the Portal settings mocks weren't able to be achieved with default functionality.
	Added BodyBorderImage arguement and BodyBorderBackgroundColor attribute so we can specify a different brush/color to use for the expanded area compared with the title area. Additional care was made to ensure that rounded corners still appear correctly if the developer doesn't want to specify a different look to the body.
	Added AreaTitlePadding attribute, to be able to specify padding between the expand/collapse icon and the header content.
	Added MinWidth arguement, to ensure that the areas meet a minimum width requirement.

Change 3181285 on 2016/11/01 by Richard.Fawcett

	Ensure user content generated using latest changelist submitted to Perforce, rather than using portal's latest changelist

	#jira OPP-6274

Change 3177758 on 2016/10/28 by Leigh.Swift

	#jira OPP-6247: Portal needs Social Plugin integration v1.2
	Copying //Portal/Dev-Social to Dev-Main (//Portal/Dev-Main)

Change 3175889 on 2016/10/26 by Wes.Fudala

	Web browser tooltips will no longer continue to appear when the mouse leaves the browser window.
	#jira: OPP-5895 The Mouseover info in Recent Additions (Marketplace) anchors itself to the mouse pointer over other Browser windows
	rb: Justin.Sargent

Change 3171388 on 2016/10/22 by Leigh.Swift

	#jira OPP-6343: Launcher crashes patching from 2.12.13 Main to 2.12.13 Release-Live
	BPS: FBuildPatchAppManifest needs to listen for FCoreDelegates::OnPreExit in order to clean up references to it's UObject which is about to be destroyed.

Change 3170373 on 2016/10/21 by Leigh.Swift

	#jira: OPP-6340: Portal builds fail on audit nodes.
	Reducing platform regex to only match pre-defined possibilities.

[CL 3219291 by Justin Sargent in Main branch]
2016-12-02 13:27:02 -05:00
Jamie Dale
1c7989e4e9 Log the exception thrown when a localization provider fails to initialize
This is failing on CIS, but not locally. Need the exception data to work out why.

#rb none
#lockdown Nick.Penwarden

[CL 3218788 by Jamie Dale in Main branch]
2016-12-02 08:52:08 -05:00
Ben Marsh
d0213ace4b Merging CL 3217005 from //UE4/Dev-Platform: Fx to FixDylib script being run unnecessarily on too many modules. Mac build farm is oversaturated right now.
#rb none
#codereview Michael.Trepka
#lockdown Nick.Penwarden

[CL 3217564 by Ben Marsh in Main branch]
2016-12-01 14:45:10 -05:00
Bob Tellez
33f0f0a6e6 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531)
#lockdown Nick.Penwarden
#rb none

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

Change 3212485 on 2016/11/28 by Dmitry.Rekman

	Update libwebsockets to use -fPIC.

Change 3212280 on 2016/11/28 by Guillaume.Abadie

	Fixes static lighting regression caused by selective outputs fix.

Change 3211095 on 2016/11/28 by Ian.Fox

	#UE4 - Add nullptr check to cookonthefly server ini check

Change 3211042 on 2016/11/28 by Bob.Tellez

	#UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered

Change 3209336 on 2016/11/23 by Rob.Cannaday

	Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded
	Move the cancel call to the PreUnload step
	#jira FORT-33515

Change 3208350 on 2016/11/22 by Jeff.Campeau

	Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior)
	Always open a virtual keyboard when the facebutton bottom is pressed on an active text field
	Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false

	#jira FORT-30722

Change 3207430 on 2016/11/22 by James.Hopkin

	#fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles.

Change 3207422 on 2016/11/22 by Ben.Woodhouse

	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3206301 on 2016/11/21 by Ben.Woodhouse

	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3206144 on 2016/11/21 by Lukasz.Furman

	improved path following sticking to tether bounds
	#jira FORT-32097

Change 3206142 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths (feedback iteration)
	#fortnite

Change 3206053 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths
	#fortnite

Change 3205790 on 2016/11/21 by Lukasz.Furman

	pass on flow field usage by EQS

Change 3205764 on 2016/11/21 by Lukasz.Furman

	seeding AIModule's random stream from world manager, using random stream in EQS
	#fortnite

Change 3205763 on 2016/11/21 by Lukasz.Furman

	added random stream to AIModule
	copy of CL# 3150031

Change 3205162 on 2016/11/19 by James.Hopkin

	Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors.

Change 3205124 on 2016/11/19 by James.Hopkin

	Enabled websockets and Stomp for Linux

Change 3205121 on 2016/11/19 by James.Hopkin

	From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3205119 on 2016/11/19 by James.Hopkin

	Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3204994 on 2016/11/18 by Billy.Bramer

	- Sort the function results that show up in the blueprint "Copy signature from:" combo box

Change 3203688 on 2016/11/18 by James.Hopkin

	#stomp Lower-cased FName strings before encoding to prevent random case at runtime.

Change 3201533 on 2016/11/16 by Mark.Satterthwaite

	More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC:
	- Better handling of parallel context creation & pooling in MetalRHI.
	- Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer.
	- Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls.
	#jira FORT-32706

Change 3201077 on 2016/11/16 by Mark.Satterthwaite

	Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use.
	#jira FORT-32706

Change 3200269 on 2016/11/16 by John.Abercrombie

	Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public
	- Removed unnecessary code duplication in FortIndicator as a result

Change 3198230 on 2016/11/15 by James.Hopkin

	#stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute.

Change 3197273 on 2016/11/14 by Mark.Satterthwaite

	Fix Metal related memory leaks.
	#jira FORT-32706

Change 3196974 on 2016/11/14 by Lukasz.Furman

	increased distance to focal point for path following
	copy of CL# 3196971
	#jira FORT-32048

Change 3196885 on 2016/11/14 by John.Pollard

	FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant

Change 3196772 on 2016/11/14 by John.Pollard

	Speculative fix for assert when shutting down replicators

Change 3196617 on 2016/11/14 by Lukasz.Furman

	improved readability of EQS results in gameplay debugger's table view
	#fortnite

Change 3195394 on 2016/11/11 by John.Pollard

	UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy

Change 3195272 on 2016/11/11 by Bob.Tellez

	#Fortnite Fix warning output in UDataTable for missing row

Change 3195152 on 2016/11/11 by Lukasz.Furman

	fixed target selection in gameplay debugger's spectator
	#fortnite

Change 3195071 on 2016/11/11 by Lukasz.Furman

	pass on EQS category of gameplay debugger
	#fortnite

Change 3194111 on 2016/11/10 by Bob.Tellez

	#UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename.

Change 3193547 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup is now AssetRegistrySearchable

Change 3193545 on 2016/11/10 by Bob.Tellez

	#UE4 Allow setting the default LODGroup when importing a mesh

Change 3193541 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1

Change 3192035 on 2016/11/09 by Saad.Nader

	#engine Updated Migration of properties to handle static arrays properly from previous check-in.

Change 3191062 on 2016/11/08 by Saul.Abreu

	Added accessor for all items in list views.

Change 3190998 on 2016/11/08 by Chris.Gagnon

	Partially fixes a problem with the scale bax ignore inherited scale isn't working properly.

	There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain.
	This portion will be handled by the tools team.

Change 3190812 on 2016/11/08 by Lukasz.Furman

	fixed crash on path string pulling when path corridor is empty
	#jira FORT-32811

Change 3190800 on 2016/11/08 by Saad.Nader

	#engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value.

Change 3189573 on 2016/11/07 by Bob.Tellez

	#UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component.

Change 3189268 on 2016/11/07 by Michael.Trepka

	Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged

Change 3189179 on 2016/11/07 by Michael.Trepka

	Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen

Change 3189154 on 2016/11/07 by Lukasz.Furman

	added unbound exploration mode to A* solver
	#ue4

Change 3189072 on 2016/11/07 by Saad.Nader

	#commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style.

Change 3188769 on 2016/11/07 by Guillaume.Abadie

	Fixes r.SelectiveBasePassOutput and use it in Fortnite.

	This CL adds a selective base pass optimization not drawing scene color when  r.SelectiveBasePassOutput=1 on materials that  doesn't emit color.
	Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color.

	#review-3187180 @brian.karis

Change 3187864 on 2016/11/04 by Bob.Tellez

	#UE4 Better handling for setting return values in error cases where a function cannot be executed.

Change 3187815 on 2016/11/04 by Bob.Tellez

	#UE4 Fix for SetLODGroup to trim LODs that are not needed.

Change 3187309 on 2016/11/04 by Lukasz.Furman

	added projection and pathfinding to navigation graph
	#fortnite

Change 3186304 on 2016/11/03 by Saul.Abreu

	Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets.

Change 3186301 on 2016/11/03 by Saul.Abreu

	Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none).

Change 3185979 on 2016/11/03 by David.Hamm

	Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor.  Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect.

	#jira FORT-32141

Change 3185534 on 2016/11/03 by Daniel.Broder

	Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much).

	#UE4 #NoReleaseNotes

Change 3185386 on 2016/11/03 by Daniel.Broder

	"Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius".  For backwards compatibility, it defaults to true.

	#UE4 #ReleaseNoteAbove

Change 3185370 on 2016/11/03 by Mark.Satterthwaite

	Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side.
	#jira FORT-30180

Change 3185249 on 2016/11/03 by Lukasz.Furman

	added caching for neighbor count in template A* solver
	#fortnite

Change 3184403 on 2016/11/02 by Daniel.Broder

	Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries.

	^^ReleaseNoteAbove

	Data is automatically converted to the query from the old data format.

	Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match.

	#UE4 #ReleaseNoteAbove

Change 3184311 on 2016/11/02 by Daniel.Broder

	Removed unnecessary if/else that was calling identical code in both parts!  (Now it just calls the code directly).

	Fixed spelling of ReturnValueAddress (from ReturnValueAdress).

	#UE #NoReleaseNotes

Change 3183823 on 2016/11/02 by Mark.Satterthwaite

	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3183807 on 2016/11/02 by Mark.Satterthwaite

	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3183470 on 2016/11/02 by Bob.Tellez

	#UE4 Lights with 0 intensity are now removed from the scene

Change 3183230 on 2016/11/02 by Bob.Tellez

	#UE4 Console history no longer keeps duplicate entries

Change 3182547 on 2016/11/01 by Bob.Tellez

	#UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting.

Change 3182498 on 2016/11/01 by Chris.Gagnon

	Added ItemIcon widget and ItemCountTextBlock widget.
	EpicCMSScreen derives from COmmonActivatable Panel.
	Added CommonUIUtils with function to get a owning userwidget or contexts.

	Begining of the new Topbar, and a number of supporting widgets.

Change 3182497 on 2016/11/01 by Chris.Gagnon

	Engine:
	GameViewportClient now has a global toggle to turn software cursor mapping on and off.

	Fortnite:
	Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible.
	This allows us to hide the cursor without all the baggage and undesired behavior that comes with that.

Change 3181853 on 2016/11/01 by Saad.Nader

	#commonui
	Added uproperty annotations to prevent garbage collection.
	Updated code to cleanup internal caches to happen earlier.

Change 3181782 on 2016/11/01 by Bob.Tellez

	#UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene.

Change 3181516 on 2016/11/01 by Saad.Nader

	#commonui

	Added an action handler interface that I have been wanting for awhile.
	Updated action widget to ignore design time changes since it relies on a common ui context instance.
	Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should.
	Cleanedup up miscellaneous activatable panel internals
	Activatable panels can now choose to expose input actions registered to that panel.
	Replaced activatable panel reflector with common input reflector
	Added a common global input handler that implements the action handler interface
	Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions.
	Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime.
	Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions.
	Fixed typos in common ui types.
	Updated CommonUITestBed with new changes.

Change 3179753 on 2016/10/31 by Lukasz.Furman

	replaced ensure with vlog warning in GameplayTask processing
	#jira FORT-32324

Change 3178028 on 2016/10/28 by Lukasz.Furman

	attempt to fix rare crash in crowd simulation
	#jira FORT-27847

Change 3177966 on 2016/10/28 by James.Hopkin

	Removed some redundant text/string copies and conversions in 'Find in Blueprints'

Change 3176795 on 2016/10/27 by Fred.Kimberley

	Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values.

	#jira FORT-30491

Change 3175818 on 2016/10/26 by Bob.Tellez

	#UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null.

Change 3175615 on 2016/10/26 by Michael.Trepka

	Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075

Change 3175369 on 2016/10/26 by Saul.Abreu

	Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement.

Change 3175233 on 2016/10/26 by Saul.Abreu

	#fortnite
	Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable.

Change 3174285 on 2016/10/25 by Mark.Satterthwaite

	Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures.
	#jira FORT-31649

Change 3173872 on 2016/10/25 by Bob.Tellez

	#UE4 Fixed an issue where if you have a map with actors  that produce a ZeroVector bounds size, SetActorTransform complains.

Change 3172828 on 2016/10/24 by Saul.Abreu

	Added useful contextual information to the message log errors provided when attempting to create widgets but failing.

Change 3172649 on 2016/10/24 by Michael.Trepka

	Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread

	#jira FORT-30177

Change 3172568 on 2016/10/24 by Saad.Nader

	#commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed.

Change 3172341 on 2016/10/24 by Mark.Satterthwaite

	Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters  when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client...
	#jira FORT-31526

Change 3172304 on 2016/10/24 by James.Longstreet

	#fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete.

	Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings.

	Default to TextChanged in Fortnite.

Change 3171630 on 2016/10/24 by Saul.Abreu

	#fortnite
	Added API export to Common List View.
	Added support to Common List View for changing selection modes.
	Added delegate to Common List View to support hook-ups on creation of new list item widgets.
	Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button.

Change 3171474 on 2016/10/22 by Saul.Abreu

	#fortnite
	New numeric text block.

Change 3171463 on 2016/10/22 by Saad.Nader

	#commonui
	Added the common action widget which can visualize the input of an activatable panel or button.
	Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle.
	Cleaned up the input manager's handling of pushing and poping activatable panels
	Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab.
	Updated common ui context to expose API blueprint.
	Updated input action data to make better sense in common ui types
	Added a viewport client to redirect input for the common ui test bed.
	Added a completion delegate for listeners such as a button in a activatable panel reflector widget.
	Added test harness for activatable panel, activatable panel reflector, action widget

Change 3170868 on 2016/10/21 by Jeff.Campeau

	AutoSDK props included earlier

Change 3170663 on 2016/10/21 by Mark.Satterthwaite

	Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache.
	#jira FORT-25473

Change 3170020 on 2016/10/20 by Bob.Tellez

	#UE4 Render scale was off by one when setting via buckets in the editor widget.

Change 3169764 on 2016/10/20 by Mark.Satterthwaite

	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3169631 on 2016/10/20 by Mark.Satterthwaite

	Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex.

Change 3169614 on 2016/10/20 by Mark.Satterthwaite

	Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant.
	#jira FORT-25473

Change 3169163 on 2016/10/20 by Fred.Kimberley

	Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors.

Change 3168732 on 2016/10/20 by Saul.Abreu

	Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO.

Change 3168713 on 2016/10/20 by Saul.Abreu

	Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module.

Change 3168659 on 2016/10/20 by Saul.Abreu

	Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class.

Change 3168658 on 2016/10/20 by Saul.Abreu

	The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file.

Change 3167632 on 2016/10/19 by John.Pollard

	Fix FN replay scrubbing issues

	* Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified
	* Solution for when net startup actors should be deleted past checkpoints
	* Added version support to load older replays that don't save out deleted net startup actors in checkpoints

Change 3166065 on 2016/10/18 by Saad.Nader

	#commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console.

Change 3166049 on 2016/10/18 by Lukasz.Furman

	added navmesh exploration helpers in FortNavMesh
	#fortnite

Change 3165085 on 2016/10/17 by Saad.Nader

	#blueprintcontext fixed log output for created blueprint context

Change 3163115 on 2016/10/14 by James.Hopkin

	Prevented variable combo box clipping long type names in blueprint details panel

	[UE-19710]

Change 3162629 on 2016/10/13 by Saul.Abreu

	#fortnite
	#jira FORT-31489
	Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed.

Change 3162624 on 2016/10/13 by Saul.Abreu

	Improved "Create Event" node with text showing the function signature in a friendly manner.

Change 3162114 on 2016/10/13 by Guillaume.Abadie

	Implements r.EarlyZPassOnlyMaterialMasking.

	Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader.

Change 3161479 on 2016/10/13 by Saad.Nader

	#commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked.
	Updated Activatable panel to ignore input if it is not activated
	Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel.

Change 3161092 on 2016/10/13 by Saul.Abreu

	#fortnite
	Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary.

Change 3160762 on 2016/10/12 by Billy.Bramer

	- Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation

Change 3160736 on 2016/10/12 by Lukasz.Furman

	fixed some gameplay debugger's categories not rendering correctly in simulate mode
	#fortnite

Change 3160417 on 2016/10/12 by Mark.Satterthwaite

	Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently.
	#jira FORT-31268

Change 3160314 on 2016/10/12 by Michael.Trepka

	Fixed incorrect rect initialization in Mac GetDisplayMetrics

Change 3160309 on 2016/10/12 by Lukasz.Furman

	pass on gameplay debugger in Simulate in Editor mode
	copy of CL 3160014
	#ue4

Change 3159892 on 2016/10/12 by John.Abercrombie

	Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing

	#ue4

Change 3159630 on 2016/10/12 by Jamie.Dale

	Fixed an issue where async and non-async loading could result in the package being given a different name

	Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing.

Change 3159249 on 2016/10/11 by Jonathan.Lindquist

	fixing a potential uv bug related to their names

Change 3159145 on 2016/10/11 by Lukasz.Furman

	fixed behavior tree task restart conditions
	#ue4

Change 3158846 on 2016/10/11 by John.Pollard

	Add ability to override network async loading for replays

Change 3158551 on 2016/10/11 by Saad.Nader

	#commonui remove checks for common tab list widget when set listening for input occurs.

Change 3157727 on 2016/10/10 by Saul.Abreu

	#fortnite
	Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums.

Change 3157364 on 2016/10/10 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira FORT-31207

Change 3156616 on 2016/10/10 by Lukasz.Furman

	added more failsafes to crowd simulation crash
	#jira FORT-27847

Change 3155092 on 2016/10/07 by Chris.Gagnon

	SlateApplication
	- Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply
	- Added custom handling support for the navigation responce using the FCustomNavigationHandler

	Fortnite
	- Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position
	- Added the Input mode switching support for gamepad <-> keyboard (Currently disabled)

Change 3154721 on 2016/10/07 by Lukasz.Furman

	automation fix for AI tests with multiple spawn sets
	copy of CL# 3154035
	#jira FORT-31106

Change 3154466 on 2016/10/07 by Saul.Abreu

	#fortnite
	Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager.

Change 3154349 on 2016/10/06 by Saul.Abreu

	#fortnite
	Relocate BP context and common UI plugins to Engine (NotForLicensees).

Change 3152396 on 2016/10/05 by Lukasz.Furman

	fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator
	#ue4

Change 3152390 on 2016/10/05 by Lukasz.Furman

	including AgentRadius in area modifier bounds in layer's intersection test
	fixes modifier cuts at tile boundary
	#jira FORT-31051

Change 3151999 on 2016/10/05 by Lukasz.Furman

	added vlogs for applying and removing gameplay effects
	#jira FORT-30982

Change 3150947 on 2016/10/04 by Bob.Tellez

	#UE4 Fix to find the title.json file in the correct game folder.

Change 3149775 on 2016/10/03 by Bob.Tellez

	#UE4 Added property editor code support for doubles.

Change 3148729 on 2016/10/03 by Lukasz.Furman

	fixed memory corruption in DemoNetDriver
	#fortnite

Change 3146148 on 2016/09/29 by Bob.Tellez

	#UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles.

	#JIRA FORT-30378

Change 3146016 on 2016/09/29 by Daniel.Broder

	Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query".

	It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery.  If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags.  (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it.

	It can be used at initialization time to find a specific subset of actors to act on (for example).

	#UE4 #ReleaseNote

Change 3145827 on 2016/09/29 by Lukasz.Furman

	added sanity checks to EQS tick
	#jira FORT-30755

Change 3145520 on 2016/09/29 by Chad.Garyet

	changing notifications to require there be a type to verify the user exists
	#jira FORT-30754

Change 3145428 on 2016/09/29 by Bob.Tellez

	#UE4 Made plugin loaded log statements verbose.

Change 3145229 on 2016/09/29 by Bob.Tellez

	#UE4 Fix for only running the first test on commandline

Change 3142730 on 2016/09/27 by Bob.Tellez

	#UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight

Change 3142632 on 2016/09/27 by Saul.Abreu

	#fortnite
	Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name.

Change 3140907 on 2016/09/26 by Bob.Tellez

	#UE4 Allowing movie files to be renamed to match platform requirements

Change 3140399 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	#jira FORT-30439

Change 3138880 on 2016/09/23 by Fred.Kimberley

	Added source tag requirements to conditional gameplay effects.

	#jira FORT-29772

Change 3138262 on 2016/09/23 by Chad.Garyet

	Integrating codesign fix into Fortnite/Main

Change 3137164 on 2016/09/22 by Mark.Satterthwaite

	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 3136720 on 2016/09/22 by Rob.Cannaday

	Fix crash in FCurlHttpRequest::DebugCallback
	+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
	#jira OGS-428

Change 3136391 on 2016/09/22 by Lukasz.Furman

	fixed crowd path section switch rejecting navlinks at end of path
	#jira FORT-30400, FORT-30402

Change 3136295 on 2016/09/22 by Lukasz.Furman

	fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode,
	adjusted scoring in navmesh projection - findNearestPoly2D
	#jira FORT-30358

Change 3136033 on 2016/09/22 by Mark.Satterthwaite

	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 3135237 on 2016/09/21 by Mark.Satterthwaite

	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 3135177 on 2016/09/21 by Rob.Cannaday

	Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party
	#jira FORT-22575

Change 3135176 on 2016/09/21 by Rob.Cannaday

	When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state.
	#jira FORT-27737

Change 3135174 on 2016/09/21 by Mark.Satterthwaite

	- Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772
	Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats.
	Definitely fixes:
	#jira FORT-29430

Change 3135169 on 2016/09/21 by Mark.Satterthwaite

	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 3135157 on 2016/09/21 by Mark.Satterthwaite

	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 3135136 on 2016/09/21 by Bob.Tellez

	#UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit.

Change 3135132 on 2016/09/21 by Bob.Tellez

	#UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests

Change 3134313 on 2016/09/21 by Lukasz.Furman

	attempt to fix crash in navmesh generation
	#jira FORT-30340

Change 3134091 on 2016/09/21 by Rob.Cannaday

	Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated
	#jira OGS-428

Change 3133949 on 2016/09/21 by Lukasz.Furman

	crowd agents will use shorter path corridor when one of two last polys are navlink
	(corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink)
	#jira FORT-29880

Change 3133219 on 2016/09/20 by Lukasz.Furman

	fixed broken navlink's "snap to cheapest area" mode
	#fortnite

Change 3133087 on 2016/09/20 by Saul.Abreu

	Updated comments on FARFilter to more explicitly express interactions between class filtering settings.

Change 3132990 on 2016/09/20 by Saul.Abreu

	#fortnite
	Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection.

Change 3132627 on 2016/09/20 by Bob.Tellez

	#Fortnite Added XLoc language ID for for zh-CN

Change 3132616 on 2016/09/20 by Lukasz.Furman

	added tolerance to navmesh project point 2D query
	added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on
	#jira FORT-29474

Change 3130819 on 2016/09/19 by Ben.Marsh

	UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values.

Change 3130639 on 2016/09/19 by Lukasz.Furman

	pass on crowd simulation
	- husks should move faster through funnels now
	- husks can clip each other a bit more often :(

	#fortnite

Change 3130625 on 2016/09/19 by Bob.Tellez

	#UE4 Added an ensure to further track down invalid usage of playerinput

	#JIRA FORT-30183

Change 3128884 on 2016/09/16 by Ben.Salem

	Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly.

Change 3128874 on 2016/09/16 by Daniel.Lamb

	Testing to see if memory changes have injured fortnite cook times.

Change 3127175 on 2016/09/15 by John.Abercrombie

	GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key
	- Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution

	Clear out the TagToFunctionMap whenever we cleanup a world

	Move the TagToFunctionMap into a namespace

	#jira FORT-29194 - Crash during Fight the Storm Defense

Change 3126840 on 2016/09/15 by Bob.Tellez

	#UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU"

Change 3125944 on 2016/09/14 by Billy.Bramer

	- Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text

Change 3125764 on 2016/09/14 by Saul.Abreu

	Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic.

Change 3125719 on 2016/09/14 by Bob.Tellez

	#UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing)

Change 3125504 on 2016/09/14 by jonathan.lindquist

	adding a comment to the exclude wpo offsets input

Change 3124203 on 2016/09/13 by Bob.Tellez

	Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now.

Change 3124192 on 2016/09/13 by Tim.Tillotson

	Fix bad format string in FLinkerLoad::VerifyImport

	Warning:
	[2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for
	 errors: ": Failed import for {ImportClass}".

Change 3124083 on 2016/09/13 by Bob.Tellez

	#UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag.

Change 3123783 on 2016/09/13 by Jonathan.Lindquist

	Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system.

Change 3122223 on 2016/09/12 by Jonathan.Lindquist

	Adding optional uv controls for the texture based animations

Change 3122220 on 2016/09/12 by jonathan.lindquist

	adding an optional uv input for the Vertex animation toolset

Change 3122070 on 2016/09/12 by John.Abercrombie

	Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner

	Made crowd folowing component use the velocity while traversing a link, except if we're falling

	AIs will not update their paths while following a nav link

	Lowered the step height of all AIs from 90 to 72

	#jira FORT-29786 - Husks can move over the balcony wall on floor structures.

Change 3121098 on 2016/09/12 by Chris.Wood

	Increased Linux timeout when waiting for CRC to complete.
	[UE-30259] - Some server crashes are missing from crashreporter database

	#jira UE-30259

Change 3120694 on 2016/09/12 by Saul.Abreu

	#fortnite
	Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems).

Change 3120686 on 2016/09/11 by Saul.Abreu

	#fortnite
	Deleting erroneous config files in EpicCMS plugin.

Change 3120659 on 2016/09/11 by Saul.Abreu

	Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.)

Change 3120658 on 2016/09/11 by Saul.Abreu

	Fixed UMG grid panel to properly set the padding on the slots it creates.

Change 3118466 on 2016/09/08 by Bob.Tellez

	#UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior

Change 3118149 on 2016/09/08 by Bob.Tellez

	#UE4 Dont cook non-native CDO references that are excluded for your target

Change 3117604 on 2016/09/08 by John.Abercrombie

	FortGameModeFTesting no longer spawns a pawn

	Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen

	Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around

Change 3116964 on 2016/09/07 by Bob.Tellez

	#Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4

Change 3116284 on 2016/09/07 by Tim.Tillotson

	#fortnite Add support for quest objectives that track player ability activation.

	As part of this also:
	+Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely.
	+Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended.

	Some additional improvements thanks to code review feedback from Fred.Kimberley.

	After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it.

Change 3116039 on 2016/09/07 by John.Abercrombie

	Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs

[CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
Ben Marsh
38bf78fb98 UBT: Prevent default resource files being linked in to binaries that already have their own resources. Fixes local compilation of ShooterGameEditor et al.
#rb none
#lockdown Nick.Penwarden

[CL 3213507 by Ben Marsh in Main branch]
2016-11-29 12:25:55 -05:00
Chris Wood
8e10bb500e Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds

Reimplemented in //UE4/Main from //UE4/Dev-Editor
#rb none
#lockdown Nick.Penwarden

[CL 3213330 by Chris Wood in Main branch]
2016-11-29 11:24:41 -05:00
Ben Marsh
9d31d5e4e0 Fix UE4Game XboxOne compile errors, and UE4Editor Win64 static analysis warnings in non-unity.
#rb none
#lockdown Nick.Penwarden

[CL 3210607 by Ben Marsh in Main branch]
2016-11-27 17:51:22 -05:00
Richard Fawcett
c4174b0e2c BuildGraph: Ensure that -submit or -nosubmit can be overridden by arguments specified in a build graph <Command> element.
Needed to fix WEX Packaging failure caused by recent integrations to main.

#rb Matthew.Griffin
#lockdown Nick.Penwarden

[CL 3209754 by Richard Fawcett in Main branch]
2016-11-24 04:42:26 -05:00
Ben Marsh
f868d10725 Build fixes
#rb none
#lockdown Nick.Penwarden

[CL 3209554 by Ben Marsh in Main branch]
2016-11-23 19:55:41 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00
Ben Marsh
7f06f93ff9 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209300)
#lockdown Nick.Penwarden
#rb none

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

Change 3146735 on 2016/09/30 by Ben.Marsh

	EC: Add the standard postprocessor onto conform job steps.

Change 3147190 on 2016/09/30 by Ben.Marsh

	UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added.

Change 3148611 on 2016/10/03 by Matthew.Griffin

	Added list of Dependant modules to EULA check
	#jira UE-29432

Change 3149098 on 2016/10/03 by Ben.Marsh

	PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson)

Change 3149395 on 2016/10/03 by Ben.Marsh

	UBT: Don't execute pre- and post-build steps when generating project files.

Change 3150398 on 2016/10/04 by Ben.Marsh

	UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain.

	#jira UE-18652

Change 3150569 on 2016/10/04 by Ben.Marsh

	UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly.

Change 3150606 on 2016/10/04 by Ben.Marsh

	UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it.

Change 3150628 on 2016/10/04 by Ben.Marsh

	UBT: Remove .NET framework assembly paths for C++ modules.

Change 3150640 on 2016/10/04 by Ben.Marsh

	UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment.

Change 3152101 on 2016/10/05 by Ben.Marsh

	UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally.

Change 3153231 on 2016/10/06 by Ben.Marsh

	UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging.

Change 3154868 on 2016/10/07 by Richard.Fawcett

	Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties

Change 3155017 on 2016/10/07 by Ben.Marsh

	Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core.

Change 3156159 on 2016/10/08 by Ben.Marsh

	UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows)

	* Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header.
	* Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler.
	* Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings
	* Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs
	* Enabled shared PCHs for Mac, iOS, Linux.

	Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m).

Change 3163040 on 2016/10/14 by Ben.Marsh

	UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild).

Change 3165028 on 2016/10/17 by Ben.Marsh

	PR #2799: Set Windows exe properties from ini (Contributed by projectgheist)

Change 3165076 on 2016/10/17 by Ben.Marsh

	Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op).

Change 3167773 on 2016/10/19 by Ben.Marsh

	BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files.

	Examples, taken from Engine/Build/Graph/TagsAndFiles.xml:

	    <!-- Source and destination are treated as directories due to presence of 'Files' attribute -->
	    <Copy Files="..." From="Engine/Build" To="Output0" />

	    <!-- Single file -->
	    <Copy From="Engine/Build/Build.version" To="Output1/Output.version" />

	    <!-- Output treated as directory -->
	    <Copy From="Engine/Build/.../*.txt" To="Output2" />
	    <Copy From="Engine/Build/.../*.txt" To="Output3/" />
	    <Copy From="Engine/Build/....txt" To="Output4" />

	    <!-- With rename -->
	    <Copy From="Engine/Build/....txt" To="Output5/....old" />

	    <!-- Copy only subdirectories of Engine/Build, but maintain directory structure -->
	    <Copy From="Engine/Build/*/....txt" To="Output6/" />

	    <!-- Match bat*/.../*.txt -->
	    <Copy From="Engine/Build/bat...txt" To="Output7" />

	    <!-- Copy only PS4 subfolders -->
	    <Copy From="Engine/Build/.../ps4/..." To="Output8" />

Change 3167852 on 2016/10/19 by Ben.Marsh

	BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task.

Change 3168034 on 2016/10/19 by Ben.Marsh

	BuildGraph: Add support for multi-line properties, declared inside a <Property> tag.

	Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value:

	    <Property Name="Prop1" Value="One;Two;Three;One hundred"/>

	    <Property Name="Prop2">
	        <!-- Some numbers -->
	        One
	        Two
	        Three

	        <!-- Values are delimited by newlines; spaces within a line are preserved -->
	        One hundred
	    </Property>

Change 3169256 on 2016/10/20 by Ben.Marsh

	UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module.

	Previously took >10s to run on my machine, now takes < 0.2s.

Change 3169271 on 2016/10/20 by Ben.Marsh

	BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph.

Change 3179662 on 2016/10/31 by Matthew.Griffin

	Fixed last remaining issues with building QAGameEditor as a monolithic executable
	Added a node for building mono editor in CIS so that we catch any new issues
	#jira UE-32712

Change 3184857 on 2016/11/03 by Matthew.Griffin

	Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013
	#jira UE-35628

Change 3187232 on 2016/11/04 by Ben.Marsh

	UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch.

Change 3188413 on 2016/11/07 by Matthew.Griffin

	Added Switch to Installed Build so that it matches pattern for other confidential platforms

Change 3188426 on 2016/11/07 by Matthew.Griffin

	Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms
	Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc.
	#jira UE-36205

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3191372 on 2016/11/09 by Ben.Marsh

	UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps.

Change 3191381 on 2016/11/09 by Ben.Marsh

	UGS: Allow Ctrl-A to select all in the log window.

	#jira UE-38378

Change 3193388 on 2016/11/10 by Ben.Marsh

	Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser.

Change 3193677 on 2016/11/10 by Ben.Marsh

	UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it.

Change 3193942 on 2016/11/10 by Ben.Marsh

	UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable.

Change 3198296 on 2016/11/15 by Ben.Marsh

	UBT: Include .modules files in target receipts and manifests.

Change 3200284 on 2016/11/16 by Matthew.Griffin

	Move Sample game projects into a different solution folder like Templates

Change 3205168 on 2016/11/19 by Ben.Marsh

	Update strings to refer to Visual Studio "15" as Visual Studio 2017.

Change 3206333 on 2016/11/21 by Ben.Marsh

	Merge fix to detection of VS2017 RC from 4.14 release.

Change 3206786 on 2016/11/21 by Ben.Marsh

	BuildGraph: Spawn child processes to embed source server information into PDB files in parallel.

Change 3207588 on 2016/11/22 by Ben.Marsh

	UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases.

[CL 3209331 by Ben Marsh in Main branch]
2016-11-23 15:34:07 -05:00
Robert Manuszewski
789b1e6218 UBT will not longer try to define encryption and signing key macros in binary builds.
#rb Ben.Marsh
#fyi Graeme.Thornton
#lockdown Nick.Penwarden

[CL 3208774 by Robert Manuszewski in Main branch]
2016-11-23 08:48:51 -05:00
Ben Marsh
97bbe665fb Fix a couple of build errors from Dev-Core integration.
#rb none
#lockdown Nick.Penwarden

[CL 3208763 by Ben Marsh in Main branch]
2016-11-23 08:33:52 -05:00
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

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

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Josh Adams
8d2561486c Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916)
#lockdown Nick.Penwarden
#rb none

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

Change 3175510 on 2016/10/26 by Josh.Adams

	- New Wolf SDK support (11).
	- Added new input plugin now that extra NDA is lifted

Change 3176629 on 2016/10/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3177232 on 2016/10/27 by Josh.Adams

	- Minor comment change

Change 3177348 on 2016/10/27 by Dmitry.Rekman

	Linux: default to GL4.

Change 3177523 on 2016/10/27 by Dmitry.Rekman

	Linux: update libc++ to 3.9 and add AArch64.

Change 3178208 on 2016/10/28 by Daniel.Lamb

	Enable multithreaded lightmap encoding.

Change 3178273 on 2016/10/28 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix crash in PS4 packaging step.
	 - Parallel-for accessing the same log files, causing IOException.

Change 3178573 on 2016/10/28 by Dmitry.Rekman

	Linux: fix for projects not having proper version associations (UE-5954).

	- Fixed by CengizT.

Change 3180487 on 2016/10/31 by Josh.Adams

	Moved new file to peoper spot

Change 3180508 on 2016/10/31 by Josh.Adams

	- Fixed crash on audio free for Wolf

Change 3181821 on 2016/11/01 by Josh.Adams

	- Fixed ShooterGame cooking after sync from main

Change 3182469 on 2016/11/01 by Josh.Adams

	- test/shipping build wolf fixes

Change 3183078 on 2016/11/02 by Josh.Adams

	- Added AllDesktop back in for Windows (File | Package)

Change 3183229 on 2016/11/02 by Josh.Adams

	- Fixed wrong path in JunkManifest.txt

Change 3184245 on 2016/11/02 by Dmitry.Rekman

	Linux: add AArch64 (ARM64) libs.

Change 3184326 on 2016/11/02 by Dmitry.Rekman

	Linux: add more files for AArch64.

Change 3184353 on 2016/11/02 by Dmitry.Rekman

	Linux: Add missed AArch64 libpng.

Change 3184871 on 2016/11/03 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4.
	 - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues.

	#jira UE-36365

Change 3185407 on 2016/11/03 by Dmitry.Rekman

	Linux: fix PhysX on AArch64.

	(Edigrating 3184484 from Wombat to Dev-Platform).

Change 3187488 on 2016/11/04 by Josh.Adams

	Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal)

Change 3187740 on 2016/11/04 by Josh.Adams

	- Re-copying the Switch files, now with proper case in the directory names

Change 3188304 on 2016/11/07 by Dan.Mahashin

	- Removed deprecated functions in NVN window creation

Change 3188865 on 2016/11/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame.
	 - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds.

	#jira UE-37672

Change 3189517 on 2016/11/07 by Jeff.Campeau

	Fix incorrect local platform identification in device manager.

	#jira UE-38312

Change 3189897 on 2016/11/08 by Luke.Thatcher

	[PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node.

Change 3190042 on 2016/11/08 by Josh.Adams

	- Fixed default and Shooter App Ids for Switch

Change 3190181 on 2016/11/08 by Joe.Barnes

	[UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms.

Change 3190185 on 2016/11/08 by Joe.Barnes

	Fix another instance of UE_LOG() where the string was being truncated on Switch platform.

Change 3190272 on 2016/11/08 by Daniel.Lamb

	Add file hashes to depependency tracking info.
	Moved partial gc controlling code outside of the cooker.
	Store cooked file hashes in cooked asset registry.
	Cooked asset registry is now part of the cooker instead of chunking manifest.
	#test cook paragon

Change 3190332 on 2016/11/08 by Omar.Rodriguez

	Fixing issues with iOS remote notifications

	* Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable
	* Fix misspelling when doing respondsToSelector check
	* Update generated Xcode project to use the generated entitlements file
	* Add remote-notification as a background mode
	* Update the generated entitlements file contents to include APS environment for push notifications
	* Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled

Change 3190391 on 2016/11/08 by Brent.Pease

	UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting

	(Josh's suggestion worked out of the box)

Change 3190786 on 2016/11/08 by Bart.Hawthorne

	Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame

Change 3190902 on 2016/11/08 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	#jira UE-37845
	#android

Change 3190973 on 2016/11/08 by Chris.Babcock

	Add ability to set element value field with new text parameter for UPL
	#jira UE-37390
	#PR #2869
	#ue4
	#upl

Change 3191411 on 2016/11/09 by Josh.Stoddard

	Warn when user tries to use a shared pak reader on the wrong thread

	#jira UE-38049

Change 3191635 on 2016/11/09 by Josh.Stoddard

	More useful message during cook when AT9 assets fail to encode using SCE's tool

	#jira UE-38053

Change 3191663 on 2016/11/09 by Peter.Sauerbrei

	fix for ios build from PC

Change 3191701 on 2016/11/09 by Brent.Pease

	implement iOS device logs on windows

Change 3191794 on 2016/11/09 by Daniel.Lamb

	Fixed up compile error missing header file.
	#test Compile editor
	#jira UE-38414

Change 3191807 on 2016/11/09 by Josh.Adams

	- Fixed one chage that was missed in the WolfPlat->Switch rename

Change 3191867 on 2016/11/09 by Josh.Adams

	- Enabled Switch for ShooterGame project

Change 3191958 on 2016/11/09 by Jeff.Campeau

	Add warning for anyone still using XP

Change 3192185 on 2016/11/09 by Josh.Adams

	- Updated to SDK 0.11.12
	- Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet)

Change 3192241 on 2016/11/09 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3192324 on 2016/11/09 by Josh.Adams

	- Worked around an issue with RunOnTarget stripping quotes around paths with spaces
	#jira UE-38388

Change 3192387 on 2016/11/09 by Josh.Adams

	- Updating editor icon for Switch
	#jira UE-38295

Change 3192476 on 2016/11/09 by Dmitry.Rekman

	Linux: put correct OpenAL lib per architecture.

	(Edigrating CL 3185947 from Wombat to Dev-Platform)

Change 3192527 on 2016/11/09 by Josh.Adams

	- Fixed a shadow variable warning
	#jira UE-38408

Change 3192606 on 2016/11/09 by Jeff.Campeau

	XP option removed

	#jira UEPLAT-1542

Change 3192644 on 2016/11/09 by Josh.Adams

	- Fixed a CIS error (not sure why I don't get it, but hey)

Change 3192659 on 2016/11/09 by Josh.Adams

	- Fixed a crash in DeploymentServer

Change 3192672 on 2016/11/09 by Jeff.Campeau

	Fix WinXP message spamming

Change 3193252 on 2016/11/10 by Josh.Adams

	- Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs)

Change 3193756 on 2016/11/10 by Dmitry.Rekman

	Linux: add support for touch events.

	(Edigrating CL 3188159 from Wombat to Dev-Platform).

Change 3194297 on 2016/11/10 by Jeff.Campeau

	HarfBuzz implementation for Xbox One

	#jira UE-28590

Change 3194299 on 2016/11/10 by Jeff.Campeau

	Pump Xbox One messaging during slow startup tasks

	#jira UEPLAT-1276

Change 3194300 on 2016/11/10 by Jeff.Campeau

	Use response files when building for Xbox One

	#jira UEPLAT-1296

Change 3194313 on 2016/11/11 by Jeff.Campeau

	Stop uploading symbols on the first error
	Show a more detailed error message if symbol uploading fails
	Add a command line option to disable upload of symbols

	#1852
	#jira UE-24425

Change 3194327 on 2016/11/11 by Jeff.Campeau

	Deduplicate Xbox One build.cs setup for several modules

	#jira UE-37540

Change 3194402 on 2016/11/11 by Dmitry.Rekman

	Linux: do not apply mouse workaround unnecessarily.

	- Only matters when there is more than one window.

	(Edigrating 3194399 from Wombat to Dev-Platform).

Change 3194434 on 2016/11/11 by Dan.Mahashin

	- Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization

Change 3194569 on 2016/11/11 by Daniel.Lamb

	Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up.

Change 3194570 on 2016/11/11 by Daniel.Lamb

	Fix for DiffSerializeArchive not using the correct archive when saving packages.
	#test Cook paragon

Change 3194571 on 2016/11/11 by Daniel.Lamb

	Make sure dependent packages are valid before using them.
	Added FastBuildCookRun bat file for paragon testing.
	#test Cook Paragon

Change 3194575 on 2016/11/11 by Daniel.Lamb

	Reworked a warning for the cooker.

Change 3194698 on 2016/11/11 by Daniel.Lamb

	Skip skin verify only runs on build machines now.
	Saves paragon cook time.

Change 3194699 on 2016/11/11 by Daniel.Lamb

	Changed the wording of skip editor content setting so it's more clear.
	#test none

Change 3194702 on 2016/11/11 by Daniel.Lamb

	Potential fix for default materials not being in chunk zero.
	#test run ps4 cooked build paragon

Change 3194711 on 2016/11/11 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	Allow RTTI to be enabled for IOS, Mac
	#jira UE-37845, UE-20314
	#android
	#ios
	#mac

Change 3194956 on 2016/11/11 by Josh.Adams

	- Removed the crash with unknown socket error code, left in the warning

Change 3195028 on 2016/11/11 by Dmitry.Rekman

	Linux: repair launch on.

	(Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...)

Change 3195041 on 2016/11/11 by Dmitry.Rekman

	Linux: support selecting architectures per project.

	(Edigrating 3192783 from Wombat to Dev-Platform).

Change 3195058 on 2016/11/11 by Dmitry.Rekman

	Linux: fix code to determine number of cores.

	- ARM topology seems not to be in line with the assumptions made by x86-centric code.

	(Merging 3184632 from Wombat to Dev-Platform).

Change 3195082 on 2016/11/11 by Josh.Adams

	- Fixed name of packaged Switch builds to have the config in it (Shipping, etc)
	#jira UE-38394

Change 3195151 on 2016/11/11 by Bart.Hawthorne

	- Add game server settings to project settings to connect to the actual game server, instead of the debug login
	- Use the system software dialog box to show error codes for login failures

Change 3195153 on 2016/11/11 by Josh.Adams

	- Fixed copy and paste logs errors

Change 3195156 on 2016/11/11 by Josh.Adams

	- Fixed some default values, especially for save games (uses their default of 4MB size)
	- Added some LotCheck write tracking

Change 3195285 on 2016/11/11 by Jeff.Campeau

	Fix HarfBuzz warning on Xbox One

Change 3195477 on 2016/11/11 by Josh.Adams

	- Fixed up some IsGameOnly calls
	#jira UE-37575

Change 3195490 on 2016/11/11 by Dmitry.Rekman

	UAT: fix CIS (removed old variables).

Change 3195724 on 2016/11/11 by Josh.Adams

	- Final fix for name of .nsp (content only projects in Shipping config, etc)
	#jira UE-38394

Change 3195755 on 2016/11/11 by Josh.Adams

	- Made translucent Switch icons

Change 3195771 on 2016/11/11 by Josh.Adams

	- Fixed some Switch "space in path" issues
	#jira UE-38393

Change 3195801 on 2016/11/11 by Josh.Adams

	- Handle making sure the save is completed before we shutdown
	#jira UE-38215

Change 3196593 on 2016/11/14 by Michael.Trepka

	Implemented Info string in AvfMedia for display in Media Player Editor

	#jira UE-35386

Change 3196782 on 2016/11/14 by Josh.Adams

	- Added a comment for a workaround

Change 3196784 on 2016/11/14 by Michael.Trepka

	Alembic importer for Mac

	#jira UE-37708

Change 3196901 on 2016/11/14 by Alicia.Cano

	ADB over wifi fails to deploy on Launch on.
	#jira UE-37957
	#android

Change 3197055 on 2016/11/14 by Josh.Adams

	- Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment

Change 3197059 on 2016/11/14 by Josh.Adams

	- Removed some stat code with  no STATS

Change 3197066 on 2016/11/14 by Josh.Adams

	- Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things

Change 3197176 on 2016/11/14 by Josh.Adams

	- Added some helper scripts to switch in and out of debug mode on Switch

Change 3197183 on 2016/11/14 by Bart.Hawthorne

	Error dialog fixes based on peer review feedback from JoshA

Change 3197339 on 2016/11/14 by Josh.Adams

	Allow -htcs on the commandline now to override disabling Htcs in packaged builds

Change 3197401 on 2016/11/14 by Josh.Adams

	- Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable!
	#jira UE-38556

Change 3197691 on 2016/11/14 by Dmitry.Rekman

	Linux: save added devices.

	(Edigrating 3196529 from Wombat to Dev-Platform).

Change 3197854 on 2016/11/15 by Dan.Mahashin

	- MemoryProfiler2: fixed Switch parser file path in the csproj

Change 3197960 on 2016/11/15 by Dan.Mahashin

	- NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834)

Change 3198488 on 2016/11/15 by Bart.Hawthorne

	Submit missing NoRedist/DefaultEngine.ini file

Change 3198970 on 2016/11/15 by Michael.Trepka

	Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors)

Change 3199050 on 2016/11/15 by Daniel.Lamb

	Some more output to help track down iterative cooking scenarios
	#test Cook paragon

Change 3199097 on 2016/11/15 by Josh.Adams

	- Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects
	- Fixed default Program Id in code
	- Fixed a problem with Run with a space in the path
	#jira UE-38608

Change 3199181 on 2016/11/15 by Dmitry.Rekman

	Fix CIS (compiling LinuxTargetDevice without engine).

Change 3199253 on 2016/11/15 by Dmitry.Rekman

	Hopeful fix for a static analysis warning.

Change 3199325 on 2016/11/15 by Joe.Barnes

	Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback.

Change 3199814 on 2016/11/15 by Dmitry.Rekman

	Linux: remove forced -windowed when launching.

	(Merging CL 3199789 from Wombat to Dev-Platform)

Change 3200580 on 2016/11/16 by Josh.Adams

	Updasted DeploymentServer

Change 3200595 on 2016/11/16 by Joe.Barnes

	Removed inadvertent SleepThread() when starting movie playback.

Change 3200604 on 2016/11/16 by Josh.Adams

	- Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware

Change 3200632 on 2016/11/16 by Brent.Pease

	Update PlatformShowcase with latest tests

Change 3200704 on 2016/11/16 by Dmitry.Rekman

	Linux: fix native compilation.

Change 3200711 on 2016/11/16 by Brent.Pease

	 - Support ios audio streaming from disk
	 - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent.
	   + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management)
	 - IOS audio implementation simplified to use new ADPCMAudioInfo functionality
	 - Fixed adpcm seamless looping

	NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen...

Change 3201015 on 2016/11/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3201023 on 2016/11/16 by Josh.Stoddard

	Fix splash screen assignment for iPad

	#jira UE-38623

Change 3201215 on 2016/11/16 by Brent.Pease

	Hopefully final fix for build breakage

Change 3201259 on 2016/11/16 by Josh.Adams

	- Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing
	- Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe)
	- Reduced audio pool alignment to not waste massive memory from it

Change 3202332 on 2016/11/17 by Daniel.Lamb

	Changed build scripts to support iterative cooking
	#test Ran new build scripts

Change 3202371 on 2016/11/17 by Michael.Trepka

	Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations

	#jira UE-38392

Change 3202421 on 2016/11/17 by Michael.Trepka

	Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa

	#jira UE-18343

Change 3202462 on 2016/11/17 by Michael.Trepka

	Fixed HTTP If-None-Match response code on Mac and iOS

	Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html

	#jira UE-36317

Change 3202620 on 2016/11/17 by Daniel.Lamb

	Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered.
	Commandlets now do not always have  GIsRequestingExit true.
	Made crash handler check for commandlets running and exit appropriately.
	#test Rebuild lighting QAGame

Change 3202955 on 2016/11/17 by Daniel.Lamb

	Add support for clearing all the cached cooked platform data for a platform when requested.
	#test cook QA game
	#jira UE-38361

Change 3202983 on 2016/11/17 by Daniel.Lamb

	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3203128 on 2016/11/17 by Josh.Adams

	- Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well)

Change 3203537 on 2016/11/18 by Dmitry.Rekman

	Fix ProjectWorldToScreen node for letterboxed viewports.

	(Merging CL 3201546 from Wombat to Dev-Platform).

Change 3203540 on 2016/11/18 by Dmitry.Rekman

	Linux: be more verbose when setting vblank sync.

	(Merging CL 3199633 from Private-Wombat to Dev-Platform).

Change 3203599 on 2016/11/18 by Dmitry.Rekman

	Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067).

	- PR #2849: Contributed by slonopotamus.

Change 3203610 on 2016/11/18 by Dmitry.Rekman

	Add CEF support for Linux (UE-6743).

Change 3203615 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script so it is independent of working dir (UE-37016).

	- PR #2842 contributed by slonopotamus

Change 3203645 on 2016/11/18 by Dmitry.Rekman

	Linux: fix UnrealCEFSubProcess.

Change 3203658 on 2016/11/18 by Dmitry.Rekman

	Remove hard-coded paths to mono binary (UE-35228).

	- Another way to implement pull request #2741.

Change 3203770 on 2016/11/18 by Josh.Adams

	- Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code

Change 3204244 on 2016/11/18 by Dmitry.Rekman

	Unsuppress mistakenly suppressed warnings and fix one more (UE-38788).

Change 3204277 on 2016/11/18 by Brent.Pease

	 + Fix seamless looping bug found on Dan's QAGame test
	 + Fix static analyzer warning (which was a real bug with uncompressed streaming)
	 + Code review feedback from Aaron
	 + Small addition from channel sync ios bug fix

Change 3204576 on 2016/11/18 by Omar.Rodriguez

	Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings.

Change 3204629 on 2016/11/18 by Chris.Babcock

	Fix case of VulkanSwapChain.h #include
	#jira UE-38843
	#ue4
	#vulkan

Change 3204708 on 2016/11/18 by Josh.Adams

	- Set SwitchMoviePlayer to include the libs from the proper directory

Change 3204730 on 2016/11/18 by Josh.Adams

	- Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS

Change 3204865 on 2016/11/18 by Brent.Pease

	 + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off.

Change 3204883 on 2016/11/18 by Dmitry.Rekman

	Linux: fix native LaunchOn (UE-38616).

Change 3204914 on 2016/11/18 by Brent.Pease

	 + Turn off the device check to prevent it from conflicting with remote packaging/launch-on

Change 3204940 on 2016/11/18 by Josh.Adams

	Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke

Change 3204952 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script (UE-38851).

	- Caused by UE-37016.

Change 3205630 on 2016/11/21 by Brent.Pease

	 + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects.
	 + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear
	 + Cleaned up memory tracking and freeing.

	#jira ue-38846

Change 3205787 on 2016/11/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

[CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
Andrew Grant
213f53c7e4 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#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]
2016-11-20 21:35:35 -05:00
Dmitry Rekman
dc50ca63e0 Unsuppress warnings that remained mistakenly suppressed and fix one more (UE-38788).
#rb none in this branch
#lockdown Nick.Penwarden

(Merging 3204244 from Dev-Platform to Main).

[CL 3204249 by Dmitry Rekman in Main branch]
2016-11-18 13:31:19 -05:00
Matthew Griffin
a466633b17 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3195953)
#lockdown Nick.Penwarden
#rb none

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

Change 3195953 on 2016/11/12 by Leslie.Nivison

	Rollback //UE4/Release-4.14/Engine/Plugins/Runtime/Nvidia to changelist 3193712
	New GameWorks license from NVIDIA

	#jira UEPROD-900

Change 3195944 on 2016/11/12 by Leslie.Nivison

	Removing GameWorks SDK license until we get a new one from NVIDIA
	#jira UEPROD-900

Change 3195942 on 2016/11/11 by Chris.Gagnon

	Removing Ansel from 4.14 until revised EULA is handle.

	#jira UE-none

Change 3195431 on 2016/11/11 by Mitchell.Wilson

	Rebuilt lighting in subway reflections sample
	#jira UE-38538

Change 3195080 on 2016/11/11 by mason.seay

	Extended floor to allow more driving space

	#jira UE-29618

Change 3194886 on 2016/11/11 by Chris.Babcock

	Correct handling for 6x6 blocksize in ASTC compressor
	#jira UE-38513
	#ue4
	#android

Change 3193712 on 2016/11/10 by Leslie.Nivison

	Updating Ansel TPS info per NVIDIA response
	#jira UEPROD-900

Change 3193691 on 2016/11/10 by Lina.Halper

	#jira: UE-38488

Change 3193532 on 2016/11/10 by Lauren.Ridge

	Fix to keep the user in VR editing mode after leaving VR PIE.

	#jira UE-38317

Change 3193468 on 2016/11/10 by Leslie.Nivison

	Removing unneeded license
	#jira UEPROD-900

Change 3193465 on 2016/11/10 by Leslie.Nivison

	Updating credits for 4.14
	#jira UEPROD-902

Change 3193416 on 2016/11/10 by Daniel.Lamb

	Changed default of exclude editor only content flag.
	#jira UE-38455

Change 3193399 on 2016/11/10 by Mitchell.Wilson

	Applied correct material to certain LODs of tree meshes in KiteDemo
	#jira UE-38472

Change 3193049 on 2016/11/10 by Thomas.Sarkanen

	Fix disappearing mesh on undo in skeletal mesh editor

	Also fixes crash on undo in morph target panel

	#jira UE-38430 - Undo in Skeletal Mesh Editor causes model to disappear
	#jira UE-38437 - Crash when Undo after editing a weight in Morph Target Previewer

Change 3192655 on 2016/11/09 by Ryan.Vance

	#jira UE-37238

	Pulling in 3164679 and 3169467 which didn't make the 4.14 cut. Also changed to a full inverse for InvTranslatedViewProjectionMatrix in FViewMatrices::UpdateViewMatrix.

Change 3192613 on 2016/11/09 by Leslie.Nivison

	Updating licenses due to TPS version updates.
	Logging undocumented TPS per engine audit

	#jira UEPROD-900

Change 3192197 on 2016/11/09 by Daniel.Wright

	Added SUPPORT_CONTACT_SHADOWS, only standard deferred lighting supports it.  Fixes scene depth texture bound in forward shading base pass.
	#jira UE-38340

Change 3192182 on 2016/11/09 by Rolando.Caloca

	UE4.14 - Fix recompute tangents not working when skin cache is enabled
	#jira UE-38398

Change 3191695 on 2016/11/09 by Chris.Wood

	Editor heartbeat changes for 4.14
	[AN-1003] - Make Editor heartbeat 1min
	[UE-38417] - Editor heartbeat changes (vanilla editor, new interval, debugger attached)

	Also added IsDebugger, IsVanilla and IntervalSec to Editor.Usage.Heartbeat

	#jira UE-38417

Change 3191437 on 2016/11/09 by Jack.Porter

	Fix for LandscapeInfo crash when using Force Delete
	#jira UE-37172

Change 3191033 on 2016/11/08 by Leslie.Nivison

	Adding licenses for marketplace plugins

	#jira UEPROD-901

Change 3191028 on 2016/11/08 by Leslie.Nivison

	Updating licenses due to TPS version updates.
	Logging undocumented TPS per engine audit

	#jira UEPROD-900

Change 3190632 on 2016/11/08 by mason.seay

	Updated testmap and assets

	#jira UE-29618

Change 3190624 on 2016/11/08 by Jamie.Dale

	Fixed case where FHTML5TargetPlatform::RefreshHTML5Setup could incorrectly add an empty device

	Changes to UStrProperty::ExportTextItem caused FParse::Value to (correctly) read an empty string for DevicePath which passed the DirectoryExists check (where it would have previously read "))" which would fail that check).

	#jira UE-38157

Change 3190443 on 2016/11/08 by Josh.Adams

	- Somehow checking in my tested shelf messed up
	#jira UE-38304

Change 3190354 on 2016/11/08 by Josh.Adams

	- Vulkan now always being compiled in, if the SDK exists. Compiling not dependent on project settings
	#jira UE-38304

Change 3190123 on 2016/11/08 by zachary.wilson

	Updating testing content for sureface per-pixel improvements

	#jira UE-29618

Change 3190113 on 2016/11/08 by Alexis.Matte

	Make sure the default light map channel is 1 and not 0
	#jira UE-35627

Change 3190102 on 2016/11/08 by Dmitry.Rekman

	Linux: default to binned everywhere (UE-38287).

	- Fixes suspicious crashes happening in uncooked build. Workaround, needs separate investigation.

	#jira UE-38287

Change 3190000 on 2016/11/08 by Allan.Bentham

	Removed old protostar loadmap hack.
	#jira UE-38342

Change 3189914 on 2016/11/08 by Allan.Bentham

	Fix vulkan crash when rendering sky capture.
	Fix crash when rendering LDR scene capture on device.
	#jira UE-38291

Change 3189861 on 2016/11/08 by Thomas.Sarkanen

	Fix out of bounds access when using hidden bones with master pose components

	Code was trying to to access the ReferenceToLocal array using a parent index from the master pose component. Now changed to only use indices known to be valid (i.e. this component's) to index the ReferenceToLocal array. Bone visibility is still master-authoratitive.

	#jira UE-38214 - [CrashReport] UE4Editor_Engine!UpdateRefToLocalMatrices() [skeletalrender.cpp:238]

Change 3189370 on 2016/11/07 by Daniel.Wright

	Only check transform mismatches for static lighting in UStaticMeshComponent::ApplyComponentInstanceData on components that actually can have static lighting
	#jira UE-38272

Change 3189358 on 2016/11/07 by Mark.Satterthwaite

	Intel Metal drivers can no longer compile our compute shaders reliably meaning Intel Macs must always use Metal SM4 as otehrwise they will crash.
	#jira UE-38299

Change 3189273 on 2016/11/07 by Rolando.Caloca

	UE4.14 - Integrate fix from 3161219
	#jira UE-38270

Change 3189084 on 2016/11/07 by Chris.Bunner

	Fix RemoveAAJitter from projection matrix.
	#jira UE-37701, UE-38003

Change 3188636 on 2016/11/07 by Allan.Bentham

	use glVertexAttribIPointer only on ES3.1 enabled projects.
	#jira UE-38241

Change 3188596 on 2016/11/07 by Yannick.Lange

	VR Editor: Fix crash when closing window while in VR Editor
	#jira UE-37995

Change 3188433 on 2016/11/07 by Matthew.Griffin

	Add starter content .upack files to starter_content tag so that they should still be installed if templates/feature packs option is de-selected in the Launcher

Change 3187739 on 2016/11/04 by Mitchell.Wilson

	Updating DefautlEditor and DefaultEngine ini to correct path to VehicleMenu level.
	#jira UE-29748

Change 3187536 on 2016/11/04 by Martin.Wilson

	Fix for "Renaming a montage section via its details panel doesn't update the section correctly"

	#jira UE-35929

Change 3187499 on 2016/11/04 by zachary.wilson

	Checking in content fixes for Lighting Scenarios test level

	#jira UE-29618

Change 3187492 on 2016/11/04 by mason.seay

	Updated map to improve testing

	#jira UE-29618

Change 3187438 on 2016/11/04 by Nick.Shin

	fix html5 port number for cook-on-the-fly option

	#jira UE-38032 - Quicklaunch HTML5 fails on Chrome. Browser returns "This site can't be reached 127.0.0.1 refused to connect"

Change 3187305 on 2016/11/04 by Martin.Wilson

	Fix log spam from animation sequence thumbnails

	#jira UE-38224

Change 3187260 on 2016/11/04 by Lauren.Ridge

	Fix for crash on opening a level in VR Editing mode. When closing VREditorMode for a level load, HMD no longer leaves stereo mode.

	#jira UE-32541

Change 3187224 on 2016/11/04 by Robert.Manuszewski

	Proper fix for a crash when launching BP-only project from the Editor with EDL enabled (does not modify UE4Game target binaries)

	#jira UE-37617

Change 3187136 on 2016/11/04 by Alexis.Matte

	Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
	#jira UE-38242

Change 3187065 on 2016/11/04 by Mitchell.Wilson

	Updated BP_Commentary_Box to resolve warnings with array if the box opens then closes before the text is rendered.
	#jira UE-38266

Change 3187056 on 2016/11/04 by Mike.Beach

	Guarding against a rare crash that occurs when compiling a Blueprint after hot-reload. GUnrealEd was null, which is concerning (as it could have resounding effects in other systems), but as I could not repro it more than once (to figure it out more) I simply guarded the use of a null pointer here.

	#jira UE-38198

Change 3187040 on 2016/11/04 by Matthew.Griffin

	Corrected path to DotNETCommon folder
	Exclude all editor plugin pdbs from stripping
	#jira UE-37072

Change 3186984 on 2016/11/04 by Marc.Audy

	Fix crash when null component considered
	#jira UE-36493

Change 3186600 on 2016/11/04 by Max.Chen

	Sequencer: Fix crash in sequencer editor mode.

	#jira UE-38205

Change 3186564 on 2016/11/04 by Nick.Shin

	checking in latest physx libs for html5

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3186258 on 2016/11/03 by Nick.Shin

	fix for automation build to handle deleting of windows x86 & x64 libs properly

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3186225 on 2016/11/03 by Lauren.Ridge

	Fix for foliage brush not showing up until after first motion controller click.

	#jira UE-38002

Change 3186100 on 2016/11/03 by Chris.Babcock

	Update local notifications to deal with depreciated API
	#jira UE-38236
	#ue4
	#android

Change 3186074 on 2016/11/03 by Mitchell.Wilson

	Rebuilt lighting in Content Examples Welcome level
	#jira UE-38239

Change 3185923 on 2016/11/03 by Lina.Halper

	Fixed issue with animation not ticking in inactive world causing it to update parent animation

	#jira: UE-37933

Change 3185764 on 2016/11/03 by Mitchell.Wilson

	Updating deprecated node in MyCharacter_UMG.
	#jira UE-38229

Change 3185683 on 2016/11/03 by Nick.Shin

	non SSE2 version of PhysX for HTML5

	#jira UE-38179  HTML5 Player falls through world on Firefox 64-bit

Change 3185492 on 2016/11/03 by Ben.Woodhouse

	Workaround for very high render query memory overhead on D3D12. Add a cvar to limit timestamp queries allocated by the GPU profiler in a given frame. On D3D12 this limit is 1024 - other RHIs remain unbounded.

	Currently render queries are 64KB each on D3D12, so this prevents high memory overhead on particular frames, e.g when we render a large number of reflection captures.

	In practice, most frames are under 400 queries, so in practice we shouldn't hit the limit except in extreme cases.
	#jira UE-38139

Change 3185481 on 2016/11/03 by Dmitry.Rekman

	Remove version number from Linux README (UE-38059).

	#jira UE-38059

Change 3185322 on 2016/11/03 by Ryan.Gerleve

	Allow path names in NetFieldExportGroups to be remapped on the client.

	#jira UE-37990

Change 3185293 on 2016/11/03 by Matthew.Griffin

	Exclude UnrealControls and iPhonePackager from Build Tools CS node on non-Windows platforms as they don't compile
	#jira UE-34016

Change 3185252 on 2016/11/03 by Michael.Trepka

	Properly revert to OpenGL on Macs that do not support Metal

	#jira UE-38190

Change 3184835 on 2016/11/03 by Jurre.deBaare

	Crash when using undo in the preview scene settings of Persona
	#fix Ensure that the profile index is valid after undo-ing
	#misc Added transactions for adding/remove of the profiles
	#jira UE-38142

Change 3184833 on 2016/11/03 by Jack.Porter

	Fixed crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android
	#jira UE-38186

Change 3184418 on 2016/11/02 by Ryan.Vance

	#jira UE-38161

	Adding ISceneViewExtension::UsePostInitView which will be used to enable/disable the usage of PostRenderViewFamily_RenderThread and PostRenderView_RenderThread which was added earlier. We need to enable this behavior based on the hmd's compositor behavior, so a simple cvar wont work.
	I missed the PostPresent implementation for steamvr in the earlier check in.

Change 3184286 on 2016/11/02 by Dan.Oconnor

	Fix for IsValidLowLevel check being rotten. More correct fix will go into Dev-BP, but this is a low risk stop-gap
	#jira UE-38149

Change 3184283 on 2016/11/02 by Arne.Schober

	DR - UE-38155 replicated MS CL 3183837 - PSO Dangling Pointers:  The PSO cache was returning pointers out of a Map which is based on a sparse Array and those pointers could become invalid if other insertions happen.
	#jira UE-38155

Change 3184244 on 2016/11/02 by Richard.Ugarte

	#jira UE-37534
	Checking in updated UE4_Demo_Head_D on behalf of MikeB

Change 3184171 on 2016/11/02 by Michael.Trepka

	Made Mac CrashReportClient high-DPI aware and fixed high-DPI handling in FMacWindow::IsPointInWindow()

	#jira UE-37697

Change 3184126 on 2016/11/02 by Lauren.Ridge

	VR Editor: Fixes for foliage painting only working on one controller, and for full press not painting foliage.

	#jira UE-38147
	#jira UE-38002

Change 3183997 on 2016/11/02 by Mitchell.Wilson

	Scaled and Rotated 3d Widget to the correct position on example 2.3 in Content Examples UMG.
	Adjusted collision on example 1.4 in Content Examples Physics. Updated collision on SM_ExampleMesh_Rocket.
	Realigned some text render actors in Content Examples Post Process.
	#jira UE-38099 UE-38078 UE-38064

Change 3183945 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

	#jira UE-38137

Change 3183906 on 2016/11/02 by Nick.Shin

	for OSX (release-4.14 stream):

	new OSX clang (from emscripten tool chain) configured by jukka from Mozilla

	see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from

	fixes for OSX -- update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk

	#jira UE-37329 - Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3183899 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debugger not drawing item labels #UE4

	#jira UE-38122

Change 3183239 on 2016/11/02 by Peter.Sauerbrei

	fix for mobile provision with UUID only filename being allowed again by copying them to a new file name which allows them to be used.
	#jira UE-38006

Change 3183149 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [SHOOTERGAME] [!] Fix "Is Talking" icon on ShooterGame scoreboard, after PS4 OSS refactor.
	 - ShooterGame was comparing FUniqueNetId::ToString() against AShooterPlayerState::GetShortPlayerName().
	 - This is wrong, since the NetId is not guaranteed to be equal to the player's name.

	#jira UE-38011

Change 3183005 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merging (as edit) PS4 OSS fixes from Engine to OrionGame.

	#jira UE-38017 UE-38020

	Original Changelists:

	3182765 [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".

	3182766 [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:

	 - Two users join a session on two separate PS4s.
	 - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
	 - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.

	3182767 [RELEASE] [PS4] [!] Fix PS4 session invitations.
	 - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
	 - Replaced with NpToolkit2's session invitation API.

	3182892 [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
	 - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
	 - GetAuthToken is only called if the engine calls IOnlineIdentity::Login().

	3182951 [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

Change 3182992 on 2016/11/02 by Nick.Darnell

	UMG Editor - Fixing a regression with the editor, closing the sequencer tab and reopening the editor should no longer cause a crash.

	#jira UE-38098

Change 3182951 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

	#jira UE-38017

[CL 3201696 by Matthew Griffin in Main branch]
2016-11-17 04:29:30 -05:00
Marc Audy
ef9dbd59d7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden

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

Change 3182087 on 2016/11/01 by Lina.Halper

	PR #2328: fix morph target weight application order. (Contributed by tmiv)

	- changed order of morphtarget application to be animation and THEN SetMorphTarget
	- made sure you could clear the weight also if SetMorphTarget to be 0.f

	#jira: UE-29999

Change 3182090 on 2016/11/01 by Lina.Halper

	Fix issue where import doesn't display any message when import type hasn't been detected

Change 3182123 on 2016/11/01 by Wes.Hunt

	ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.

Change 3182177 on 2016/11/01 by Lina.Halper

	Fix not being able to modify Joint Target Location in detail panel

	#jira: UE-30900

Change 3182181 on 2016/11/01 by Ben.Zeigler

	Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
	Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
	Some header cleanup

Change 3182876 on 2016/11/02 by Danny.Bouimad

	Moving files

Change 3182912 on 2016/11/02 by Thomas.Sarkanen

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

	#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails

Change 3182927 on 2016/11/02 by Thomas.Sarkanen

	Initially select current asset in the asset family shortcut bar dropdown

	#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does

Change 3182970 on 2016/11/02 by Lukasz.Furman

	CIS fix for gameplay debugger
	copy of CL# 3165005

Change 3183123 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

Change 3183310 on 2016/11/02 by Jurre.deBaare

	Blendspace changes:
	- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
	- Re-ordered blendspace.h/cpp
	- const correctness where possible
	- Removed unused code paths
	- Wrapped non-runtime code paths in WITH_EDITOR

	Blendspace editor refactor:
	- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
	- New Grid Widget class
	- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
	- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)

Change 3183344 on 2016/11/02 by James.Golding

	UEFW-181 : Move PhysX vehicle support to a plugin
	- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
	- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
	- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
	- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs

Change 3183351 on 2016/11/02 by Ben.Zeigler

	Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry

Change 3183354 on 2016/11/02 by Ben.Zeigler

	Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved

Change 3183383 on 2016/11/02 by Thomas.Sarkanen

	Persona camera fixes

	Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
	Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
	Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).

	#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor

Change 3183409 on 2016/11/02 by Jon.Nabozny

	#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.

	#jira UE-35660

Change 3183625 on 2016/11/02 by James.Golding

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

Change 3183652 on 2016/11/02 by Ben.Zeigler

	Fix issue where commonly replicated tags didn't work if load from ini was turned off.
	Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.

Change 3183856 on 2016/11/02 by Richard.Hinckley

	#jira UEDOC-4006
	Editing GameMode and GameState documentation (in Framework branch).

Change 3183902 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

Change 3183996 on 2016/11/02 by Jon.Nabozny

	Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.

Change 3184129 on 2016/11/02 by Ben.Zeigler

	#jira UE-38022 Move GameplayAbilities to a plugin.
	Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
	#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
	#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object

Change 3184130 on 2016/11/02 by Ben.Zeigler

	Internal game fixups for moving gameplayabilities to a plugin

Change 3184469 on 2016/11/02 by Ben.Zeigler

	Change abilities plugin to be more obviously unsupported

Change 3184565 on 2016/11/02 by dan.reynolds

	AEOverview update with HRTF test map

Change 3184800 on 2016/11/03 by Thomas.Sarkanen

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

	#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport

Change 3184810 on 2016/11/03 by James.Golding

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

Change 3184817 on 2016/11/03 by Thomas.Sarkanen

	Added facial animation support

	Added curve table to sound wave (internal or external). Added UI support for manipulating these.

	Improved curve table editor.
	- Editor can now display curves as well as tables.
	- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).

	Added curve source interface.
	Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
	Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.

	Added bulk importer plugin.
	This imports audio & FBX files and builds cuirve data into SoundWave assets.
	- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
	- Added new support for importing curves to a curve table.

	Added preview of audio to Persona.
	- Added display, filtering and playback of sound waves from the anim sequence browser.
	- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
	- Persona now uses an Actor rather than disparate components.
	- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
	- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
	- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.

	#jira UEFW-7 - Routing Sound Curves to AnimBP
	#jira UEFW-5 - Support importing curves
	#jira UE-37950 - Spawn preview actor in animation editor

Change 3184837 on 2016/11/03 by James.Golding

	PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
	#jira UE-37978

Change 3184847 on 2016/11/03 by Thomas.Sarkanen

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

Change 3184853 on 2016/11/03 by James.Golding

	Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.

Change 3184884 on 2016/11/03 by Thomas.Sarkanen

	Anim Blueprint thread safety is now checked in the compiler

	Added new metadata keys for classes and functions to describe their thread safety.
	Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
	Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
	Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
	CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.

	#doc Added link to new section of AnimGraph page, which may benefit from images etc.

	#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.

Change 3184886 on 2016/11/03 by Thomas.Sarkanen

	Content fixes for anim BP thread safety warnings

	Ocean:
	Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.

	Odin:
	Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.

	Fortnite:
	Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh

Change 3184894 on 2016/11/03 by Thomas.Sarkanen

	Fix Mac CIS

Change 3184951 on 2016/11/03 by Thomas.Sarkanen

	Fix CIS warning on clang platforms

Change 3185176 on 2016/11/03 by James.Golding

	Hopeful fix for building PhysXVehicles plugin for mac

Change 3185289 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:

	-Addition of a tag with comments and a specific INI location
	-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
	-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
	-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
	-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array

Change 3185331 on 2016/11/03 by Marc.Audy

	Remove duplicated condition from if

Change 3185426 on 2016/11/03 by James.Golding

	Another attempt at fixing mac builds of PhysXVehicles plugin

Change 3185487 on 2016/11/03 by James.Golding

	- Remove TireType assets from templates/sample, add TireConfigs instead
	- Make deprecated vehicle vars visible (but not editable), to help converting content
	- Change icon for PhysX vehicle plugin

Change 3185520 on 2016/11/03 by James.Golding

	Trying yet again to fix Mac CIS!

Change 3185542 on 2016/11/03 by Ben.Zeigler

	#jira UE-34086
	Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent

	#jira UE-35652
	Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
	Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate

Change 3185570 on 2016/11/03 by Marc.Audy

	Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
	Remove some autos

Change 3185749 on 2016/11/03 by dan.reynolds

	AEOverview test map addition: testing Virtual Voice

Change 3185946 on 2016/11/03 by dan.reynolds

	AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps

Change 3185972 on 2016/11/03 by Lina.Halper

	Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser

	#jira: UE-31890
	#code review: Thomas.Sarkanen

Change 3186043 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback

	-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
	-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
	-Tags with comments will now display both their name and their comment in tooltips

Change 3186207 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names

Change 3186321 on 2016/11/03 by Dan.Reynolds

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

Change 3186740 on 2016/11/04 by Thomas.Sarkanen

	Removed FPersona and supporting classes

	Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).

	#jira UEFW-222 - Remove FPersona

Change 3186741 on 2016/11/04 by Thomas.Sarkanen

	Fix non-unity builds

Change 3186755 on 2016/11/04 by Thomas.Sarkanen

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

	#jira UE-38210 - Crash trying to add a key to a curve table in curve view

Change 3186798 on 2016/11/04 by James.Golding

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

Change 3186800 on 2016/11/04 by James.Golding

	- Remove deprecated collision functions in KismetSystemLibrary
	- Remove _NEW from collision function names, add redirectors
	- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)

Change 3186989 on 2016/11/04 by James.Golding

	Fix CIS fail in Fortnte

Change 3187081 on 2016/11/04 by Wes.Hunt

	EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125

Change 3187135 on 2016/11/04 by Jurre.deBaare

	Fix for incorrect framework version in blendspace serialization code.

Change 3187682 on 2016/11/04 by Ben.Zeigler

	#jira UE-38289 Fix crash when replicated tag array is empty

Change 3188113 on 2016/11/05 by Mieszko.Zielinski

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

Change 3188119 on 2016/11/05 by Mieszko.Zielinski

	Deprecated AI functionality removal fallout fixes #UE4

Change 3188121 on 2016/11/05 by Mieszko.Zielinski

	PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)

	Did some massaging on change.

	#jira UE-37685

Change 3188122 on 2016/11/05 by Mieszko.Zielinski

	Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4

Change 3188442 on 2016/11/07 by James.Golding

	Check in trace debug draw test map

Change 3188463 on 2016/11/07 by james.cobbett

	Submitting Pose Snapshot test map and asset

Change 3188618 on 2016/11/07 by Thomas.Sarkanen

	Expanded pose snapshot system

	Allows poses to be stored in variables.
	Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
	Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
	Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.

	#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)

Change 3188619 on 2016/11/07 by Thomas.Sarkanen

	Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h

Change 3188642 on 2016/11/07 by Thomas.Sarkanen

	Added new test for pose variables

Change 3188716 on 2016/11/07 by Ben.Zeigler

	#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file

Change 3189020 on 2016/11/07 by dan.reynolds

	Added a test map for Audio Volume Ambient Zone test for Play Sound at Location

	AVOverviewAZPlaySoundAtLocation

Change 3189188 on 2016/11/07 by Jon.Nabozny

	Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.

	#jira UE-36607

Change 3189199 on 2016/11/07 by Jon.Nabozny

	Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
	modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.

	#jira UE-33038

Change 3189271 on 2016/11/07 by Aaron.McLeran

	UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module

	- Fixups for removals
	- Several bug fixes for sound classes

Change 3189450 on 2016/11/07 by Aaron.McLeran

	Fixes for facial animation playback progress

	- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
	- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.

Change 3189507 on 2016/11/07 by Wes.Hunt

	* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
	  * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
	* Deprecated all platform independent usages of GetMacAddress and related functions.  #jira AN-820  #jira AN-802
	* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
	* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
	* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
	* Removed GetUniqueDeviceId code from LauncherInstaller.
	* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
	* Removed DeviceID from SessionStart analytics event.

	#FYI: justin.sargent, Chris.Wood, Wes.Fudala
	* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
	* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
	* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.

Change 3190032 on 2016/11/08 by Wes.Hunt

	Fix a few places I forgot to deprecate regarding GetMacAddress.

Change 3190107 on 2016/11/08 by Wes.Hunt

	Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.

Change 3190326 on 2016/11/08 by Aaron.McLeran

	Fixing CIS build warning

Change 3190495 on 2016/11/08 by Jon.Nabozny

	Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.

	#jira UE-37512

Change 3190566 on 2016/11/08 by Martin.Wilson

	Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)

	#jira UE-27323

Change 3190631 on 2016/11/08 by Martin.Wilson

	Fix notify validation not triggering when using set time/set frame context menu options

	#jira UE-37857

Change 3190666 on 2016/11/08 by Martin.Wilson

	Add info about anim instance to additive warning

	#jira UE-35930

Change 3191290 on 2016/11/09 by Thomas.Sarkanen

	Fix skeleton tree selection disappearing when filtering changes

	Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Split SSkeletonTree into multiple files
	Items now derive from the common base class ISkeletonTreeItem.
	New skeleton tree item RTTI added modlled on the drag/drop RTTI.
	Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
	Item selection is now preserved on filter change.
	Filtering now (optionally) keeps the hierarchy in place.

	#jira UE-31017 - Skeleton Selection is Lost When Changing Filters

Change 3191325 on 2016/11/09 by Thomas.Sarkanen

	Fix clang CIS

Change 3191344 on 2016/11/09 by Thomas.Sarkanen

	More clang CIS fixes

Change 3191345 on 2016/11/09 by Thomas.Sarkanen

	CIS fix: Missed another enum fwd declaration

Change 3191374 on 2016/11/09 by Thomas.Sarkanen

	Remove 4.11 deprecated functions from animation systems

	Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).

	#jira UE-35748 - Clean up 4.11 Deprecated functions

Change 3191375 on 2016/11/09 by Thomas.Sarkanen

	Fixup Orion hero instance after deprecation

Change 3191739 on 2016/11/09 by Marc.Audy

	PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.

Change 3191827 on 2016/11/09 by Marc.Audy

	Raw Input plugin allowing support of steering wheels and flightsticks
	#jira UEFW-237

Change 3191828 on 2016/11/09 by Ben.Zeigler

	#jira UE-38384 Comment cleanup for gameplay tag library

Change 3191889 on 2016/11/09 by Ben.Zeigler

	#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
	If a settings file does not yet exist on disk, also try adding to source control after writing it

Change 3191911 on 2016/11/09 by Marc.Audy

	Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
	#jira UEFW-237

Change 3191915 on 2016/11/09 by Marc.Audy

	Provide useful tooltips for raw input setting properties
	#jira UEFW-237

Change 3192039 on 2016/11/09 by dan.reynolds

	AEOverview Update

	- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap

	- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes

Change 3192059 on 2016/11/09 by Martin.Wilson

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

Change 3192065 on 2016/11/09 by Martin.Wilson

	Widen bone reference widget to give a better view of the name and added full name to tooltip

	#jira UE-36264

Change 3192217 on 2016/11/09 by Martin.Wilson

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

Change 3192332 on 2016/11/09 by Marc.Audy

	Fix RawInput compiling when WITH_EDITOR is false
	#jira UE-38433

Change 3193061 on 2016/11/10 by Thomas.Sarkanen

	Marked facial animation plugin & component as experimental/beta

Change 3193072 on 2016/11/10 by Martin.Wilson

	Correct reference skeleton fix up order

Change 3193112 on 2016/11/10 by Danny.Bouimad

	Pesudo hair asset usintphat for testing

Change 3193243 on 2016/11/10 by Martin.Wilson

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

Change 3193249 on 2016/11/10 by Marc.Audy

	Raw input compile fixes:
	Fix additional not with_editor compile issues
	Fix static analysis warnings
	#jira UE-38433

Change 3193558 on 2016/11/10 by Martin.Wilson

	Move "Number of Curves" label creation to attribute so that it updates dynamically

	#jira UE-26767

Change 3193664 on 2016/11/10 by Marc.Audy

	PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
	#jira UE-38436

Change 3193719 on 2016/11/10 by Lukasz.Furman

	fixed vertical jitter in replicated NavWalking movement
	#jira UE-33260

Change 3193802 on 2016/11/10 by Marc.Audy

	Remove some autos, fix NULL to nullptr, call GetWorld just once

Change 3193809 on 2016/11/10 by Marc.Audy

	Fix Mac CIS compile error
	#jira UE-38501

Change 3194053 on 2016/11/10 by Aaron.McLeran

	Fixed crash on shutdown when using audio mixer

	- Switching audio mixer to use a runnable thread rather than async tasks
	- Fixed issue where audio buffers weren't taking ownership of wave data

Change 3194057 on 2016/11/10 by Aaron.McLeran

	Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.

	- Added support for 8 channel source files.

Change 3194070 on 2016/11/10 by Aaron.McLeran

	Fixing stupid compile error

Change 3194779 on 2016/11/11 by Jon.Nabozny

	Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
	Missed the '=true' portion.

Change 3194967 on 2016/11/11 by Mieszko.Zielinski

	PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)

	#jira UE-38443
	#jira UE-30906

Change 3195741 on 2016/11/11 by Ben.Zeigler

	#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures

Change 3196655 on 2016/11/14 by Marc.Audy

	Remove pointless remove/adds from Odin DefaultEngine.ini.
	This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
	#jira UE-38562

Change 3196678 on 2016/11/14 by Lukasz.Furman

	pass on gameplay debugger's EQS category
	copy of CL# 3195071, 3195152, 3196617 with local fixes

Change 3196700 on 2016/11/14 by Ben.Zeigler

	#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows

Change 3196719 on 2016/11/14 by Thomas.Sarkanen

	Added extra output to anim BP compiler when a blueprint function call is used

	This allows us to give more info to users when unsafe things (like blueprint functions) are used.

Change 3196799 on 2016/11/14 by Jurre.deBaare

	Fix for blendspace tooltip crash
	#fix Check before dereferencing animation ptr on samples :)

Change 3196971 on 2016/11/14 by Lukasz.Furman

	replaced hardcoded value for pathfollowing's focal point distance with a parameter
	#ue4

Change 3196994 on 2016/11/14 by Marc.Audy

	Slightly improve performance of boolean check

Change 3197768 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP

	- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)

	- Added Categorization menu to Main staging map to help sorting maps by category

	- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.

Change 3197782 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP

Change 3197801 on 2016/11/14 by dan.reynolds

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

Change 3197988 on 2016/11/15 by Thomas.Sarkanen

	Add the ability to use incompatible meshes with snapshots

	We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
	No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.

	#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies

Change 3198062 on 2016/11/15 by Thomas.Sarkanen

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198071 on 2016/11/15 by Thomas.Sarkanen

	Fix default values not being available to change post anim BP compilation

	Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).

	#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected

Change 3198082 on 2016/11/15 by Jurre.deBaare

	CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
	#fix UI and ClampMin to 1
	#jira UE-38587

Change 3198138 on 2016/11/15 by Thomas.Sarkanen

	Expose montage functions to Blueprint

	Made sure to flag appropriate functions as not thread safe.
	Also const-corrected a few functions that should be.

	Github #2918: Blueprint Callable Montage Set/Get Position
	#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position

Change 3198141 on 2016/11/15 by Jurre.deBaare

	Crash from generated Merged Actor with no created lightmap UV
	#fix Always flag UV channel 0 to be occupied
	#jira UE-38520

Change 3198420 on 2016/11/15 by Thomas.Sarkanen

	Move thread-safety check flags to the UAnimBlueprint

	Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
	Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198485 on 2016/11/15 by Thomas.Sarkanen

	Properly fix compile-on-load/cook warnings about anim blueprint thread safety

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198622 on 2016/11/15 by Ben.Zeigler

	#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Matthew Griffin
c323066b91 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none

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

Change 3182951 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

	#jira UE-38017

Change 3182892 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
	 - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
	 - GetAuthToken is only called if the engine calls IOnlineIdentity::Login().

	#jira UE-38017

Change 3182767 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix PS4 session invitations.
	 - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
	 - Replaced with NpToolkit2's session invitation API.

	#jira UE-38020

Change 3182766 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:

	 - Two users join a session on two separate PS4s.
	 - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
	 - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.

	#jira UE-38017 UE-38020

Change 3182765 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".

	#jira UE-38017 UE-38020

Change 3182633 on 2016/11/01 by Jack.Porter

	Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
	#jira UE-38042

Change 3182332 on 2016/11/01 by Mieszko.Zielinski

	Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4

	#jira UE-37588

Change 3182321 on 2016/11/01 by Dmitry.Rekman

	Updated READMEs for 4.14 (UE-38059).

	#jira UE-38059

Change 3182231 on 2016/11/01 by Mitchell.Wilson

	Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
	#jira UE-38079

Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt

	Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX

	#jira UE-38091

Change 3182017 on 2016/11/01 by Chris.Babcock

	Disable glVertexAttribIPointer on PowerVR Rogue
	#jira UE-38074
	#ue4
	#android

Change 3181942 on 2016/11/01 by Mitchell.Wilson

	Resolving multiple warnings in CIS for Elemental Demo.
	#jira UE-38075

Change 3181941 on 2016/11/01 by Nick.Shin

	PhysX Bulid Automation script update

	#jira UE-37329  'Compile UE4Game HTML5' - 300 Warnings

Change 3181939 on 2016/11/01 by Ryan.Vance

	#jira UE-38072

	We need to add a hook that can be called after native present has finished for SteamVR.

	PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.

Change 3181849 on 2016/11/01 by Nick.Shin

	jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
	jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs

	the python scripts will need tweaking - they were moved from their original locations from:
	fd48bc0e4a

	the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...

	update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk

	#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings

Change 3181848 on 2016/11/01 by Nick.Shin

	update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)

	#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3181838 on 2016/11/01 by Nick.Shin

	new emscripten tool chain configured by jukka from Mozilla

	see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from

	#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3181611 on 2016/11/01 by Allan.Bentham

	Recreate vulkan swapchain after a pause/resume on android.
	#jira UE-36454

Change 3181451 on 2016/11/01 by Chris.Wood

	CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
	[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser

	Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
	Also fixes broken SlateReflector in CRC (switched off in checked in version)

	#jira UE-37794

Change 3181117 on 2016/11/01 by Dmitriy.Dyomin

	Fixed: Text Actors not Rendering on Mobile
	PowerVR based devices were rendring opaque objects twice
	#jira UE-37949

Change 3181102 on 2016/11/01 by Jack.Porter

	Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
	#jira UE-36050

Change 3180851 on 2016/10/31 by Daniel.Wright

	Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM.  Fixes Kite demo medium-distance shadowing.
	#jira UE-37793

Change 3180844 on 2016/10/31 by Michael.Trepka

	Disabled high-DPI in Mac CrashReportClient

	#jira UE-37697

Change 3180803 on 2016/10/31 by Michael.Trepka

	Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.

	#jira UE-37998

Change 3180764 on 2016/10/31 by zachary.wilson

	Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro

	#jira UE-29618

Change 3180666 on 2016/10/31 by Dmitry.Rekman

	Fix Linux client & server hang when decoding voice chat (UE-36108).

	- break out of voice channel while loop if unable to serialize the voice packet data.
	- fixed by JoshM

	#jira UE-36108

Change 3180428 on 2016/10/31 by Mitchell.Wilson

	Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
	#jira UE-37880

Change 3180399 on 2016/10/31 by Dmitry.Rekman

	Linux: revert to old commandline switch -binnedmalloc (UE-38001).

	#jira UE-38001

Change 3180298 on 2016/10/31 by Steve.Robb

	Extra information about which class has failed to have its CppStructOps initialized.

	#jira UE-37921

Change 3180289 on 2016/10/31 by John.Pollard

	Fix crash in FCurlHttpRequest::DebugCallback
	+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
	#jira UE-36658

Change 3180200 on 2016/10/31 by Benjamin.Hyder

	Updating QA-Materials to include BuiltData

	#jira UE-29618

Change 3180173 on 2016/10/31 by Nick.Whiting

	Fixing up static analysis warning about array size in GoogleVRHMD code

	#jira UE-38007

Change 3180123 on 2016/10/31 by ryan.brucks

	#jira UE-35977
	hooked up missing transform node inside of newly added function so that it works with variable rotations.

Change 3180108 on 2016/10/31 by Benjamin.Hyder

	Updating QA-Effects map to include BuiltData

	#jira UE-29618

Change 3180104 on 2016/10/31 by Marc.Audy

	Don't recreate the render state if the component got unregistered in the interim.
	#jira UE-37968

Change 3180084 on 2016/10/31 by Allan.Bentham

	Use glVertexAttribIPointer for ES3.
	Enable SupportsTextureMaxLevel for ES3.
	ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
	Fix assert when previewing ES3.1 with PC OpenGL.
	#jira UE-37472

Change 3180082 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
	 - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)

	#jira UEPLAT-1424

Change 3180044 on 2016/10/31 by Michael.Trepka

	Don't create additional autorelease pool for Metal context on the game thread.

	#jira UE-37894

Change 3180023 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14

	Original CL description:
	[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
	 - Replaced deprecated APIs with new ones.
	 - Replaced NpToolkit with NpToolkit2.
	 - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
	 - Added online ID cache system, which calls out to Sony's new ID Mapper Web API.

	Contains a breaking change in FUniqueNetId
	 - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
	 - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.

	#jira UEPLAT-1424

Change 3179973 on 2016/10/31 by Sam.Deiter

	#Jira UEDOC - 3957
	#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
	#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais

Change 3179930 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14

	Original CL description:
	[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
	 - Replaced deprecated APIs with new ones.
	 - Replaced NpToolkit with NpToolkit2.
	 - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
	 - Added online ID cache system, which calls out to Sony's new ID Mapper Web API.

	Contains a breaking change in FUniqueNetId
	 - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
	 - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.

	#jira UEPLAT-1424

Change 3179539 on 2016/10/31 by Jack.Porter

	Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
	#jira UE-37954

Change 3179309 on 2016/10/29 by Benjamin.Hyder

	Re-Saving Foliage asset in Tm-DistanceFields

	#jira UE-29618

Change 3179308 on 2016/10/29 by Benjamin.Hyder

	updating AutoLOD settings for foliage example in TM-Shadermodels

	#jira UE-29618

Change 3179135 on 2016/10/28 by Chris.Babcock

	Only use alternative event flow for Daydream packaged applications
	#jira UE-37847
	#ue4
	#android

Change 3178995 on 2016/10/28 by JohnHenry.Carawon

	Adding test content for the World Origin Rebasing feature

	#jira UE-29618

Change 3178994 on 2016/10/28 by Chris.Babcock

	Disable ARM64 Google Play Games - need new library to fix crash
	#jira UE-37972
	#ue4
	#android

Change 3178955 on 2016/10/28 by Marc.Audy

	Don't worry about clearing from world's end of frame update frame if being GC'd
	#jira UE-37928

Change 3178921 on 2016/10/28 by Daniel.Wright

	[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views).  Fixes planar reflections with r.SceneColorFormat=3.
	Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution.  Planar reflection depth resolves .8ms -> .2ms on 970
	#jira UE-37970

Change 3178919 on 2016/10/28 by Daniel.Wright

	[Copy] Fixed planar reflections in forward shading.  The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
	#jira UE-37970

Change 3178905 on 2016/10/28 by Max.Chen

	Sequencer: Fix fade track instance compile

	#jira UE-37939

Change 3178808 on 2016/10/28 by Dmitry.Rekman

	Linux: fix crash on exit (UE-37536).

	- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.

	#jira UE-37536

	(Edigrating 3175651 from Dev-Platform to Release-4.14)

Change 3178707 on 2016/10/28 by Marc.Audy

	Fix inverted null check that caused load game from slot to fail if using a BP generated class
	#jira UE-37774

Change 3178664 on 2016/10/28 by Alexis.Matte

	Fix the fbx automation tests
	#jira UE-37960

Change 3178617 on 2016/10/28 by Bart.Hawthorne

	Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components

	#jira UE-37692
	#tests ran QA game and tested that assert no longer fired in debug

Change 3178615 on 2016/10/28 by Max.Chen

	Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter

	Copy from Dev-Sequencer

	#jira UE-37328
	#2864

Change 3178553 on 2016/10/28 by Michael.Trepka

	Don't wait for the main thread in FMacWindow::Show()

	#jira UE-37915

Change 3178526 on 2016/10/28 by Alexis.Matte

	Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
	#jira UE-37923

Change 3178451 on 2016/10/28 by Mitchell.Wilson

	Limit the max angle the cannon tower can be rotated when manually aiming.
	When max rotation is reached, debug line turns red to be consistent with the arrow tower.
	#jira UE-36512

Change 3178420 on 2016/10/28 by Lina.Halper

	Fix build issue
	#jira: UE-37911

Change 3178390 on 2016/10/28 by mason.seay

	Enabling follow on certain notifies to help catch issues

	#jira UE-29618

Change 3178325 on 2016/10/28 by Zak.Middleton

	#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.

	Mirror CL 3178247 and CL 3178256 in Dev-Framework.

	#jira UE-37902

Change 3178312 on 2016/10/28 by Max.Chen

	Sequencer: Fade only oin the current player context, not on all worlds.

	#jira UE-37939

Change 3178267 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 3178146 on 2016/10/28 by Lina.Halper

	#fix crash with thumbnail update when there is no animation, and so on.
	#code review: Benn.Gallagher
	#jira: UE-37911

Change 3178145 on 2016/10/28 by Matthew.Griffin

	Fixed Clean process during a Hot Reload
	Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
	#jira UE-37616

Change 3178143 on 2016/10/28 by Mitchell.Wilson

	Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
	#jira UE-36269

Change 3178110 on 2016/10/28 by Mitchell.Wilson

	Rebuilt lighting and saved levels.
	#jira UE-36913

Change 3178070 on 2016/10/28 by Mitchell.Wilson

	Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
	#jira UE-37124

Change 3178034 on 2016/10/28 by Jon.Nabozny

	Add missing Super::Tick call to ATP_TopDownCharacter::Tick.

	#jira UE-37914

Change 3178021 on 2016/10/28 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt

	Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string

	#jira UE-37935

Change 3177981 on 2016/10/28 by Nick.Darnell

	UMG - Fixing how the virtual window calculates desired size.  It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.

	#jira UE-36861

Change 3177888 on 2016/10/28 by Matthew.Griffin

	Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp

Change 3177881 on 2016/10/28 by Matthew.Griffin

	Added guards to WITH_EDITOR only static initialisation

Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt

	Fix crash import fbx scenes if objects contain procedural textures (not supported)

	#jira UE-37917

Change 3177856 on 2016/10/28 by Matthew.Griffin

	Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings

Change 3177815 on 2016/10/28 by Graeme.Thornton

	Non-editor build fix

	#jira UE-37929

Change 3177812 on 2016/10/28 by Graeme.Thornton

	Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core

	#jira UE-37810

Change 3177737 on 2016/10/28 by Guillaume.Abadie

	Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.

	#jira UE-37927

Change 3177703 on 2016/10/28 by Phillip.Kavan

	[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.

	change summary:
	- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
	- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
	- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
	- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added

	#jira UE-37852

Change 3177600 on 2016/10/27 by Chris.Babcock

	Pass through the intent action from splash screen
	#jira UE-37925
	#ue4
	#android

Change 3177436 on 2016/10/27 by Mike.Beach

	Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).

	#jira UE-37910

Change 3177365 on 2016/10/27 by Daniel.Wright

	Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
	#jira UE-37903

Change 3177236 on 2016/10/27 by Mitchell.Wilson

	Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
	Fixed reflection captures in the level and rebuilt lighting.
	#jira UE-36624

Change 3177235 on 2016/10/27 by mason.seay

	Vehicle Assets

	#jira UE-29618

Change 3177036 on 2016/10/27 by Mitchell.Wilson

	Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
	#jira UE-37881

Change 3176996 on 2016/10/27 by mason.seay

	Missed node link

	#jira UE-29618

Change 3176993 on 2016/10/27 by mason.seay

	Test AnimBP for crash

	#jira UE-29618

Change 3176992 on 2016/10/27 by Mitchell.Wilson

	Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
	#jira UE-37846

Change 3176946 on 2016/10/27 by Alexis.Matte

	We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
	#jira UE-37705

Change 3176939 on 2016/10/27 by Alexis.Matte

	Check the pointer before using it
	#jira UE-37853

Change 3176927 on 2016/10/27 by mason.seay

	Rebuilt Lighting

	#jira UE-29618

Change 3176883 on 2016/10/27 by Steve.Robb

	Fix for crash when an array property changes while instancing subobjects.
	Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
	Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.

	#fyi matt.kuhlenschmidt, alex.fennell
	#jira UE-37752

Change 3176811 on 2016/10/27 by Chris.Bunner

	Rework of previous commit to avoid potential confusion moving forward.
	#jira UE-37424

Change 3176783 on 2016/10/27 by Chris.Bunner

	Default scalability settings to Epic, not Cinematic.
	Duplicated default render resolution scale fix (CL 3170020).
	#jira UE-37424

Change 3176692 on 2016/10/27 by Mike.Beach

	Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.

	#jira UE-37848

Change 3176635 on 2016/10/27 by mason.seay

	Setting up skeleton for retargeting testing

	#jira UE-29618

Change 3176586 on 2016/10/27 by Marcus.Wassmer

	Fix crash on D3D12 editor when selecting objects
	#jira UE-37861

Change 3176479 on 2016/10/27 by Robert.Manuszewski

	Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.

	#jira UE-37297
	#jira UE-37711

Change 3176107 on 2016/10/27 by Phillip.Kavan

	[UE-37690] AddComponent node template names now use a  counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.

	change summary:
	- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
	- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.

	#jira UE-37690

Change 3176105 on 2016/10/27 by Phillip.Kavan

	[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.

	change summary:
	- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
	- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
	- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.

	#jira UE-37686

Change 3176009 on 2016/10/26 by Dmitriy.Dyomin

	Fixed: Editor crash on changing sub-level visbility under certain conditions
	#jira UE-34740

Change 3175807 on 2016/10/26 by Daniel.Wright

	Fixed the editor thinking a lighting build is still active after you discard the results from one
	#jira UE-37834

Change 3175777 on 2016/10/26 by Jon.Nabozny

	#jira UT-6263
	Fix crash when running ServerTravel on a client
	Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler

Change 3175695 on 2016/10/26 by Ryan.Gerleve

	Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.

	#jira UE-37336

Change 3175628 on 2016/10/26 by Chad.Garyet

	Added -Build vstream from 4-14 to allow checkins from physx
	altered build script and json to reflect new changes
	#JIRA UE-37085

Change 3175612 on 2016/10/26 by Martin.Wilson

	Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes

	#jira UE-37785

Change 3175552 on 2016/10/26 by Brian.Karis

	Twinblast bust changes

	#jira UE-0

Change 3175543 on 2016/10/26 by Marc.Audy

	Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
	#jira OR-30447

Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt

	Fixed a crash when clicking Apply when using the Brush Clip tool

	#jira UE-37838

Change 3175502 on 2016/10/26 by Mitchell.Wilson

	Enabled modulated shadows on lights in rolling template levels.
	#jira UE-37047

Change 3175485 on 2016/10/26 by mason.seay

	Test Map for virtual bones

	#jira UE-29618

Change 3175469 on 2016/10/26 by mason.seay

	Test assets for Virtual Bones testing

	#jira UE-29618

Change 3175428 on 2016/10/26 by Marc.Audy

	Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
	#jira UE-37590

Change 3175414 on 2016/10/26 by Michael.Trepka

	Fixed mouse position calculations for secondary monitors on Mac

	#jira UE-37822

Change 3175382 on 2016/10/26 by Yannick.Lange

	VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
	- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
	- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
	- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
	#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581

Change 3175349 on 2016/10/26 by Chad.Garyet

	Changing physx build agents to compile workspaces instead of full ones
	#JIRA UE-37085

Change 3175267 on 2016/10/26 by Martin.Wilson

	Fix retarget crash

	#jira UE-37781

Change 3175205 on 2016/10/26 by Rolando.Caloca

	UE4.14 - Remove erroneus assert
	#jira UE-37584

Change 3175188 on 2016/10/26 by Chris.Babcock

	Fix out of spec GLSL operations (contributed by JeffRous)
	#jira UE-37800
	#PR #2886
	#ue4
	#android

Change 3175156 on 2016/10/26 by Mitchell.Wilson

	Adding missing iOS app icons to SunTemple project
	#jira UE-36991

Change 3175095 on 2016/10/26 by Daniel.Wright

	Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
	#jira UE-37783

Change 3175075 on 2016/10/26 by Daniel.Wright

	[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
	#jira UE-36497

Change 3175050 on 2016/10/26 by Jamie.Dale

	FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes

	#jira UE-37819

Change 3175039 on 2016/10/26 by Daniel.Wright

	Fixed Duplication mode
	#jira UE-37231

Change 3174996 on 2016/10/26 by Mitchell.Wilson

	Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
	#jira UE-37648

Change 3174987 on 2016/10/26 by Jon.Nabozny

	Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.

	#jira UE-37594

Change 3174803 on 2016/10/26 by Ori.Cohen

	Fix world origin shifting causing a crash inside physx.

	#JIRA UE-37745

Change 3174776 on 2016/10/26 by Allan.Bentham

	Work around broken depth reads on Galaxy S4.
	#jira UE-35481

Change 3174723 on 2016/10/26 by Robert.Manuszewski

	Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.

	#jira UE-37617

Change 3174650 on 2016/10/26 by Matthew.Griffin

	Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android

Change 3174644 on 2016/10/26 by Matthew.Griffin

	Fixing GoogleVR compile issues

Change 3174352 on 2016/10/25 by Daniel.Wright

	Rename map build data along with the world - fixes lighting lost on map rename / save as.
	Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
	Save map build data packages in SaveWorld - fixes lighting being lost on save as.
	#jira UE-37231

Change 3174335 on 2016/10/25 by Chris.Babcock

	Corrected Proguard issue with Codeworks for Android 1R5 installers
	#jira UE-37680
	#ue4
	#android

Change 3174318 on 2016/10/25 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020

Change 3174263 on 2016/10/25 by patrickr.donovan

	Test content updates and additions. Lighting Channel map added to TM-VRLoader.
	#jira UE-29618

Change 3174120 on 2016/10/25 by Daniel.Wright

	UObject::PostDuplicate with DuplicateMode
	* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
	* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
	#jira UE-37231

Change 3174113 on 2016/10/25 by Daniel.Wright

	Fixed log spam
	#jira UE-37522

Change 3174010 on 2016/10/25 by Jamie.Dale

	Fixed several crashes in the Session Frontend when viewing profiles

	- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
	- SFiltersAndPresets could crash if it was updated when no profile was selected.
	- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
	- A session update message would clobber any loaded profile data, resetting to the current instance.

	#jira UE-37597

Change 3173982 on 2016/10/25 by mason.seay

	Deleting unneeded asset

	#jira UE-29618

Change 3173912 on 2016/10/25 by Ori.Cohen

	Fix divide by 0 crash when torque curve is 0

	#JIRA UE-37737

Change 3173866 on 2016/10/25 by Ben.Marsh

	Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.

	#jira UE-37678

Change 3173824 on 2016/10/25 by Ben.Marsh

	Fix trying to recompile UBT in Rocket builds when cleaning a build target.

	#jira UE-37616

Change 3173812 on 2016/10/25 by Nick.Darnell

	XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.

	#jira UE-37757

Change 3173808 on 2016/10/25 by Ben.Marsh

	Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.

	#jira UE-37627

Change 3173711 on 2016/10/25 by Ori.Cohen

	Fix linux compiler issues for physx

	#JIRA UE-37085, UE-37114, UE-37116

Change 3173704 on 2016/10/25 by James.Cobbett

	Import test assets for Alembic Conversion test
	#jira UE-29618

Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed Zip project not working in binary builds

	#jira UE-37655

Change 3173692 on 2016/10/25 by James.Cobbett

	Test content for Alembic Conversion options

	#jira UE-29618

Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed array refreshing in the details panel not functioning properly for sub-object properties

	#jira UE-37652

Change 3173619 on 2016/10/25 by Robert.Manuszewski

	Making the cooker ignore EDL ini setting in binary engine build.

	#jira UE-37617

Change 3173616 on 2016/10/25 by Nick.Whiting

	Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors

	#jira UE-37440, UE-37236

Change 3173606 on 2016/10/25 by Jamie.Dale

	Removed invalid assert

	We're already passed the collection to modify, so the assert isn't needed.

	#jira UE-37761

Change 3173604 on 2016/10/25 by Keli.Hlodversson

	Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
	#jira UE-37623

Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed more cases of undoing causing selections to become out of sync

	#jira UE-37300

Change 3173475 on 2016/10/25 by Ori.Cohen

	Critical 4.14 physx fixes

	#JIRA UE-37085, UE-37114, UE-37116

Change 3173445 on 2016/10/25 by Robert.Manuszewski

	Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.

	#jira UE-37394

Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt

	Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering

	#jira UE-36261

Change 3173245 on 2016/10/25 by Allan.Bentham

	Remove incorrect assert.
	#jira UE-37699, UE-37707

Change 3173232 on 2016/10/25 by Jurre.deBaare

	Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
	#fix make sure we also pick up vector4 fields
	#jira UE-37656

Change 3173183 on 2016/10/25 by Matthew.Griffin

	Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)

Change 3173065 on 2016/10/25 by Dmitriy.Dyomin

	Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
	#jira UE-37736

Change 3172929 on 2016/10/24 by Ryan.Vance

	#jira UE-37742
	Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.

Change 3172915 on 2016/10/24 by Rolando.Caloca

	UE4.14 - Fix compile issues on CCT
	#jira UE-37722

Change 3172762 on 2016/10/24 by Brian.Karis

	#jira UE-37369

Change 3172742 on 2016/10/24 by Daniel.Lamb

	Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
	#jira UE-36796
	#test Cook shootergame

Change 3172690 on 2016/10/24 by Maciej.Mroz

	DynamicClass gives now, as componet-archetype, objects with non-exact name.
	Manually merged cl#3171563

	#jira UE-37480

Change 3172663 on 2016/10/24 by Daniel.Lamb

	Stopped cooker from handling modification requests when they are PIE requests.
	#test PIE shootergame
	#jira UE-21572

Change 3172629 on 2016/10/24 by Mitchell.Wilson

	Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
	Reimported SM_GodRay_Plane to resolve PhysX warning
	Rebuilt lighting for the level.
	#jira UE-37728

Change 3172523 on 2016/10/24 by Nick.Shin

	update physx cmakefiles and automation build scripts for release-414 stream (as per request)

	#jira UEFW-106   Add HTML5 support to PhysX CMake & automation scripts

Change 3172515 on 2016/10/24 by Nick.Shin

	remove old emsdk (1.35.0)

	#jira UEPLAT-1324  Update HTML5 PhysX to CMake

Change 3172511 on 2016/10/24 by Mark.Satterthwaite

	Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
	#jira UE-37481

Change 3172461 on 2016/10/24 by Cody.Albert

	Added check for pointer validity to prevent crash in ShooterGame

	#jira UE-37433

Change 3172329 on 2016/10/24 by Peter.Sauerbrei

	fix for remote notification method misspelling
	#jira ue-37720

Change 3172322 on 2016/10/24 by Marc.Audy

	Fix unreferenced variable the brute force to unblock QA
	#jira UE-37718

Change 3172191 on 2016/10/24 by Mitchell.Wilson

	Clearing preivew meshes on some materials to resolve warnings.
	#jira UE-37713

Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix non-editor compile error

	#jira UE-37695

Change 3172159 on 2016/10/24 by Dmitry.Rekman

	Update GitDependencies.exe (UE-37530).

	- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.

	#jira UE-37530

Change 3172132 on 2016/10/24 by Keith.Judge

	Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872

	#jira UE-37038

Change 3172131 on 2016/10/24 by Keith.Judge

	Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.

	#jira UE-36364

Change 3172106 on 2016/10/24 by Mitchell.Wilson

	Updated reference to a material in VehicleMenu.umap to resolve warning
	#jira UE-29748

Change 3172036 on 2016/10/24 by Steve.Robb

	TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).

	#jira UE-37706

Change 3172020 on 2016/10/24 by Marc.Audy

	Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
	#jira UE-37615

Change 3171966 on 2016/10/24 by Dmitry.Rekman

	Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)

	#jira UE-37621

	(Edigrating 3171266 from Dev-Platform to Release-4.14)

Change 3171964 on 2016/10/24 by Dmitry.Rekman

	Linux: fix always rebuilding FixDeps (UE-37625).

	#jira UE-37625

	(Edigrating 3153471 from Dev-Platform to Release-4.14)

Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt

	Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running

	#jira UE-37636

Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt

	Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
	 The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace.  The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now

	#jira UE-37695

Change 3171928 on 2016/10/24 by Max.Chen

	Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.

	#jira UE-37589

Change 3171924 on 2016/10/24 by James.Cobbett

	Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
	#jira UE-29618

Change 3171867 on 2016/10/24 by Lina.Halper

	- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
	- Empties override materials before setting preview mesh in animation editor

	#jira: UE-37610
	#code review: Thomas.Sarkanen

Change 3171789 on 2016/10/24 by Allan.Bentham

	Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
	#jira UE-35023

Change 3171776 on 2016/10/24 by Robert.Manuszewski

	Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking

	#jira UE-37599

Change 3171728 on 2016/10/24 by Dmitriy.Dyomin

	Fix origin rebasing to work with precomputed lighting data stored in separate package
	#jira UE-37693

Change 3171634 on 2016/10/24 by Dmitriy.Dyomin

	Added commenets to 3171621
	#jira UE-36449

Change 3171621 on 2016/10/23 by Dmitriy.Dyomin

	Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
	Actually disabled use of world composition with multiplayer PIE using separate processes
	#jira UE-36449

Change 3171424 on 2016/10/22 by Jack.Porter

	Remove unused exec command causing logspam

	#jira UE-37661

Change 3171259 on 2016/10/21 by Ryan.Vance

	Mobile multi-view update

	#jira UE-37603

	Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
	Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
	Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
	Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
	  Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
	  Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader

Change 3171165 on 2016/10/21 by Peter.Sauerbrei

	revert out the memory changes for platform file cache for mobile
	#jira UE-36835

Change 3171112 on 2016/10/21 by Matt.Barnes

	Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.

	#jira UEQATC-2969

Change 3171111 on 2016/10/21 by Mike.Beach

	Mirroring CL 3171084 form Dev-BP
	Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.

	#jira UE-37642

Change 3170980 on 2016/10/21 by patrickr.donovan

	Motion controller test content update - further updates to combat thumbstick noise.

	#jira UE-29618

Change 3170965 on 2016/10/21 by Mitchell.Wilson

	Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
	#jira UE-37105

Change 3170905 on 2016/10/21 by Marc.Audy

	Fix AActor::Serialize crash if a null in the owned components array
	#jira UE-37641

Change 3170838 on 2016/10/21 by Ben.Woodhouse

	Integrate crash fix from main CL3162008
	Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
	#jira UE-37216

Change 3170815 on 2016/10/21 by Jamie.Dale

	Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs

	FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.

	This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.

	#jira UE-37519

Change 3170784 on 2016/10/21 by Mitchell.Wilson

	Changing a material in TM-Reflections level
	#jira UE-29618

Change 3170668 on 2016/10/21 by Mitchell.Wilson

	Updated defaulteditor.ini to resolve cook failure for UBlueprint.
	#jira UE-37648

Change 3170595 on 2016/10/21 by Chris.Wood

	Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
	[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter

	#jira UE-37132

Change 3170395 on 2016/10/21 by Robert.Manuszewski

	UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.

	#jira UE-37617

Change 3170367 on 2016/10/21 by Allan.Bentham

	Prevent overflow of bright pixels during DoF calc.
	#jira UE-31755

Change 3170363 on 2016/10/21 by Robert.Manuszewski

	Fixing crashes when cancelling async loading

	#jira UE-37634

Change 3170362 on 2016/10/21 by Robert.Manuszewski

	Fixing MallocBinned2 crashes on 32-bit platforms.

	#jira UE-37326

Change 3170280 on 2016/10/21 by Jack.Porter

	Fix for landscape not rendering in Player Collision view mode after toggling G.

	#jira UE-37576

Change 3170202 on 2016/10/21 by Dmitriy.Dyomin

	Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
	#jira UE-37628

Change 3170160 on 2016/10/20 by Aaron.McLeran

	#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features

	Implementing CL 3169422 in 4.14

Change 3170029 on 2016/10/20 by Aaron.McLeran

	#jira UE-37004
	#jira UE-37005
	Fixing stat soundwaves

	Implementing 3154264 from Dev-Framework

Change 3170024 on 2016/10/20 by Aaron.McLeran

	#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions

	Implementing the CL from Dev-Framework

Change 3169869 on 2016/10/20 by Arne.Schober

	duplicated:
	CL 3169845
	#jira UE-35937

Change 3169810 on 2016/10/20 by Steve.Cano

	Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well

	#ue4
	#android
	#jira UE-22440

Change 3169635 on 2016/10/20 by Mike.Beach

	Mirroring CL 3169443 from Dev-BP

	Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).

	#jira UE-37605

Change 3169618 on 2016/10/20 by Mitchell.Wilson

	rebuilt lighting for all levels in Content Examples
	#jira UE-37570

Change 3169447 on 2016/10/20 by Peter.Sauerbrei

	fix for double quotes causing arguments to not be sent correctly to rsync
	#jira UE-37018

Change 3169362 on 2016/10/20 by tim.gautier

	Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget

	#jira abc-123

Change 3169244 on 2016/10/20 by Chris.Babcock

	Update to new CodeWorks for Android 1R5
	#jira UE-37554
	#ue4
	#android

Change 3169240 on 2016/10/20 by Jon.Nabozny

	#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).

	#jira UE-37488

Change 3169155 on 2016/10/20 by Peter.Sauerbrei

	fix for incorrect characters in bundle id when project has underscores in the name
	#jira UE-36436

Change 3169127 on 2016/10/20 by Allan.Bentham

	Fix android vulkan compile error with dev builds
	#jira abc-123

Change 3169058 on 2016/10/20 by Allan.Bentham

	Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
	Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
	#jira UE-36452

Change 3169049 on 2016/10/20 by Peter.Sauerbrei

	fix for minimum ios version in base ini file
	#jira UE-37034

Change 3168910 on 2016/10/20 by Jack.Porter

	Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
	#jira UE-36944

Change 3168906 on 2016/10/20 by Dmitriy.Dyomin

	Fixed: Black rendering on Galaxy S4 PowerVR
	#jira UE-37567

Change 3168858 on 2016/10/20 by Richard.TalbotWatkin

	Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
	#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]

Change 3168826 on 2016/10/20 by Richard.TalbotWatkin

	Duplicated from //UE4/Dev-Editor, CL 3156473

	Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
	#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]

Change 3168335 on 2016/10/19 by Michael.Trepka

	Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.

	#jira UE-37418

Change 3168307 on 2016/10/19 by Rolando.Caloca

	UE4.14 - Integrate changes from 3051720 and 3057522

	[RENDERING] [!]
	Revert fix in GPU skin cache (original CL 2722034)
	 - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.

	#jira UE-37545

Change 3168201 on 2016/10/19 by Peter.Sauerbrei

	fix for urls with queries not working correctly
	#jira UE-35090

Change 3168200 on 2016/10/19 by Mitchell.Wilson

	Re-saved multiple cloth assets to resolve building adjacency information warnings.
	Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
	Re-saved multiple assets to resolve empty engine version warnings.
	#jira UE-37537

Change 3168174 on 2016/10/19 by Alan.Noon

	#jira UE-37534
	deleted unnecessary files from Photorealistic Character project

Change 3168160 on 2016/10/19 by Arne.Schober

	duplicated:
	fixes for velocity render pass
	CL 3166370
	CL 3166799
	#jira UE-37362

Change 3168136 on 2016/10/19 by Alan.Noon

	#jira UE-37534
	Initial add of Photorealistic Character Sample project

Change 3168127 on 2016/10/19 by Peter.Sauerbrei

	fix for IOS_7 not being found
	#jira UE-37034

Change 3167886 on 2016/10/19 by patrickr.donovan

	#jira UE-37242

	TLDR; Test content updates.
	Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.

Change 3167882 on 2016/10/19 by samuel.proctor

	Updating asset for Profiler Heatmap testing

	#jira UE-29618

Change 3167868 on 2016/10/19 by Dmitry.Rekman

	Linux: disable XGE on Windows (UE-37446).

	- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.

	Also fix build breakage with clang 3.8.1.

	- always_inline was still applied to debug builds and as such was ignored.

	#jira UE-37446

	(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)

Change 3167832 on 2016/10/19 by Mitchell.Wilson

	Reconnected 'TopMaterial' in multiple materials to resolve warnings.
	Rebuilt lighting and saved levels.
	#jira UE-37529 UE-37535

Change 3167688 on 2016/10/19 by Mitchell.Wilson

	Removing preview mesh from multiple materials to resolve warnings.
	Rebuilt lighting and saved all levels.
	#jira UE-29678 UE-37526

Change 3167616 on 2016/10/19 by Marc.Audy

	Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
	#jira UE-37517

Change 3167585 on 2016/10/19 by Jamie.Dale

	Re-enabled all-cultures upload to OneSky so we prime translations correctly

	#jira UE-37518

Change 3167579 on 2016/10/19 by Jamie.Dale

	Fixed text render component regression with custom MIDs

	#jira UE-37305

Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt

	Fixed realtime rendering in editor viewport being disabled when simulating in editor

	#jira UE-37466

Change 3167498 on 2016/10/19 by Mitchell.Wilson

	Re-saving multiple blueprints with nodeguid warnings.
	Cleared preview mesh for materials with string asset reference warnings.
	Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
	#jira UE-30840

Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt

	Fix for disappearing menus in lastest windows 10 build

	#jira UE-36752

Change 3167311 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#jira UE-37496

Change 3167206 on 2016/10/19 by Matthew.Griffin

	Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed

Change 3167205 on 2016/10/19 by Matthew.Griffin

	Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
Ben Marsh
6390d2a7ac Merging CL 3188523 from //UE4/Dev-Rendering to fix CrossCompilerTool compile issue. Causes problems for users trying to build the whole UE4 solution. Also add to CIS to prevent future breakages.
#codereview Rolando.Caloca
#rb none
#lockdown Nick.Penwarden

[CL 3188779 by Ben Marsh in Main branch]
2016-11-07 11:54:27 -05:00
Ben Marsh
448f5d0632 Build: Fixes to allow compiling the whole solution, rather than just certain targets.
* TestPAL: Compile failure due to an MSVC warning about assigning 32-bit shift result to 64-bit variable. Also added to CIS.
* UE4EditorServices: Conflict in variable name for hInstance. Disabled building this target by default for Windows and Linux, since it only usefully does anything on Mac.

#codereview Dmitry.Rekman, Michael.Trepka
#rb none
#lockdown Nick.Penwarden

[CL 3188474 by Ben Marsh in Main branch]
2016-11-07 08:49:24 -05:00
Ben Marsh
3bba713504 Merging CL 3185489 from Dev-Build: Add "Switch" as a confidential platform.
#rb none
#lockdown Nick.Penwarden

[CL 3186238 by Ben Marsh in Main branch]
2016-11-03 18:18:32 -04:00
Marcus Wassmer
f52bdcc738 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none

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

Change 3170391 on 2016/10/21 by Ben.Woodhouse

	Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.

	#jira UE-37437
	#fyi rolando.caloca, marcus.wassmer

Change 3170659 on 2016/10/21 by Rolando.Caloca

	DR - vk - Prep work for state key changes

Change 3170676 on 2016/10/21 by Rolando.Caloca

	DR - vk - Reworked blend state keys
	- Added depth/stencil to pipeline key

Change 3170848 on 2016/10/21 by Daniel.Wright

	Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.

Change 3170849 on 2016/10/21 by Daniel.Wright

	Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear

Change 3170995 on 2016/10/21 by Rolando.Caloca

	DR - vk - Show object on vulkan validation msgs

Change 3171085 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix pipelines being used with incompatible renderpasses

Change 3171159 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix layout when reading textures on CPU

Change 3171167 on 2016/10/21 by Rolando.Caloca

	DR - vk - compile fix

Change 3172462 on 2016/10/24 by Daniel.Wright

	Added a warning about shader compile times to the material tooltip

Change 3172463 on 2016/10/24 by Daniel.Wright

	Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh

Change 3172716 on 2016/10/24 by Brian.Karis

	Fix for crash UE-37369 when reimporting over a generated LOD.

Change 3172967 on 2016/10/24 by Rolando.Caloca

	DR - vk - Fix writing buffers while GPU was using them

Change 3174187 on 2016/10/25 by Olaf.Piesche

	UE-37020

Change 3174718 on 2016/10/26 by Rolando.Caloca

	DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k

Change 3175960 on 2016/10/26 by Rolando.Caloca

	DR - Added support for hlslcc header to have custom parsing

Change 3176611 on 2016/10/27 by David.Hill

	DrawWireCone  confusion:

	In response to a UDN, I'm updating confusing parameter names and comments for
	DrawWireCone() and DrawWireSphereCappedCone()

Change 3177111 on 2016/10/27 by Rolando.Caloca

	DR - vk - Fix timestamps for frame

Change 3177192 on 2016/10/27 by Arne.Schober

	DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState

Change 3177278 on 2016/10/27 by Olaf.Piesche

	UE-37484

Change 3177297 on 2016/10/27 by Rolando.Caloca

	DR - vk - Enable GRHISupportsBaseVertexIndex

Change 3177607 on 2016/10/27 by Rolando.Caloca

	DR - vk - SM4 UB prep

Change 3178052 on 2016/10/28 by Arne.Schober

	DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.

Change 3178156 on 2016/10/28 by Rolando.Caloca

	DR - vk - Added query timer
	- Fixed inline issues

Change 3178158 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for out of stencil bits

Change 3178462 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for Elemental

Change 3179131 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix for r.Vulkan.UseRealUBs

Change 3179139 on 2016/10/28 by Rolando.Caloca

	DR - vk - Move UB ring buffer to context

Change 3179145 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix buffer barriers

Change 3179888 on 2016/10/31 by Rolando.Caloca

	DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD

Change 3179923 on 2016/10/31 by Rolando.Caloca

	DR - vk - Wait for swapchain counter

Change 3180430 on 2016/10/31 by Rolando.Caloca

	DR - vk - Properly wait for occlusion queries/cmd buffer
	- Actual log error if trying to use occlusion queries out of order

Change 3180746 on 2016/10/31 by Rolando.Caloca

	DR - vk - Undo some waiting as it was on the wrong thread

Change 3182115 on 2016/11/01 by Rolando.Caloca

	DR - hlslcc Linux path fix

Change 3182118 on 2016/11/01 by Daniel.Wright

	Fixed global distance field seam artifacts from landscapes with no subsections

Change 3182368 on 2016/11/01 by Daniel.Wright

	Dynamic Indirect Shadows for static meshes using distance fields
	* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
	* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
	* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
	* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
	* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
	* DFAO from landscape is now done through the global distance field entirely.  Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.

Change 3182408 on 2016/11/01 by Rolando.Caloca

	DR - vk - Reworked occlusion queries, fixes flickering on AMD

Change 3182585 on 2016/11/01 by Daniel.Wright

	PS4 compile fix

Change 3183151 on 2016/11/02 by Rolando.Caloca

	DR - vk - Fix issue when processing super quick cmd buffers

Change 3183160 on 2016/11/02 by Rolando.Caloca

	Dr - vk - Call reset queries outside render pass

Change 3183182 on 2016/11/02 by Rolando.Caloca

	DR - Switch clear

Change 3183194 on 2016/11/02 by Rolando.Caloca

	DR - Try to catch crash ahead of time

Change 3183268 on 2016/11/02 by Rolando.Caloca

	DR - vk - Rename RenderPassState to TransitionState

Change 3183440 on 2016/11/02 by Daniel.Wright

	Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'

Change 3183793 on 2016/11/02 by Daniel.Wright

	Added ShadowResolutionScale to lightcomponent

Change 3183796 on 2016/11/02 by Daniel.Wright

	Improved bSimulatePhysics comment, with info on why it might be greyed out

Change 3183797 on 2016/11/02 by Daniel.Wright

	Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps.  Improves shadowmap utilization.

Change 3183915 on 2016/11/02 by Rolando.Caloca

	DR - vk - Remove redundant renderpasses

Change 3183991 on 2016/11/02 by Daniel.Wright

	Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only

Change 3184001 on 2016/11/02 by Daniel.Wright

	Better draw event for IndirectCapsuleShadows in stereo

Change 3184096 on 2016/11/02 by Chris.Bunner

	HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
	Removed some outdated tonemamping cvars and modes.

Change 3184399 on 2016/11/02 by Daniel.Wright

	Static analysis workaround

Change 3184455 on 2016/11/02 by Mark.Satterthwaite

	Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
	#jira UE-38164

Change 3184953 on 2016/11/03 by Chris.Bunner

	Fixing CIS warnings.

[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00