Commit Graph

1057 Commits

Author SHA1 Message Date
Nick Penwarden
4ccf8be305 Mergine engine changes to //UE4/Main @ 2748007
[CL 2748770 by Nick Penwarden in Main branch]
2015-10-30 17:41:13 -04:00
Dan Oconnor
182eb81f41 Fix for stale ParentFuncMap during blueprint reinstancing after child blueprints are reparented
#codereview Marc.Audy

[CL 2747125 by Dan Oconnor in Main branch]
2015-10-29 19:51:07 -04:00
Andrew Grant
9abcacfd1b Merging Engine code from Orion at CL2744789 through //depot/UE4-To-//UE4/Main
[CL 2745726 by Andrew Grant in Main branch]
2015-10-28 19:18:20 -04:00
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Daniel Lamb
9560e5099d Improved archive debug stack for UFunction.
[CL 2733983 by Daniel Lamb in Main branch]
2015-10-19 14:26:10 -04:00
Marc Audy
02cba58cb2 Merge build fixes back from //UE4/Main to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2720261 by Marc Audy in Main branch]
2015-10-07 17:46:58 -04:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Ben Zeigler
b988df547b #UE4 Fix Linux Warning
#codereview dmitry.rekman

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2714557 by Ben.Zeigler on 2015/10/02 11:53:56.

[CL 2714558 by Ben Zeigler in Main branch]
2015-10-02 11:54:22 -04:00
Ben Zeigler
dfb00e00b2 #UE4 Call PostSerialize on UStructs loaded as part of a data table if they implement it. This allows doing post load fixups for data tables
Move UseNativeSerialization, UseBinarySerialization and StaticSerializeItem from UStructProperty to UScriptStruct so they're easily accesible without a property
#codereview maciej.mroz, robert.manuszewski

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2713864 by Ben.Zeigler on 2015/10/01 19:34:35.

[CL 2713868 by Ben Zeigler in Main branch]
2015-10-01 19:35:56 -04:00
Zak Middleton
69750fb84e #ue4 - Optimize UObject::IsNameStableForNetworking() to check cheap flags first before expensive IsDefaultSubObject(). Optimize UActorComponent::IsSupportedForNetworking() to check GetIsReplicated() before IsNameStableForNetworking(), and inlined GetIsReplicated().
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[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2713510 by Zak.Middleton on 2015/10/01 16:08:33.

[CL 2713523 by Zak Middleton in Main branch]
2015-10-01 16:15:47 -04:00
Steve Robb
4bfca8d6cb Fix for skipped elements/infinite loop in UMapProperty::Identical.
#codereview robert.manuszewski

[CL 2712911 by Steve Robb in Main branch]
2015-10-01 11:10:02 -04:00
Daniel Lamb
1b1357a577 Fixed unity build.
[CL 2711819 by Daniel Lamb in Main branch]
2015-09-30 16:34:36 -04:00
Daniel Lamb
8ca86b2e3c Fixed compilation error.
[CL 2711818 by Daniel Lamb in Main branch]
2015-09-30 16:33:48 -04:00
Gil Gribb
b889684211 UE4 - Removed GC frames from abtest testing.
[CL 2711362 by Gil Gribb in Main branch]
2015-09-30 13:36:11 -04:00
Daniel Lamb
a96d96ea0e Added support for diffing cooked packages on save against supplied cooked package directory.
#codereview Robert.Manuszewski

[CL 2711133 by Daniel Lamb in Main branch]
2015-09-30 11:06:33 -04:00
Jaroslaw Palczynski
9703d22f63 Major HotReload fix.
[CL 2710850 by Jaroslaw Palczynski in Main branch]
2015-09-30 05:26:51 -04:00
Dan Oconnor
5b10cd8462 Fixed hot reload bug - was not using the normal cpp name for native types. Dynamic types still need to use their overridden name. Also fixed a typo and a comment that waas out of date.
[CL 2710259 by Dan Oconnor in Main branch]
2015-09-29 17:44:18 -04:00
Robert Manuszewski
de3f16afad Bumping the max object count up to 16M
[CL 2709473 by Robert Manuszewski in Main branch]
2015-09-29 11:03:28 -04:00
Maciej Mroz
897ce3a214 BlueprintCompilerCppBackend - unconverted blueprints:
- support for functions and delegates
- various fixes

#codereview Mike.Beach

[CL 2709166 by Maciej Mroz in Main branch]
2015-09-29 07:32:02 -04:00
Thomas Sarkanen
37330dc3c7 Merging CL 2707469.
Blueprint multithreading improvements

Moved various exception-handling-related variables from static/global to TLS.
Fixed instance of static contention in execLet.

reviewed by Maciej.Mroz

[CL 2709073 by Thomas Sarkanen in Main branch]
2015-09-29 04:28:33 -04:00
Dan Oconnor
d6625b676d Changes required to support unicode (or otherwise invalid) class names for blueprints converted to native types. We now add a postfix (__pf) to native types generated for blueprints. We also overwrite invalid symbols (ie, +, - or unicode characters) found in blueprint asset names. All dynamic classes now need to explicitly specify a name.
#codereview Maciej.Mroz

[CL 2708146 by Dan Oconnor in Main branch]
2015-09-28 14:27:23 -04:00
Ryan Gerleve
519be4bfa0 [AUTOMERGE]
Attempt to spawn a PlayerState for the replay spectator controller during client replay recording, by falling back to the default game mode object if the authority game mode can't be found (only if GetNetMode() != NM_Client).
Expose the ability to get an actor's FNetworkGUID, and the actor that corresponds to an FNetworkGUID, if available. Allows games to correlate actors across multiple local worlds if there is a client-server relationship between them.

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Integrated using branch UE4-Orion-To-UE4 of change#2705235 by Ryan.Gerleve on 2015/09/24 17:12:18.

[CL 2705290 by Ryan Gerleve in Main branch]
2015-09-24 17:32:17 -04:00
Jurre deBaare
34036d7772 Merging using HLOD_from_Orion
[CL 2704241 by Jurre deBaare in Main branch]
2015-09-24 09:04:18 -04:00
Maciej Mroz
edacaa6860 Fixed the previous Cis Fix in TUObjectPropertyBase
[CL 2704137 by Maciej Mroz in Main branch]
2015-09-24 07:17:08 -04:00
Maciej Mroz
776660ed97 Cis Fix
[CL 2704102 by Maciej Mroz in Main branch]
2015-09-24 06:18:47 -04:00