Commit Graph

40 Commits

Author SHA1 Message Date
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
daren cheng
52d2948d2e Add support for prioritization of categories.
Change commontext display order

#jira UE-122344
#rb Tim.Smith
#preflight 612400dfcc11eb00018dce1c

#ROBOMERGE-SOURCE: CL 17288271 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17288281 by daren cheng in ue5-release-engine-test branch]
2021-08-24 12:05:36 -04:00
sebastian nordgren
7f2094a931 FPropertyNode::GetQualifiedName() with bIgnoreCategories = true now doesn't add ".." to the path.
#jira UE-109724
#review-15874782 @lauren.barnes

[CL 15887560 by sebastian nordgren in ue5-main branch]
2021-04-01 07:18:23 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Robmaister
c8970ed8df PR #6704: Properties that have subcategories specified for them and have the ShowOnlyInnerProperties metadata flag now display correctly. (Contributed by Robmaister)
#jira UE-32252
#rb sebastian.nordgren

[CL 11574986 by sebastian nordgren in Main branch]
2020-02-21 06:01:37 -05:00
nick darnell
cdd3165da9 Editor - Giving the details panel the ability to filter the values as well (before we only filtered based on the name of properties and any custom filter strings coming from the customization. Now the values themselves are considered when filtering so that if you've referenced an asset or have some text property, you can search for specific text, or the asset name to see where it has been set.
#rb Matt.Kuhlenschmidt
[FYI] Matt.Kuhlenschmidt


#ROBOMERGE-OWNER: nick.darnell
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 11358089 via CL 11358143 via CL 11358189
#ROBOMERGE-BOT: (v654-11333218)

[CL 11358651 by nick darnell in Main branch]
2020-02-11 16:46:12 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Robert Manuszewski
a1f8474e9a Changed how the engine detects trashed user structs - instead of looking at field lists, it's now going to be using dedicated functions.
The old way, even though was effective, was not entirely correct and resulted in fallout after FProperty changes.

#rb Steve.Robb
#jira UE-75095

[CL 10991870 by Robert Manuszewski in Main branch]
2020-01-15 06:11:42 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
jonathan bard
36ef272dcc Cherry-pick 10494848 :
HideCategories on components in an actor now correctly hides the categories when the actor is selected.

#rb sebastian.nordgren


#ROBOMERGE-SOURCE: CL 10635368 via CL 10635369
#ROBOMERGE-BOT: (v609-10634694)

[CL 10635374 by jonathan bard in Main branch]
2019-12-10 09:20:40 -05:00
Fred Kimberley
38d787f2db Fix an obvious copy paste error that resulted in container properties not being handled correctly when multiselecting objects.
#rb Marc.Audy
#jira UE-81106

[CL 9317967 by Fred Kimberley in Dev-Framework branch]
2019-10-01 13:10:18 -04:00
Fred Kimberley
9bf66b2197 Fixing the build.
#rb none
#jira none
#fyi Marc.Audy

[CL 8921390 by Fred Kimberley in Dev-Framework branch]
2019-09-19 19:50:27 -04:00
Marc Audy
5fb00d38a0 Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 8902520
#rb
#rnx

[CL 8914290 by Marc Audy in Dev-Framework branch]
2019-09-19 17:46:29 -04:00
Fred Kimberley
23619b8516 Added a sidecar data structure to hold data that is constant for all members of the same class. This data will now be stored per class instead of being stored per instance. This can result in substantial memory savings for classes that have many instances and constant data. Good candidates for identify this type of data are member variables that are marked as EditDefaultsOnly and BlueprintReadOnly.
#rb Michael.Noland
#jira UE-80589

[CL 8899817 by Fred Kimberley in Dev-Framework branch]
2019-09-19 15:39:36 -04:00
Chris Gagnon
2e87118a18 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none

[CL 8614014 by Chris Gagnon in Main branch]
2019-09-10 11:35:20 -04:00
Marc Audy
278eda75dd Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 7234503
#rb
#rnx

[CL 7263339 by Marc Audy in Dev-Framework branch]
2019-07-10 13:47:03 -04:00
ben zeigler
ee2d51d487 #jira UE-75095 Fix crash where property nodes in a placed blueprint instance would try to use the TRASHSTRUCT properties left behind by a user struct change, which would read from random memory
#rb dan.oconnor
[FYI] bob.tellez, lauren.ridge


#ROBOMERGE-SOURCE: CL 6836585 via CL 6838722
#ROBOMERGE-BOT: (v366-6836689)

[CL 6838879 by ben zeigler in Main branch]
2019-06-04 15:55:10 -04:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Jason Stasik
b638d33f20 Don't show categories with no visible properties
#jira UE-66427,UE-66428
#rb chris.gagnon
#codereview chris.gagnon,michael.noland

[CL 4569788 by Jason Stasik in Dev-Editor branch]
2018-11-15 12:49:33 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
a66199e8a7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3582363 by Marc.Audy

	Make ComponentToWorld fully private and remove deprecation informing of this
	#jira UE-46286

Change 3582885 by Ben.Zeigler

	#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime

Change 3584468 by Ben.Zeigler

	#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints

Change 3584596 by Marc.Audy

	(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
	#jira UE-48346

Change 3586057 by Ben.Zeigler

	#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate

Change 3588211 by Marc.Audy

	PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
	#jira UE-48318

Change 3588826 by Marc.Audy

	Don't ensure when connecting the output pin of a create delegate node to a wildcard input
	#jira UE-48157

Change 3588827 by Marc.Audy

	Always throw error when unable to validate a link connection instead of allowing totally broken content to compile

Change 3588872 by Ben.Zeigler

	#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports

Change 3589134 by Dan.Oconnor

	Mirror 3585244 from Release 4.17
	Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
	#jira UE-48189

Change 3589140 by Dan.Oconnor

	Mirror 3588406 from Release-4.17
	Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references

	#jira UE-48464

Change 3589141 by Dan.Oconnor

	Mirror 3588681 from Release-4.17
	Set Default values and CallInEditor meta data for event nodes

	#jira UE-48386

Change 3590690 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4

Change 3590909 by Ben.Zeigler

	#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
	WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.

Change 3591386 by Marc.Audy

	Split pins are now correctly handled when expanding macros and functions.
	#jira UE-47747

Change 3591939 by Dan.Oconnor

	Mirror 3591923 from Release-4.17
	Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
	#jira UE-48250

Change 3593243 by Marc.Audy

	PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
	#jira UE-48534

Change 3593407 by Marc.Audy

	Properly expose Lex::To/FromString for FName

Change 3593648 by Marc.Audy

	Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes

Change 3593917 by Marc.Audy

	Improved comment

Change 3594501 by Marc.Audy

	Fix biased shuffle algorithm
	#jira UE-48432

Change 3594699 by Ben.Zeigler

	#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
	Fix InstancedStaticMesh to not ensure when loaded via the async loading thread

Change 3595327 by Phillip.Kavan

	#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.

	Change summary:
	- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
	- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
	- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
	- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
	- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
	- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
	- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
	- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
	- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
	- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
	- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
	- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
	- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
	- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
	- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.

Change 3596499 by Marc.Audy

	Fix non-editor CIS error

Change 3596653 by Marc.Audy

	When a transaction is cancelled the previous redo buffer will now be restored instead of lost
	#jira UE-48513

Change 3598187 by Ben.Zeigler

	Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
	Fix functional tests to work in editor builds with -game by forcing an asset registry scan

Change 3598193 by Ben.Zeigler

	Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.

Change 3600168 by Marc.Audy

	(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
	#jira UE-47467

Change 3600457 by Ben.Zeigler

	Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error

Change 3600462 by Ben.Zeigler

	Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms

Change 3600685 by Marc.Audy

	(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
	#jira UE-47467

Change 3600859 by Marc.Audy

	(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
	#jira UE-48672

Change 3600918 by Marc.Audy

	Transient child actor components should create transient child actors.
	#jira UE-48605

Change 3601012 by Ben.Zeigler

	Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
	Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.

Change 3602595 by Marc.Audy

	(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
	#jira UE-48684

Change 3602644 by Ben.Zeigler

	Add game game thread asserts to streamable manager to track down possible async loading thread issues

Change 3602745 by Ben.Zeigler

	Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them

Change 3602807 by Phillip.Kavan

	#jira UE-48426
	- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.

	Change summary:
	- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.

Change 3602856 by Ben.Zeigler

	Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues

Change 3602903 by Marc.Audy

	Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
	#jira UE-39362

Change 3602963 by Marc.Audy

	PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
	#jira UE-46960

Change 3603249 by Marc.Audy

	Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
	#jira UE-43328

Change 3603311 by Ben.Zeigler

	Add -nocodesign option to disable code signing during staging

Change 3603504 by Ben.Zeigler

	#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector

Change 3604790 by Marc.Audy

	Fix inability to undo Add Pin via context menu to make container nodes.
	#jira UE-48751

Change 3605079 by mason.seay

	Renamed component from Cube to Cylinder, because it's actually a Cylinder

Change 3605113 by Mieszko.Zielinski

	PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)


Change 3605276 by mason.seay

	Fixed comment error in level bp

Change 3605706 by Zak.Middleton

	#ue4 - Fix redundant GetDefault<>.

	#jira none

Change 3605850 by Zak.Middleton

	#ue4 -  Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.

	(Mirror CL 3602849 in Fortnite)

	#jira FORT-51215, UT-6139

Change 3607677 by Dan.Oconnor

	Mirror 3597636 from Release-4.17
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607704 by Dan.Oconnor

	Back out changelist 3607677 - want to obliterate integration record

Change 3607727 by Dan.Oconnor

	Mirror 3597636 from Release-4.17 - now with integrations converted to edits
	Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
	#jira UE-48524

Change 3607735 by Dan.Oconnor

	Mirror 3606248 from Release-4.17
	When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)

	#jira UE-48697, UE-48465

Change 3607919 by Ben.Zeigler

	#jira UE- 48815
	Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
	Copy of CL #3607743

Change 3608447 by mason.seay

	Fixing deprecated node

Change 3608779 by Ben.Zeigler

	#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again

Change 3609860 by Marc.Audy

	Allow uint8:1 properties to be used as expose on spawn

	#jira FORT-52043

Change 3609877 by Marc.Audy

	Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
	Reduce size UBlueprintGeneratedClass by 32 bytes

	#jira FORT-52043

Change 3609944 by Marc.Audy

	Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)

Change 3610009 by mason.seay

	Moving assets to another folder for organization

Change 3610840 by Ben.Zeigler

	#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
	Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.

Change 3610961 by Ben.Zeigler

	Fix it so when a test times out it writes out the full report with a proper error
	Fix typo with ErrorCount

Change 3611183 by Marc.Audy

	(4.17.2) Don't crash clicking the variable of a deleted component
	#jira UE-47678

Change 3611262 by Ben.Zeigler

	#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates

Change 3611667 by Phillip.Kavan

	#jira UE-48450
	- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.

Change 3612641 by Marc.Audy

	Private StaticMesh, remove deprecation warning

Change 3612990 by Marc.Audy

	Reduce memory footprint of UClass

Change 3613137 by Ben.Zeigler

	#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated

Change 3613161 by Ben.Zeigler

	#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
	PR #3899

Change 3613192 by Ben.Zeigler

	#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools

Change 3613320 by Mason.Seay

	Submitting deleted redirectors

Change 3613321 by Marc.Audy

	Shrink AActor 32 bytes

Change 3613326 by Marc.Audy

	Move Serialize to be editoronly

Change 3613358 by Phillip.Kavan

	#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.

Change 3613827 by Marc.Audy

	Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)

Change 3613841 by Ben.Zeigler

	#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes

Change 3614031 by Marc.Audy

	Fix initialization order

Change 3614033 by Marc.Audy

	Use Reset instead of Empty in get functions

Change 3615211 by Ben.Zeigler

	Fix CIS warning

Change 3615386 by Ben.Zeigler

	#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it

Change 3615571 by Ben.Zeigler

	#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections

Change 3615844 by Marc.Audy

	(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
	#jira UE-48977

Change 3615887 by Marc.Audy

	(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
	#jira UE-48970

Change 3615965 by Dan.Oconnor

	Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies

	#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692

Change 3616149 by mason.seay

	Updated BP for more thorough Find in BP testing

Change 3616261 by Dan.Oconnor

	Mirror 3594264 and 3594798 from Release-4.17
	Fix crash after compiling a blueprint that has an invalid ParentClass
	#jira UE-48430, UE-48903

Change 3616816 by Zak.Middleton

	#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).

	#jira UE-48351

Change 3616934 by Phillip.Kavan

	#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.

	Change summary:
	- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.

Change 3616946 by Phillip.Kavan

	#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.

Change 3618007 by Marc.Audy

	(4.17.2) Ensure that RootComponent is correct after undo/redo
	#jira UE-48995

Change 3618014 by Phillip.Kavan

	#jira UE-49025 - Fix global FiB menu item names.

Change 3618206 by Dan.Oconnor

	Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO

	#jira UE-47991, UE-47726

Change 3618211 by Dan.Oconnor

	Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic

Change 3618299 by Zak.Middleton

	#ue4 - Fix comment in GetComponents (UActorComponent version)

	#jira none

Change 3618409 by Marc.Audy

	Make linker placeholder properly support map and set properties
	#jira UE-48925

Change 3618436 by Marc.Audy

	Fix shadow variable

Change 3618682 by Ben.Zeigler

	Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged

Change 3618783 by Ben.Zeigler

	Fix several issues with the Component Transform details UI
	#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
	#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
	#jira UE-48960 Correctly notify blueprint system when component transforms are changed
	#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
	Fix the "Reset to Defaults" icon to be correct in transform details

Change 3618904 by Ben.Zeigler

	#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI

Change 3618984 by Zak.Middleton

	#ue4 - Reduce memory churn/allocations when duplicating for PIE.

	#jira none

Change 3619895 by Marc.Audy

	Very minor cleanup

Change 3620129 by Marc.Audy

	PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
	#jira UE-49083

Change 3620350 by Lukasz.Furman

	restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
	copy of CL# 3618825, 3618828
	#ue4

Change 3620628 by Zak.Middleton

	#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.

	Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.

	This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.

	#jira UE-49035

Change 3620700 by Lukasz.Furman

	moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
	#ue4

Change 3620716 by mason.seay

	Test map for flow control save issue

Change 3620723 by mason.seay

	Minor improvement

Change 3620792 by Ben.Zeigler

	Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS

Change 3621084 by Marc.Audy

	Fix NegateInt/Float in StandardMacros
	#jira UE-36242
	#jira UE-36470

Change 3621152 by Marc.Audy

	Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
	#jira UE-49111

Change 3621246 by mason.seay

	Test BP for UE-48800

Change 3621257 by Michael.Noland

	Animation: Corrected a comment on the LegIK node

Change 3621480 by Zak.Middleton

	#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.

	#jira UE-39088
	#github PR 2985 (modified)

Change 3621685 by Phillip.Kavan

	#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.

	Change summary:
	- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
	- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.

Change 3622629 by Marc.Audy

	Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle

Change 3622779 by Zak.Middleton

	#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).

	#jira none

Change 3623020 by Marc.Audy

	Fix initialization order

Change 3623021 by Marc.Audy

	Reorganize USceneComponent to improve cache coherency

Change 3623261 by Ben.Zeigler

	#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.

Change 3623294 by Marc.Audy

	Realign UActorComponent to avoid members crossing cache lines

Change 3623383 by Marc.Audy

	Compress UParticleSystemComponent and fix up cases of members crossing cache lines

Change 3623492 by Marc.Audy

	(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
	#jira UE-49189
	#jira UE-49196

Change 3623573 by Ben.Zeigler

	#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor

Change 3623642 by Dan.Oconnor

	Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated

	#jira UE-49211

Change 3623719 by Marc.Audy

	PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
	#jira UE-42970

Change 3624191 by Marc.Audy

	Cache GetWorld()

Change 3624232 by Marc.Audy

	Remove accidentally checked in change

Change 3624688 by Marc.Audy

	PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
	Force feedback component can also ignore time dilation
	#jira UE-44155

Change 3624880 by Marc.Audy

	PR #3970: SpawnObject not checking for a nullptr causing an editor crash

Change 3625740 by Mason.Seay

	Check in the correct file this time...

Change 3625806 by Ben.Zeigler

	#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future

Change 3626128 by Marc.Audy

	Fix dragging off component tree in to graph showing an error message
	#jira UE-49114

Change 3626655 by Ben.Zeigler

	#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not

Change 3626740 by Marc.Audy

	Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
	#jira UE-49276

Change 3626831 by Marc.Audy

	Remove BOM

Change 3627162 by Phillip.Kavan

	#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.

	- Regression introduced in CL# 3613358.

Change 3628051 by Marc.Audy

	Fix spelling of redundant
	#jira UE-49343

Change 3596437 by Marc.Audy

	Don't copy metadata unnecessarily

Change 3613302 by Marc.Audy

	Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
	Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
	Reduce size of USceneComponent by 112 bytes.
	Reduce size of FLightingChannels from 3 bytes to 1.
	Reduce size of FBodyInstance by 16 bytes.

Change 3620363 by Lukasz.Furman

	split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
	copy of CL# 3620248
	#ue4

Change 3622569 by Marc.Audy

	Remove unnecessarily deprecated visibility member and use redirect instead

Change 3624879 by Marc.Audy

	Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
	Adjust existing game calls to ClientPlayrForceFeedback to use new API

[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00
Ben Marsh
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]
2016-12-08 08:52:44 -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