Commit Graph

245 Commits

Author SHA1 Message Date
Jaroslaw Surowiec
c65c370e75 CrashReport - Tweaked PDB cache configuration to use less HDD space
[CL 2324107 by Jaroslaw Surowiec in Main branch]
2014-10-09 11:26:31 -04:00
Saul Abreu
03efebae61 Moved project packaging settings defaults to BaseGame.ini from the class constructor. This allows the defaults to be properly used by automation scripts and inherited by new projects.
[CL 2321867 by Saul Abreu in Main branch]
2014-10-07 17:19:41 -04:00
Ben Marsh
f3756d108c [INTEGRATE] Content back from 4.5 branch.
[CL 2321688 by Ben Marsh in Main branch]
2014-10-07 15:34:18 -04:00
Gil Gribb
4e8ea7a208 UE4 - auto complete, comments
[CL 2321079 by Gil Gribb in Main branch]
2014-10-07 07:21:22 -04:00
Daniel Wright
1ff4ac5d7a Tweaked lightmap density values
[CL 2317693 by Daniel Wright in Main branch]
2014-10-02 15:13:34 -04:00
Simon Tovey
12cb585927 Global CVar for simple scaling of emitter spawn rates.
Bool property to enable/disable in spawn module. Defaults to enabled.
Existing data with constant spawn rates of <= 1.0 have this scaling disabled.

[CL 2317484 by Simon Tovey in Main branch]
2014-10-02 12:30:24 -04:00
Gil Gribb
40e11af76d UE4 - Split Xbox RHI off. Deffered contexts for XB1, parallel velocity rendering fixed and reenabled.RHIThread on by default on platforms that support it.
[CL 2317406 by Gil Gribb in Main branch]
2014-10-02 11:20:07 -04:00
Mike Beach
0dd431b714 Enabling the new blueprint menu system for wide spread use.
[CL 2316455 by Mike Beach in Main branch]
2014-10-01 15:50:13 -04:00
Mieszko Zielinski
1427ec706b Removed hard reference to AIController from APawn's constructor #UE4
- made default AIController class ini-configurable

[CL 2315687 by Mieszko Zielinski in Main branch]
2014-10-01 06:02:51 -04:00
Martin Wilson
8bae3a4daa Change GetBoneLocation, GetBoneQuaternion to use space enum instead of ints
#TTP 342772 - Anim: GetBoneLocation, etc... use an int32 to indicate their space instead of one of the existing enums

[CL 2314084 by Martin Wilson in Main branch]
2014-09-30 07:00:17 -04:00
Benn Gallagher
f1cfd41c83 Add option to force animation only import from FBX file containing skeletal mesh data.
[CL 2313070 by Benn Gallagher in Main branch]
2014-09-29 12:45:53 -04:00
Maciej Mroz
f32d2a3583 Local Graph Varaibles. An early version of function FEventGraphUtils::PinRepresentsSharedTerminal, that tells if a pin represetns a terminal, that is truly shared. If not, it will be added to local varaibles.
Creating Terminals was slightly refactored.

#codereview Nick.Whiting, Michael.Noland

[CL 2311113 by Maciej Mroz in Main branch]
2014-09-26 11:32:41 -04:00
Marc Audy
ada4cf303f Rename AReverbVolume to AAudioVolume
[CL 2311102 by Marc Audy in Main branch]
2014-09-26 11:32:27 -04:00
Richard TalbotWatkin
dff7fc2c8b Created LOD Group for 2D Pixels, which disables mipmaps and filtering (added missing file)
#ttp 345443 - NUX:Texture Editor: "Nearest" texture filtering option is buried away, but this is super useful for 2D games
#branch UE4
#proj Runtime.Engine
#reviewedby Matt.Kuhlenschmidt, Mike.Fricker

[CL 2310378 by Richard TalbotWatkin in Main branch]
2014-09-25 17:37:59 -04:00
Justin Hair
a24ea1ab40 Adding the abiliity to gather data for whatever level you currently have open in the editor for the Map Performance in Editor automation test.
The test run time amount can be changed be changed by  updating it in the Editor Perferences automation tab or in the defaultengine.ini
added the default setting to the BaseEngine.ini as well so that all projects can use this without having to manually enter it.

[CL 2310261 by Justin Hair in Main branch]
2014-09-25 16:02:32 -04:00
John Pollard
eb6a2629d4 Initial demo record/playback support
#Codereview Steve.Polge, David.Ratti, Josh.Markiewicz, Ryan.Gerleve, Matt.Oelfke

[CL 2306216 by John Pollard in Main branch]
2014-09-22 19:05:42 -04:00
Ori Cohen
522ae7a029 Added Projectile collision preset
TTP#346465

[CL 2306046 by Ori Cohen in Main branch]
2014-09-22 17:10:04 -04:00
Saul Abreu
03d5b567ca Added Editor Tutorials target to various localization data generation configuration files.
[CL 2305920 by Saul Abreu in Main branch]
2014-09-22 15:34:51 -04:00
sebastian kowalczyk
d666922dc2 Fixed GameplayDebugger's EQS debugging when we have more than one query with the same name #ue4
Removed unnecessary array of EQS names from replication (we have names in replicated blobs with EQS data) #ue4
Only last 5 EQS queries are replicated (this number can be configured in *.ini file) - usually we don't need older queries to replicate and to debug. #ue4

[CL 2305892 by sebastian kowalczyk in Main branch]
2014-09-22 15:19:39 -04:00
Josh Adams
ffbf212a4e - IPhone6/6Plus support
[CL 2305666 by Josh Adams in Main branch]
2014-09-22 11:43:48 -04:00
Joe Tidmarsh
634017606e Adding appropriate param redirects for LightComponent and SkyLightComponent to fix lighting issues seen in Elemental and Fortnite.
[CL 2305587 by Joe Tidmarsh in Main branch]
2014-09-22 10:43:57 -04:00
Bob Tellez
70aaf80117 Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using.  That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.

CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.

CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death

CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame

CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority.  while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.

Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)

CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.

CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899

CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.

CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens.  Removed code duplication.

CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface

CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search

CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).

They are separate options which can be used together or separately.

CL#2277344
fixed BT decorator indices for abort range preview in editor

CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853

CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor

CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.

Made the filter and score test types display "Filter Only" & "Score Only"

CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.

CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.

Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.

CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.

CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet

CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.

CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)

CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454

CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4

- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489

CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite

CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving

(Fixes ttp 344776)

CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374

CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations

CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.

Fixes TTPs 342221, 342634

CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.

CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE

CL#2284405
HotSpots auto expire #UE4

Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector

CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites

CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601

CL#2286127
fixed pathfinding eqs test

CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719

CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change

CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.

CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.

CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made.  (In Fortnite, Goal Manager queries all have the same name, and the data would never update.  In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)

CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"

CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.

CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.

CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.

CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions.  The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs

CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly

CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4

It was resulting in copied actions loosing parts of its configuration.
Also:
 - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior

CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4

CL#2290778
fixed invalid nav nodes in paths after offseting

CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment

CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).

CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4

CL#2292766
Fixed crash if touch event without valid MovieStreamer

CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.

NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.

CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.

CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle  where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient

CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)

CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)

CL#2293536
fixed updating parent chain in navoctree after removing last attached node

CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)

CL#2293952
Changes/improvements to curl http module:

- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.

CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking

[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
Marc Audy
4a8213edec Remove duplicate redirects
[CL 2304897 by Marc Audy in Main branch]
2014-09-21 20:34:45 -04:00
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00
Ian Shadden
f2308b7748 #UE4 DOCS: Updates to the in-editor tutorials and the config file changes to make sure the categories stick.
[CL 2302990 by Ian Shadden in Main branch]
2014-09-18 16:43:54 -04:00