- Duplicate now works properly in the asset view.
- Consolidated common asset actions into the asset context menu and removed the duplicate code from all asset type actions that had implemented them. The affected actions are Edit, Reimport, Find in Explorer, and Open in External Editor. The latter three actions are only visible for imported assets.
- Added IsImportedAsset() and GetSourceFilePaths() to IAssetTypeActions for use by the context menu.
- Compressed the bottom matter on the context menu by removing section headers and compressing Source Control options into a sub-menu (when connected, otherwise there's just a "connect" menu entry).
- Added lots of icons! (The missing ones are TTP'd)
- Fixed FAssetEditorManager::OpenEditorForAssets to work in a useful fashion. IAssetTypeActions::OpenAssetEditor() already took in a UObject array, so it is up to the class's asset type actions to decide how to handle editing multiple assets. (It appeared to be before, but wasn't really).
- Removed the "Details" option from the context menu (since it's redundant when there's a guaranteed "Edit" option)
- Consolidated all skeleton-related actions into AnimationEditorUtils and removed the duplicate code from FAssetTypeActions_SkeletalMesh and FAssetTypeActions_Skeleton
- Compressed the Paper2D sprite options for textures into a submenu
- Renamed "New" to "Create" in content browser
[CL 2324288 by Dan Hertzka in Main branch]
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.
- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.
- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.
- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.
- Added & updated lots of icons! (those missing will be TTP'd)
- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.
- Unreal frontend options were also moved into a context menu within the General section
- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category
- Undo history now under Edit menu
[CL 2324285 by Dan Hertzka in Main branch]
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]
- 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)
Change integrated from Dev branch, from CL #2282639
[CL 2282730 by sebastian kowalczyk in Main branch]
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP
[CL 2085468 by Mieszko Zielinski in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]
Change 1996384 by Andrew Brown:
322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
typo in a comment
Change 2020355 by Maciej Mroz:
Back out changelist 2020342
Change 2022178 by Maciej Mroz:
CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
UDStructures fixes:
Change 2029165 by Maciej Mroz:
BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
UDStruct enabled by default
Change 2026672 by Maciej Mroz:
EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
String improvements
Change 2035830 by Steve Robb:
Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
UBT build time regression fixes.
Change 2034162 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
Another use of dictionary utilities.
Change 2031049 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
[CL 2054495 by Robert Manuszewski in Main branch]