mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
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e59338fcbb052d40802ffaf991924b2aebf04341
41 Commits
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888f708d3b |
Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603 #rb richard.talbotwatkin #preflight 60d1e95f78c3b000010f6005 #ROBOMERGE-SOURCE: CL 16743468 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16743480 by alexis matte in ue5-release-engine-test branch] |
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5f1caca88c |
Fixed issue where renaming certain assets causes soft reference issues, with special handling for GameMapsSettings: ensure redirectors are created for assets that are soft-referenced by CDOs when they are renamed. Enhanced warning message at time of renaming if any GameMapsSettings are affected. Added error at cook time if any of the GameMapsSettings maps/modes are still pointing to redirectors, as they will fail to load at runtime.
#jira UE-80948 [CL 15475421 by justin hare in ue5-main branch] |
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f44af03ab0 |
Split InterchangeCore module and add an InterchangeEngine module to make dependencies more easy to manage. The out of process worker cannot compile with Engine and do not need the interchangemanager.
#jira none #rb jeanmichel.dignard [CL 14395980 by Alexis Matte in ue5-main branch] |
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9fa4bf0f27 |
Move FEditorModeInfo and shared mode defines to EditorFramework module.
#rnx #Jira UE-96448 #review-14071452 #rb jamie.dale lauren.barnes [CL 14084099 by brooke hubert in ue5-main branch] |
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a7c9001a94 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb #rnx [CL 14075271 by Marc Audy in ue5-main branch] |
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78fa2d6e35 |
Interchange framework initial commit. This is an experimental feature that is off by default
#jira none #rb jeanmichel.dignard, jeanluc.corenthin, johan.duparc, danny.couture [CL 13935912 by Alexis Matte in ue5-main branch] |
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11f5b21210 |
Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx [CL 13753156 by Marc Audy in ue5-main branch] |
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30609f64ac |
Moved the core functionality of the Plugin Browser for creating and mounting a new plugin into a new PluginUtils plugin.
#rb Rex.Hill #ROBOMERGE-SOURCE: CL 13032255 via CL 13032257 via CL 13032260 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971) [CL 13032261 by dave belanger in Main branch] |
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471d972e62 |
Updating copyright for Engine Developer.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 #ROBOMERGE-BOT: (v613-10869866) [CL 10870584 by ryan durand in Main branch] |
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2e87118a18 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none [CL 8614014 by Chris Gagnon in Main branch] |
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aa0d2303d6 |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none #rnx [CL 6944849 by Rolando Caloca in Main branch] |
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80918bea22 |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 5110714 by Chris Gagnon in Dev-Editor branch] |
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164ee07148 |
Exclude non-project plugin content from advanced copy
#jira UE-69759 #rb Jamie.Dale #ROBOMERGE-SOURCE: CL 4963057 in //UE4/Release-4.22/... #ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main) [CL 4968554 by lauren ridge in Main branch] |
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1dd3e0189f |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4730305 by Chris Gagnon in Dev-Editor branch] |
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fee98d3ca5 |
Merging //UE4/Dev-Main@4729937 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none [CL 4730169 by Marcus Wassmer in Dev-Rendering branch] |
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9cd11ebaea |
Running Anim Modifiers on a selection of animations
#jira UE-52080 #rb Thomas.Sarkanen [CL 4688597 by Jurre deBaare in Dev-Anim branch] |
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cbfcbbb93b |
Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch] |
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8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
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8ba3c4c087 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none #jira none [CL 4665410 by Thomas Sarkanen in Dev-Anim branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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fedc653232 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change |
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fbd810241c |
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3555219)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3537750 by Ori.Cohen Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities. Change 3537756 by Ori.Cohen Added ExternalForce to rigid body node for faking inertia while simulating in component space Change 3537758 by Ori.Cohen Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node. Change 3538308 by Ethan.Geller #jira UE-47169: fix for streaming sources not getting properly destroyed in AudioMixer Change 3538329 by Jon.Nabozny Fix ForEachBodyBelow to use the proper body index. Change 3538528 by Ori.Cohen Fix gravity not being converted into the right simulation space for the RigidBody node Change 3539741 by James.Golding Remove unused HACD library. We use V-HACD now. #jira UE-46618 Change 3539746 by James.Golding Enable research SoftBody plugin in QAGame Change 3540115 by Ori.Cohen Turn joint pre-processing on for immediate mode. This helps with some stability issues. #tests none Change 3543166 by Ori.Cohen Exposed an inertia scale for body instances Change 3544097 by Ori.Cohen Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin) Change 3544221 by Ori.Cohen Fix CIS Change 3544289 by Ori.Cohen Fix CIS Change 3544581 by Ori.Cohen Fix CIS Change 3545415 by Ethan.Geller Changes to AudioMixer's Delay class: Addition of SetDelayInSamples method, fix for delay line not working when being set to maximum delay Change 3545426 by Ethan.Geller #jira UEAP-282 Add Flexiverb submix effect to Synthesis plugin. Change 3545570 by Ethan.Geller Add Blueprint function library to sound utilities plugin Change 3548160 by Martin.Wilson Clean up animation compression logging (change to compression category and downgraded from warning #Jira UE-47424 Change 3548368 by Danny.Bouimad Changing an audio test on TM-AnimPhys as it isn't supported on a large number of platforms (Yet) Change 3548630 by Aaron.McLeran Don't send or mix built-in reverb submix if there's a plugin reverb enabled. Change 3548631 by Aaron.McLeran Adding ability to define default device using macro vs assuming index 0. Change 3548782 by Aaron.McLeran SDL backend implementation for windows, linux, and HTML. - Still need to hook up SDL to HTML5, but should be workable in Linux. Change 3549034 by Aaron.McLeran Adding missed file for SDL2.lib Change 3549102 by Aaron.McLeran Adding missing include Change 3550388 by James.Golding Fix ApexDestructionLib project generation #jira UE-47637 Change 3550412 by James.Golding More fixes to ApexDestruction.Build.cs Change 3550856 by Ori.Cohen Fix analysis for shared headers. #jira UE-47593 Change 3551046 by Aaron.McLeran Fix CIS build Change 3551056 by Aaron.McLeran Fixing assert on launch of audio mixer, invalid assert. Change 3552685 by Thomas.Sarkanen Fixed Fortnite warnings on editor startup/cook APEX destruction plugin was accessing the thumbnail manager before UnrealEd (and more pertinently, FortniteGame module) was loaded. Defering registration of the thumbnail rendering until later in the startup sequence means the the appropriate classes can be found. #jira UE-47595 - //UE4/Dev-AnimPhys: Cook Fortnite Win64 completed with 16 Warnings Change 3552847 by Ori.Cohen Fix CIS Change 3552916 by James.Golding Fix Win64 SDL2 deployment (path was wrong) #jira UE-47679 Change 3552919 by James.Golding Add 'RemapDirectories' entry for SoftBody plugin in QAGame (avoids package error) Also fix warning to give correct syntax #jira UE-47682 Change 3553168 by Ori.Cohen Fix CIS [CL 3555263 by Thomas Sarkanen in Main branch] |
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5275490168 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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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
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