This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Move enum from AutomationUtils.Automation to BuildUtilities
#jira none
#trivial
#preflight 60ca8a3d78c3b00001f86b24
#ROBOMERGE-SOURCE: CL 16701095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16701097 by jonathan adamczewski in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16341432 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16341434 by ben marsh in ue5-release-engine-test branch]
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.
#rb ben.marsh
[CL 14834347 by Joakim Lindqvist in ue5-main branch]
#jira UE-78311
#rb na
#ROBOMERGE-SOURCE: CL 7814233 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v389-7813075)
[CL 7814249 by andrew grant in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 4042043 by Steve.Robb
GitHub #4705 : Added weak lambda's for delegates and multicast delegates.
Change 4042056 by Robert.Manuszewski
Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.
Change 4042104 by Robert.Manuszewski
Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects
+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command
Change 4042377 by Robert.Manuszewski
Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.
+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame
Change 4042427 by Robert.Manuszewski
Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running
Change 4042482 by Robert.Manuszewski
Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection
Change 4042635 by Robert.Manuszewski
Fix for a potential assert when incremental purge garbage is pending and something forces a full purge
Change 4044092 by Steve.Robb
Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.
Change 4044102 by Robert.Manuszewski
Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled
Change 4044113 by Steve.Robb
Another Clang fix.
Change 4044160 by Robert.Manuszewski
Disregard For GC pool will now be enabled by default in cooked builds
Change 4044287 by Steve.Robb
Typo fix.
Change 4047723 by Graeme.Thornton
TBA: Fixes for import/export name cache and object resolving
Change 4048015 by Graeme.Thornton
TBA: Weak/Soft/Lazy pointer serialization changes
* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.
Change 4048021 by Steve.Robb
Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr.
TIsMemberPointer added.
TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.
Change 4048544 by Robert.Manuszewski
Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.
Change 4051028 by Graeme.Thornton
TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false
Change 4051056 by Graeme.Thornton
TBA: High level tagged property / UObject base class text serialization
- UObject serialize converted to structured archive
- Properties written to text individually with text tags, and then binary adapted values
- Only saves, doesn't load
Change 4051111 by Graeme.Thornton
TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up
Change 4051154 by Graeme.Thornton
TBA: Convert a few uobject serializers to structured archive format for example purposes
Change 4051181 by Graeme.Thornton
TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty
Change 4051197 by Graeme.Thornton
TBA: ObjectProperty text serialization
Change 4051216 by Graeme.Thornton
Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.
Change 4051261 by Graeme.Thornton
TBA: Convert UMetaData to structured archive
Change 4051374 by Steve.Robb
Incorrect assert removed.
Change 4051562 by Robert.Manuszewski
Adding stats for the new GC internal functions
Change 4051614 by Graeme.Thornton
TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.
Change 4052512 by Graeme.Thornton
TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.
Change 4053917 by Robert.Manuszewski
Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects
Change 4053919 by Robert.Manuszewski
Added the ability to disable incremental BeginDestroy in ini/project settings
Change 4055518 by Daniel.Lamb
Fixup for deterministic audio generation issue.
Submitted on behalf of Rich.Whitehouse
#jira nojira
#test prefilght automated test.
Change 4056854 by Graeme.Thornton
TBA: Added a test asset to EngineTest which contains all the different property types and test cases.
Change 4056858 by Graeme.Thornton
TBA: Updated USetProperty to proper structured archive usage
Change 4056872 by Graeme.Thornton
TBA: Add map property field to test object
Change 4056873 by Graeme.Thornton
TBA: Convert UMapProperty to full structured archive
Change 4056994 by Graeme.Thornton
TBA: Converted FText over to structured archive. Implemented saving, but not loading.
Change 4059728 by Ben.Marsh
UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.
Change 4059805 by Graeme.Thornton
Fixed typo in text serialization. Fixes CIS automation test errors
Change 4060007 by Graeme.Thornton
TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.
Change 4060092 by Stefan.Boberg
Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)
When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).
At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.
Change 4060108 by Stefan.Boberg
Introduced some additional target platform utilities to help with asset cook optimizations
* We now assign each ITargetPlatform a zero-based ordinal value
* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.
These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.
Change 4060143 by Graeme.Thornton
Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007
Needs some other changes that I haven't checked in yet...
Change 4062432 by Ben.Marsh
Fix error message when enumerating P4 changes.
Change 4062648 by Ben.Marsh
Add missing p4 integration action.
Change 4063620 by Graeme.Thornton
Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.
(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)
Change 4066963 by Robert.Manuszewski
Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.
Change 4067133 by Robert.Manuszewski
Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.
Change 4067443 by Steve.Robb
FString can now be constructed from any char pointer type and length.
Change 4068156 by Steve.Robb
Fix necessary because of FString constructor change in CL# 4067443.
Change 4070258 by Graeme.Thornton
Fixes for VSCode
Change 4070372 by Graeme.Thornton
TBA: Script struct serialization to structured archives
Change 4071913 by Ben.Marsh
Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.
Change 4071914 by Ben.Marsh
Missing files.
Change 4071937 by Ben.Marsh
Missing header.
Change 4072015 by Ben.Marsh
Fixes for compiling PakFileUtilities as part of the editor.
Change 4072826 by Steve.Robb
TBitArray::Reserve() added.
TBitArray::Add() overloaded to allow adding multiple bits.
TSparseArray::Reserve() optimized to call the overloaded Add().
Change 4073271 by Daniel.Lamb
Fixed add patch tier in project launcher passing the wrong commandline option to UAT.
#test none
Change 4074708 by James.Hopkin
#core Removed redundant Casts
Change 4074763 by Steve.Robb
Fix for TSparseArray::Reserve() size.
Change 4076063 by Ben.Marsh
Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.
Change 4077064 by Robert.Manuszewski
Fixing compile error in PakFileUtilities
Change 4077144 by Graeme.Thornton
TBA: TextAssetCommandlet improvements
* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid
Change 4077412 by Ben.Marsh
Set the correct exit code for UnrealPak. Should return 0 on success, not 1.
Change 4077760 by Graeme.Thornton
TBA: Loading fixed for tagged property serialization
Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives
Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.
Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.
Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.
Change 4078800 by Ben.Marsh
Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.
Change 4079745 by Graeme.Thornton
TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)
Change 4079847 by Graeme.Thornton
TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.
Change 4079925 by Ben.Marsh
Fix incorrect assignment when deriving name for chunked pak file.
Change 4080214 by Ben.Marsh
Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.
Change 4082394 by Graeme.Thornton
CIS fix for variable shadowing warning
Change 4082583 by Ben.Marsh
Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.
Change 4082652 by Ben.Marsh
Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.
Change 4082755 by Graeme.Thornton
Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.
Change 4082756 by Graeme.Thornton
Fixed some incorrect documentation for pakfile compressed chunk headers
Change 4082883 by Graeme.Thornton
Static analysis warning fix
Change 4082912 by Ben.Marsh
Move ExceptionUtils into DotNETUtilities.
Change 4085291 by Graeme.Thornton
TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input
Change 4085523 by Graeme.Thornton
TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.
Change 4086037 by Robert.Manuszewski
Fix for a potential race condition when two threads want to acquire GC lock
Change 4088655 by Graeme.Thornton
Pak creation now uses the bEnablePakSigning setting from the crypto config json file
Change 4091474 by Steve.Robb
Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
Unused variables removed.
Change 4093632 by Steve.Robb
CIS fixes.
Change 4093656 by Graeme.Thornton
Build fix
Change 4093744 by Ben.Marsh
Allow per-chunk settings for whether to enable compression in UnrealPak.
Change 4099712 by Gil.Gribb
UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.
#jira UE-59686
Change 4099912 by Stefan.Boberg
Cooking timer optimizations:
- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code
This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC
Change 4100519 by Stefan.Boberg
Quick fix for Linux build issue introduced in 4099927
Change 4105327 by Stefan.Boberg
Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.
Fixes check when using -FullLoadAndSave to cook
Change 4105448 by Stefan.Boberg
- Fixed Linux build warning re: member initialization order
- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.
Change 4109031 by Ben.Marsh
Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.
Change 4109588 by Ben.Marsh
UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.
Change 4109595 by Ben.Marsh
Missing project file for DotNETUtilities.
Change 4110724 by Stefan.Boberg
Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.
The locking was redundant since the annotation maps are managed per thread anyway.
Change 4111304 by Ben.Marsh
UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.
As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.
Change 4112708 by Steve.Robb
Fix for TBitArray::MaxBits in assignment.
Change 4114133 by Stefan.Boberg
Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.
Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.
- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit
Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)
Change 4115010 by Robert.Manuszewski
Fixing CIS
Change 4115249 by Robert.Manuszewski
Fixing async loading code asserts when exiting game very early due to an error
#jira UE-56267
Change 4117091 by Ben.Marsh
Prevent doubled-up lines when writing status updates with console log verbosity.
Change 4117207 by Ben.Marsh
UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.
Change 4119175 by Ben.Marsh
UGS: Fix crash writing version files when directory does not already exist.
Change 4119987 by Ben.Marsh
UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.
Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).
Change 4119991 by Ben.Marsh
Update version number for UGS launcher to 1.13.
Change 4121943 by Robert.Manuszewski
Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)
Change 4122592 by Steve.Robb
GitHub #4762 : Improve wording and grammar of Math comments
Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().
Change 4122819 by Stefan.Boberg
Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter
This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.
Change 4122872 by Stefan.Boberg
CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.
Change 4123109 by Stefan.Boberg
- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion
Change 4123455 by Ben.Marsh
PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)
Change 4124207 by Ben.Marsh
UBT: Remove some unnecessary indirection for generated code paths.
Change 4124217 by Ben.Marsh
UBT: Remove another unused variable from UEBuildModuleCPP.
Change 4124377 by Stefan.Boberg
In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again
Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion
Change 4125071 by Stefan.Boberg
Some tweaks to FQueuedThreadPoolBase scheduling and memory management
- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work
Change 4126132 by Ben.Marsh
UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.
Change 4126867 by Graeme.Thornton
TBA: Fix tagged binary formatter
Change 4127010 by Robert.Manuszewski
AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.
Change 4127932 by Ben.Marsh
WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.
Change 4129050 by Ben.Marsh
UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.
Change 4129459 by Graeme.Thornton
TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory
Change 4129515 by Graeme.Thornton
TBA: Add EnterRecord overload that allows outputting of available field names when loading.
Change 4129517 by Graeme.Thornton
TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end
Change 4129518 by Graeme.Thornton
TBA: Added a local const bool to allow easy hacking out of text asset loading support
Change 4129558 by Graeme.Thornton
TBA: Build fix for textasset-less configs
Change 4129614 by Ben.Marsh
UGS: Main window is now restored to normal size when activated by clicking on the tray icon.
#jira UE-60490
Change 4129618 by Ben.Marsh
UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.
Change 4131936 by Robert.Manuszewski
Removing some WIP code accidentally checked in with CL #4121943
Change 4133490 by Ben.Marsh
UGS: Allow the $(Change) variable to be used in more places than just the context menu.
#jira UE-60573
Change 4133550 by Ben.Marsh
UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.
#jira UE-60554
Change 4133681 by Ben.Marsh
UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).
The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.
The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.
Example:
[Default]
+SafeToDeleteFolders=/MyGame/Test/
+SafeToDeleteFolders=/DataService/
+SafeToDeleteExtensions=.xx1
+SafeToDeleteExtensions=.xx2
#jira UE-60575
Change 4135449 by Ben.Marsh
Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)
Change 4135730 by Ben.Marsh
UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.
Change 4135823 by Ben.Marsh
UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.
Change 4135945 by Ben.Marsh
UBT: Fix error running programs with no explicitly enabled or disabled plugins.
Change 4137207 by Ben.Marsh
UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".
Change 4137311 by Stefan.Boberg
Removed child cooker support.
In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.
Change 4137393 by Ben.Marsh
UGS: Fix display of multiline errors in the status panel.
Change 4141708 by Steve.Robb
GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate
#jira UE-45490
Change 4146655 by Stefan.Boberg
Removed FullGCAssetClasses logic - no longer necessary nor useful
Change 4147318 by Ben.Marsh
UGS: Compress build badges in a column if it shrinks below the size that they would be visible.
Change 4148207 by Ben.Marsh
UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:
+ServiceBadges=RoboMerge
Change 4148282 by Stefan.Boberg
Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value
Change 4148344 by Stefan.Boberg
Fixed minor indentation error (most likely caused by sloppy merge)
Change 4148521 by Stefan.Boberg
Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp
Change 4148639 by Ben.Marsh
UGS: Fix tooltips not showing for changes that have description badges.
Change 4149373 by Ben.Marsh
UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:
+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")
Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.
Change 4149399 by Ben.Marsh
UGS: Update version to 1.143.
Change 4155660 by Steve.Robb
PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.
Change 4157117 by Ben.Marsh
Fix warning due to plugins disabled in .target.cs file.
Change 4158011 by Ben.Marsh
UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.
Change 4158646 by Ben.Marsh
UGS: Fix exception when login is discovered to have expired during a workspace update.
Change 4158678 by Ben.Marsh
UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.
Change 4158683 by Ben.Marsh
UGS: Add an unhandled exception filter which sends the exception data to the backend.
Change 4159131 by Ben.Marsh
UGS: Reduce the number of characters displayed for build badges based on the available space.
Change 4159194 by Graeme.Thornton
TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types
Change 4159239 by Steve.Robb
Improved readability and compliance with coding standards.
Change 4159246 by Ben.Marsh
UGS: Allow syncing projects where source code is not available (and various version files don't exist).
#jira UE-60985
Change 4159286 by Ben.Marsh
UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.
#jira UE-60986
Change 4159302 by Ben.Marsh
UGS: Update version to 1.144.
Change 4160308 by Ben.Marsh
All staging client executables for blueprint projects.
#jira UE-60983
Change 4161567 by Steve.Robb
GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended
Change 4162641 by Ben.Marsh
UGS: Allow customizing the position of custom columns, via the Index=N attribute.
Change 4162647 by Ben.Marsh
UGS: Update version to 1.145.
Change 4165319 by Robert.Manuszewski
PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)
Change 4166150 by Ben.Marsh
UGS: Include *.inl when looking for code changes.
Change 4166551 by Steve.Robb
Whitespace fixes caused by a bad merge.
Change 4168483 by Ben.Marsh
UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.
Change 4168490 by Ben.Marsh
UGS: Update version to 1.146.
Change 4168551 by Ben.Marsh
UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.
Change 4168560 by Ben.Marsh
UBT: Remove static config variable for controlling which configuration of UHT to use.
Change 4171296 by Ben.Marsh
UGS: Move the check for overlong paths earlier.
Change 4171531 by Ben.Marsh
UBT: Fix exception if BuildConfiguration.xml contains an unknown category.
Change 4183371 by Robert.Manuszewski
Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early
Change 4184312 by Ben.Marsh
UGS: Update version to 1.148
Change 4184480 by Robert.Manuszewski
Removing unused async loading stat
Change 4186390 by Ben.Marsh
UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.
Change 4188644 by Ben.Marsh
UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.
Change 4188647 by Ben.Marsh
UBT: Fix exception in target receipt when architecture is null.
Change 4189617 by Ben.Marsh
Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).
Change 4189740 by Ben.Marsh
UAT: Remote code to build UnrealPak when packaging; we use the editor now.
Change 4189860 by Ben.Marsh
UGS: Make the filter for excluding automated lighting rebuilds more explicit.
Change 4190082 by Ben.Marsh
Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.
- Allow edit and continue for any configuration, not just debug.
- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
- Removed code that tracks PDB output files, since they're modified multiple times during a build.
- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.
#jira
Change 4192949 by Ben.Marsh
UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)
Change 4193218 by Ben.Marsh
Fix formatting.
Change 4197252 by Mike.Erwin
UAT: Fix log output w/ correct count of non-code projects.
#jira none
Change 4197941 by Ben.Marsh
UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.
Change 4197964 by Ben.Marsh
UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.
Change 4198144 by Ben.Marsh
UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".
Change 4198413 by Ben.Marsh
UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.
Change 4198779 by Ben.Marsh
UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.
Change 4198825 by Ben.Marsh
UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.
Change 4199341 by Ben.Marsh
UGS: Update version to 1.149
Change 4199642 by Chad.Garyet
- Deprecate CISController
- Add BuildController to replace CIS GET/POST for builds
- Add LatestController, GET does what CIS/GET used to do
- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
- Latest/GET now returns "LatestData" object instead of array of longs
- Updated EventMonitor to match all API changes
- Fixed bug where IDs were getting reset to initial startup values every update loop
Change 4199663 by Chad.Garyet
CIS controller still needs to return an array of longs
#jira none
Change 4199680 by Ben.Marsh
UGS: Update version to 1.150
Change 4200457 by Ben.Marsh
Merging CIS fix for non-development configurations.
Change 4200472 by Mike.Erwin
UAT: fix -skipbuildclient param default
It was defaulting to skipbuildeditor's value, likely a copy-paste error.
#jira none
Change 4202595 by Ben.Marsh
Fix static analysis warning due to constant comparison against macro.
Change 4203250 by Ben.Marsh
UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.
Change 4206191 by Ben.Marsh
Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.
Change 4213011 by Ben.Marsh
UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.
Change 4213487 by Ben.Marsh
UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.
Change 4213609 by Ben.Marsh
Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.
Change 4215971 by Ben.Marsh
UBT: Remove action graph visualization code; no longer used.
Change 4215996 by Ben.Marsh
UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.
Change 4216022 by Ben.Marsh
UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.
Change 4216031 by Ben.Marsh
UBT: Move all the action executors into their own folder in the project.
Change 4216526 by Ben.Marsh
Fix CIS warnings.
Change 4216544 by Ben.Marsh
Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.
Change 4216633 by Ben.Marsh
Add support for UnrealPak plugins.
* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
* Programs can now load any runtime modules, as long as they are whitelisted.
* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
* UnrealPak is now always built by default when packaging
* Convert UnrealPak to a modular configuration
Change 4216736 by Ben.Marsh
UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...
Change 4217447 by Ben.Marsh
Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml
Change 4217451 by Ben.Marsh
Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs
Change 4217617 by Ben.Marsh
Back out changelist 4217451
Change 4222552 by Ben.Marsh
Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.
Change 4222630 by Ben.Marsh
UBT: Fix spam while generating project files if Clang isn't installed.
Change 4223316 by Ben.Marsh
UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.
Change 4223318 by Ben.Marsh
UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).
Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.
Change 4223401 by Ben.Marsh
UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.
Change 4223899 by Ben.Marsh
UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.
Change 4224637 by Ben.Marsh
Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.
Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.
Change 4224710 by Ben.Marsh
UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.
Change 4224715 by Ben.Marsh
UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.
Change 4224726 by Ben.Marsh
Remove commented out line.
Change 4224903 by Ben.Marsh
Fix non-unity compile error in Stats2.h.
Change 4225051 by Ben.Marsh
Back out changelist 4224710; causing CIS errors due to receipts not matching.
Change 4225134 by Ben.Marsh
Fixing non-unity errors.
Change 4225203 by Ben.Marsh
Another non-unity fix.
Change 4225249 by Ben.Marsh
Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.
#jira UE-62001
Change 4225512 by Ben.Marsh
BuildGraph: Allow setting the target to build when using the <CsCompile> task.
Change 4228815 by Ben.Marsh
UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.
Change 4228944 by Ben.Marsh
UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.
Change 4229028 by Ben.Marsh
UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.
Change 4229065 by Ben.Marsh
UBT: Move another target setting into the rules assembly.
Change 4229105 by Ben.Marsh
Fix BPT exception when generating project files.
Change 4229311 by Ben.Marsh
UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.
Change 4229421 by Ben.Marsh
UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.
Change 4229817 by Ben.Marsh
UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.
Change 4229824 by Ben.Marsh
UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.
Change 4229841 by Ben.Marsh
UBT: Remove some legacy code from auto-detecting PCHs.
Change 4230521 by Ben.Marsh
UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)
Change 4230871 by Ben.Marsh
UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.
Change 4230882 by Ben.Marsh
UAT: Add StreamUtils back into UAT, seems like it's still used there.
Change 4230896 by Ben.Marsh
UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.
Change 4231014 by Ben.Marsh
WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.
Change 4231032 by Ben.Marsh
Fix CIS.
Change 4231096 by Ben.Marsh
Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.
Change 4231446 by Ben.Marsh
UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).
Change 4231460 by Ben.Marsh
Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.
Change 4233909 by Robert.Manuszewski
PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)
Change 4233910 by Ben.Marsh
Enable PCHs on IOS. Reduces build time by ~25%.
Change 4234176 by Ben.Marsh
UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.
Change 4234193 by Ben.Marsh
Add the Delete command to Perforce wrapper in DotNETUtilities.
Change 4234688 by Ben.Marsh
UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.
Change 4234711 by Ben.Marsh
UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).
Example usage (from a .build.cs file):
RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);
Change 4234872 by Ben.Marsh
Expose a flag for whether the engine is installed, to fix issues generating project files.
Change 4234929 by Ben.Marsh
Fix null reference generating receipts when UBT makefiles are active.
Change 4235883 by Chad.Garyet
Merging 4231245 to core
Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
#jira UE-61955
Change 4236075 by Ben.Marsh
CIS fix
Change 4237066 by Robert.Manuszewski
Fix for a potential crash when terminating the engine while it's being initialized
#jira UE-60545
Change 4237078 by Robert.Manuszewski
The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor
Change 4237116 by Ben.Marsh
Rewrite some Windows utility functions to support paths longer than MAX_PATH.
Change 4237158 by Ben.Marsh
Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().
Change 4237159 by Ben.Marsh
Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.
Change 4239050 by Ben.Marsh
Missing file
Change 4239318 by Ben.Marsh
Linux CIS fix.
Change 4239685 by Ben.Marsh
Static analysis CIS fix.
Change 4240800 by Ben.Marsh
WorkspaceTool: Include the full command line in the log for any P4 commands.
Change 4240903 by Ben.Marsh
PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)
Change 4241025 by Ben.Marsh
UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.
Change 4241770 by Ben.Marsh
UBT: Include action number in parallel executor output.
#jira UE-62032
Change 4243469 by Ben.Marsh
TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.
Change 4245723 by Robert.Manuszewski
Fixing another creash when terminating the engine while initializing.
#jira UE-60545
Change 4245862 by Steve.Robb
VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.
Change 4246412 by Robert.Manuszewski
The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.
Change 4246612 by Ben.Marsh
UBT: Fix spelling of "Intellisense".
Change 4249454 by Robert.Manuszewski
Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read
Change 4249513 by Robert.Manuszewski
Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread
Change 4255207 by Ben.Marsh
UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.
Change 4255288 by Ben.Marsh
PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)
Change 4256422 by Ben.Marsh
UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.
Change 4257385 by Robert.Manuszewski
Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.
Change 4257454 by Robert.Manuszewski
Added the option to filter clusters listed with gc.ListClusters by objects within them.
Usage:
gc.ListClusters Hierachy With=ObjectName1,ObjectName2...
Change 4257526 by Robert.Manuszewski
It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line
Change 4257822 by Ben.Marsh
Fixes for PlatformShowcase compile errors.
Change 4258771 by Ben.Marsh
UBT: Fix project files not being generated for foreign projects when creating .stub files.
#jira UE-62462
Change 4258790 by Ben.Marsh
UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.
Change 4259276 by Ben.Marsh
UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.
Change 4259280 by Ben.Marsh
UBT: Fix embedded framework zips not being uploaded for plugins.
#jira UE-62485
Change 4260236 by Ben.Marsh
UBT: Fix path to generated engine project file.
Change 4260334 by Ben.Marsh
UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.
Change 4260361 by Ben.Marsh
UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)
Change 4260559 by Ben.Marsh
UGS: Update version.
Change 4261160 by Robert.Manuszewski
MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)
#jira UE-62495
Change 4261421 by Ben.Marsh
Force-sync files for building documentation, to fix issues with files not being updated.
#jira UE-62413
Change 4261425 by Ben.Marsh
UBT: Remove some leftover functions for handling the remote toolchain.
Change 4261530 by Ben.Marsh
UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.
Change 4261611 by Ben.Marsh
UBT: Downgrade warning to a log message, since it appears when generating project files.
Change 4261710 by Ben.Marsh
Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.
#jira UE-62545
Change 4261831 by Ben.Marsh
Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.
#jira UE-62463, UE-62384
Change 4262723 by Ben.Marsh
Whitelist plugins that need to be loaded by UFE.
#jira UE-62564
Change 4265444 by Ben.Marsh
Fix incorrect executable name for DebugGame configurations in Xcode.
#jira UE-62574
Change 4265892 by Ben.Marsh
Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.
#jira UE-62575, UE-62603, UE-62597
Change 4266019 by Josh.Adams
- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE
Change 4266264 by Ben.Marsh
Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.
This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.
#jira UE-62578
Change 4266273 by Ben.Marsh
Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.
Change 4266614 by Graeme.Thornton
Fix crash when cooking nativized blueprints due to removal of child cooker system.
Change 4266763 by Ben.Marsh
Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.
#jira UE-62584
Change 4267985 by Robert.Manuszewski
When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated
#jira UE-62600
Change 4268558 by Robert.Manuszewski
PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.
#jira UE-62600
Change 4269011 by Chad.Garyet
- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
Wildcard match was only substringing to 3 chars.
- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
Published to ugsapi server 8/8/17
#jira none
Change 4270788 by Ben.Marsh
Fix IOS provisioning data being using when remote compiling on TVOS.
#jira UE-62705
Change 4271916 by Ben.Marsh
Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.
Change 4271934 by Ben.Marsh
Upload all static libraries in plugin folders as part of remote builds.
#jira UE-62694
Change 4273368 by Ben.Marsh
Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.
#jira UE-62705
Change 4274049 by Ben.Marsh
Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.
#jira UE-62751
Change 4274823 by Ben.Marsh
Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.
Change 4275838 by Ben.Marsh
Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.
Change 4275913 by Ben.Marsh
Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.
Change 4284161 by Ben.Marsh
Allow mirroring Oodle files to remote Mac.
Change 4074774 by Steve.Robb
Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
TArray::HeapPop() made to work with move-only types.
Change 4082591 by Ben.Marsh
Move the Log class from UBT to DotNetUtilities.
Change 4083236 by Ben.Marsh
Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)
Change 4084107 by Ben.Marsh
UAT: Remove the unused -SkipHeader argument to UE4Build.
Change 4089771 by Steve.Robb
GitHub #4743 : modified VirtualAlloc function flag
https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411
Change 4091456 by Steve.Robb
Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.
Change 4156437 by Ben.Marsh
Lots and lots of fixes compiling for Clang on Windows.
Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!
* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
* Clang is now supported through AutoSDKs; will be added to CIS.
* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)
Change 4157389 by Ben.Marsh
Few more fixes for compiling the editor with Clang.
Change 4183911 by Ben.Marsh
Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.
* Incremental linking no longer forces PDB files to be enabled for source files.
* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
* Icon update is disabled for Windows when incremental linking is enabled.
* Removed rarely-used setting to always delete produced items before each build.
Change 4184311 by Ben.Marsh
UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.
The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):
[Default]
; Set this to a network share which contains the SDK installers for your site
SdkInstallerDir=
; All the required SDKs for the current version of the engine
+SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
+SdkInfo=(Category="Windows", Description="Visual Studio 2017")
+SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
+SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")
Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.
The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).
Change 4200452 by Ben.Marsh
UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.
Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.
Change 4206189 by Ben.Marsh
UBT: Simplify logic for precompiling binaries.
* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
* Precompiled file lists have been removed from target receipts.
* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.
Change 4215466 by Ben.Marsh
UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.
Change 4215975 by Ben.Marsh
UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).
Change 4220154 by Ben.Marsh
Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.
Change 4224708 by Ben.Marsh
Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.
Change 4224958 by Ben.Marsh
Remove CoreMinimal.h includes from Core.
Change 4229059 by Ben.Marsh
UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.
Change 4230508 by Ben.Marsh
Fixup precompiled header setting for samples and games.
Change 4231457 by Ben.Marsh
Fix exceptions in log messages having trailing newlines.
Change 4232406 by Ben.Marsh
UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.
Change 4234177 by Ben.Marsh
Set up private PCH files everywhere that previously used them.
Change 4235973 by Ben.Marsh
Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.
Change 4238842 by Ben.Marsh
Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).
Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).
* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
* Fix 512 character maximum length on editor commands.
260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.
Change 4255042 by Ben.Marsh
UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.
The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.
Change 4260567 by Ben.Marsh
UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.
#rb none
[CL 4285673 by Ben Marsh in Main branch]
Editor processes spawn ADB.EXE (Android Debug Bridge), which forks itself to start a server. The engine creates the child process is created with bInheritHandles = TRUE, so the forked server inherits the editor's stdout and stderr pipes AS WELL AS the stdout and stderr pipes created for ADB. The C# Process.WaitForExit() method waits until all pipes are closed before returning, so leaking these handles prevents the editor process from reporting as closed.
ProcessUtils contains code that polls Process.HasExited, then waits 120s for the pipes to be closed before abandoning them, which was historically always occuring when running automation tests. Dev-Core merge removed the need to capture that output, which resulted in the 120s delay being skipped.
This change restores the output capture and 120s delay. Will implement a proper fix in Dev-Core (probably only allowing ADB to inherit specific handles that are relevant to it from the engine), which should remove the delay and allow the process to shut down correctly.
#rb none
#lockdown Nick.Penwarden
[CL 3873826 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change 3416398 on 2017/05/01 by Daniel.Lamb
Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.
#test Cook on the side shootergame.
Change 3416826 on 2017/05/01 by Daniel.Lamb
Added callback to game when files are requested reload from networkfileserver.
Game will need to unload / reload effected objects.
Working on simple reload capability in shootergame.
#test Cook on the side shootergame with reloading
Change 3417983 on 2017/05/02 by Ben.Marsh
EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.
Change 3418747 on 2017/05/02 by Steve.Robb
Fix for const pointer properties.
Fix for UHT debugging manifest.
Test added for pointer properties.
Change 3420477 on 2017/05/03 by Gil.Gribb
UE4 - Removed check from windows async IO layer.
[CL 3421020 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3345860 on 2017/03/14 by Daniel.Lamb
Fixed crash when building DLC
#test Cook paragon.
Change 3347324 on 2017/03/15 by Gil.Gribb
UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.
Change 3347331 on 2017/03/15 by Robert.Manuszewski
Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.
#jira UE-42732
Change 3347371 on 2017/03/15 by Graeme.Thornton
Fix for runtime asset cache not invalidating files with an outdated version number
Change 3349161 on 2017/03/16 by Steve.Robb
Generated UFUNCTION FNames no longer exported.
Misc refactors of code generation.
Change 3349167 on 2017/03/16 by Steve.Robb
Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).
Change 3349274 on 2017/03/16 by Gil.Gribb
UE4 - Fix loading a package that is already loaded.
Change 3349534 on 2017/03/16 by Ben.Marsh
UBT: Check that the SN-DBS service is running before attempting to use it.
Change 3349612 on 2017/03/16 by Gil.Gribb
UE4 - Increased estimate of summary size.
Change 3350021 on 2017/03/16 by Gil.Gribb
UE4 - Fixed crash in signature checks when mounting pak files.
Change 3350052 on 2017/03/16 by Ben.Marsh
Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.
Change 3350360 on 2017/03/16 by Ben.Marsh
UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.
Change 3351670 on 2017/03/17 by Ben.Marsh
UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.
Change 3352289 on 2017/03/17 by Ben.Marsh
Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.
Change 3352390 on 2017/03/17 by Ben.Marsh
Remove unused/out of date binaries for CrashReporter.
Change 3352392 on 2017/03/17 by Ben.Marsh
Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.
Change 3352410 on 2017/03/17 by Ben.Marsh
Remove P4ChangeReporter. I don't believe this is used any more.
Change 3352450 on 2017/03/17 by Ben.Marsh
Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.
Change 3352455 on 2017/03/17 by Ben.Marsh
Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.
Change 3352940 on 2017/03/17 by Wes.Hunt
Update CRP to not send Slack queue size updates unless the waiting time is greater than 1 minute.
#codereview: jin.zhang
Change 3353658 on 2017/03/20 by Steve.Robb
Fix for crash when importing a BP which has a populated TMap with an enum class key.
Change 3354056 on 2017/03/20 by Steve.Robb
TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.
Change 3356111 on 2017/03/21 by Graeme.Thornton
Fix for UE-34131
- Support double and fname stat types in UFE stat export to CSV
#jira UE-34131
Change 3358584 on 2017/03/22 by Daniel.Lamb
Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.
#test Cook shootergame
Change 3360379 on 2017/03/23 by Gil.Gribb
UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.
Change 3360623 on 2017/03/23 by Gil.Gribb
UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.
Change 3360627 on 2017/03/23 by Gil.Gribb
UE4 - Optimized UObject hash tables for speed and space.
Change 3361183 on 2017/03/23 by Gil.Gribb
UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.
Change 3361906 on 2017/03/23 by Steve.Robb
Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.
#jira UE-43272
Change 3362839 on 2017/03/24 by Gil.Gribb
UE4 - Fixed hash table lock optimization.
Change 3367348 on 2017/03/28 by Robert.Manuszewski
Making sure streamed-in SoundWaves get added to GC clusters.
Change 3367386 on 2017/03/28 by Ben.Marsh
EC: Pass the Semaphores property from a build type as a parameter to new build jobs.
Change 3367422 on 2017/03/28 by Ben.Marsh
EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.
Change 3367469 on 2017/03/28 by Ben.Marsh
EC: Prevent multiple incremental jobs running at once.
Change 3367640 on 2017/03/28 by Ben.Marsh
Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.
Change 3367836 on 2017/03/28 by Uriel.Doyon
Improved handled of references in the streaming manager
Change 3369354 on 2017/03/29 by Graeme.Thornton
Added AES encrypt/decrypt functions that take a byte array for the key
Change 3369804 on 2017/03/29 by Ben.Marsh
Remove incorrect "EngineVersion" settings from plugin descriptors.
Change 3370462 on 2017/03/29 by Ben.Marsh
Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.
#jira UE-43467
Change 3371598 on 2017/03/30 by Ben.Marsh
UBT: Fix message for missing toolchain in VS2017.
Change 3372827 on 2017/03/30 by Ben.Marsh
BuildGraph: Output an error at the end of each step if any previous build products have been modified.
Change 3372947 on 2017/03/30 by Ben.Marsh
[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.
Change 3372958 on 2017/03/30 by Ben.Marsh
[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.
Change 3372981 on 2017/03/30 by Ben.Marsh
[Merge] Modular game fixes for UAT
* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start
Change 3373024 on 2017/03/30 by Ben.Marsh
[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3373041 on 2017/03/30 by Ben.Marsh
[Merge] Added UAT script to replace assets with another source
Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files
Change 3373052 on 2017/03/30 by Ben.Marsh
[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet
Change 3373092 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash attempting to load cooked static mesh in editor
Change 3373112 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels
Change 3373132 on 2017/03/30 by Ben.Marsh
[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet
Change 3373138 on 2017/03/30 by Ben.Marsh
[Merge] Fixed code issue with playback of cooked SoundCues
Skip over code using editor only data when editor data has been stripped
Change 3373143 on 2017/03/30 by Ben.Marsh
[Merge] Fixed crash when attempting to open multiple cooked assets
Change 3373156 on 2017/03/30 by Ben.Marsh
[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)
Change 3373161 on 2017/03/30 by Ben.Marsh
[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data
Change 3373168 on 2017/03/30 by Ben.Marsh
[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).
Change 3373204 on 2017/03/30 by Ben.Marsh
[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.
Change 3373209 on 2017/03/30 by Ben.Marsh
[Merge] Fix missing material in mod editor for cooked assets.
Change 3373388 on 2017/03/30 by Ben.Marsh
[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.
Change 3374200 on 2017/03/31 by Ben.Marsh
[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.
Change 3374279 on 2017/03/31 by Ben.Marsh
PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)
Change 3374331 on 2017/03/31 by Ben.Marsh
UBT: Disable warning pragmas on Mono; not supported on current compiler.
#jira UE-43451
Change 3375108 on 2017/03/31 by Ben.Marsh
Removing another plugin EngineVersion property.
Change 3375126 on 2017/03/31 by Ben.Marsh
Fix incorrect executable paths being generated for Windows.
Change 3375159 on 2017/03/31 by Graeme.Thornton
Pak Index Encryption
- Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
- Added "-encryptpakindex" option to UAT to force on index encryption
- Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor
Change 3375197 on 2017/03/31 by Graeme.Thornton
Enable pak index encryption in shootergame
Change 3375377 on 2017/03/31 by Ben.Marsh
Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".
Change 3376418 on 2017/04/03 by Ben.Marsh
BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.
Change 3376447 on 2017/04/03 by Ben.Marsh
Build: Remove some unused stream settings
Change 3376469 on 2017/04/03 by Ben.Marsh
Build: Add a customizable field for the script to use for custom builds in every branch.
Change 3376654 on 2017/04/03 by Ben.Marsh
Add a fatal error message containing the module with an outstanding reference when trying to unload it.
#jira UE-42423
Change 3376747 on 2017/04/03 by Gil.Gribb
UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.
Change 3377173 on 2017/04/03 by Ben.Marsh
Make sure callstacks are written to stdout following a crash on a background thread.
Change 3377183 on 2017/04/03 by Ben.Marsh
Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).
Change 3377280 on 2017/04/03 by Ben.Marsh
Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...
Change 3377311 on 2017/04/03 by Ben.Marsh
Build: Set the 'Semaphores' parameter for any jobs started from a schedule.
Change 3377326 on 2017/04/03 by Ben.Marsh
UGS: Show badges which match an entire subtree if the project field ends with "...".
Change 3377392 on 2017/04/03 by Ben.Marsh
Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.
Change 3377895 on 2017/04/03 by Ben.Marsh
EC: Send notification emails whenever UAT fails to compile.
Change 3377923 on 2017/04/03 by Ben.Marsh
Build: Use a different semaphore for the common editors build target to the incremental compile build target.
Change 3378297 on 2017/04/04 by Graeme.Thornton
Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT
Change 3378301 on 2017/04/04 by Ben.Marsh
UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.
Change 3378460 on 2017/04/04 by Graeme.Thornton
Remove dependency preloading system from sync and async loading paths
Change 3378535 on 2017/04/04 by Robert.Manuszewski
Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324
#jira UE-43544
Change 3378575 on 2017/04/04 by Robert.Manuszewski
Making sure actor clusters are not created in non-cooked builds
#jira UE-43617
#jira UE-43614
Change 3378589 on 2017/04/04 by Robert.Manuszewski
Disabling debug GC cluster logging
#jira UE-43617
Change 3379118 on 2017/04/04 by Robert.Manuszewski
Disabling actor clustering by default, keeping it on in Orion and Ocean
Change 3379815 on 2017/04/04 by Ben.Marsh
Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.
Change 3380811 on 2017/04/05 by Gil.Gribb
UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.
Change 3383313 on 2017/04/06 by Uriel.Doyon
Integrated CL 3372436 3372765 3373272 from Dev-Rendering
#JIRA UE-43669
Change 3383531 on 2017/04/06 by Ben.Marsh
UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.
Change 3383786 on 2017/04/06 by Ben.Zeigler
Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing
Change 3385089 on 2017/04/07 by Gil.Gribb
UE4 - Critical. Fixed memory leak in pak precacher.
[CL 3386123 by Ben Marsh in Main branch]