#UE4 Fixed a crash when loading a corrupted asset registry. The cache is simply not loaded regenerated.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2613955 by Bob.Tellez on 2015/07/08 15:19:01.
[CL 2613957 by Bob Tellez in Main branch]
- virtual UCharacterMovementComponent::VisualizeMovement() can be overridden in child classes to add project-specific debug drawing
- Marked GetMovementName() as const so it can be used in debugging display
[CL 2613862 by Dan Youhon in Main branch]
This wasn't handling searches like '"Thing"...' correctly, and the non-quoted string parsing will already parse quoted strings correctly since it enters "quoted string parsing mode" once it finds an opening quote.
[CL 2613804 by Jamie Dale in Main branch]
Guard against updating attribute aggregators for periodic effects. This was highlighted by a periodic effect with stacking rules, when stack count was refreshed, we were pushing periodic mods to aggregators (when they should only ever be applied as instant mods to the attributes base value). Fixes another potential bug with clients getting onrep from a periodic effect that has attribute mods (not executions).
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2613791 by David.Ratti on 2015/07/08 13:35:21.
[CL 2613792 by David Ratti in Main branch]
#jira UE-16413 - Applying materials to BSP takes a long time once shells reach a basic level of complexity
Previously, setting a material or its texture transform on a BSP surface triggered CommitModelSurfaces, which iterated all the ModelComponents in the level and caused (among other things) the physics state to be recreated, a very expensive operation. This is clearly unnecessary when only the surface material or texture transform has changed, so introduced a new path in which only the Material Index Buffers are updated for the level's UModel.
[CL 2613582 by Richard TalbotWatkin in Main branch]