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29 Commits
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67e3197eff |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change |
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4c41590c3d |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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0c5bc8be6d |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change
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e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
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fb69a2c1c3 |
Agged GameplayTasks information to GameplayDebugger #UE4
[CL 2605455 by Mieszko Zielinski in Main branch] |
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21ff67e268 |
Merging using UE4-Fortnite-To-UE4
Integration from CL 2589598.
[CL
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5c4369e462 |
Fixed monolitics build issue.
[CL 2579819 by sebastian kowalczyk in Main branch] |
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902fe360c1 |
Small cleanup for Gameplay Debugger, removed leftovers from old changes.
[CL 2579781 by sebastian kowalczyk in Main branch] |
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8ea8f8d7ad |
Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration. #CodeReview Paul.Moore, Bob.Tellez [CL 2524683 by Daniel Broder in Main branch] |
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f23f29257b |
Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch] |
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fa31560e2d |
Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski [CL 2481333 by Jaroslaw Palczynski in Main branch] |
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e27fddecdc |
Improved path corridor drawing in Gameplay Debugger and we can see nav areas rendered with different colors - with colors defined in navarea.
[CL 2458243 by sebastian kowalczyk in Main branch] |
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af6f1379e7 |
Fix for UE-9995 "GameplayDebugger doesn't auto-focus on AI in server-client PIE"
[CL 2451474 by sebastian kowalczyk in Main branch] |
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3faf962c6c |
Fixed PathFollowingComponent not getting notified about path updates due to external events (like goal moved or navmesh rebuild) #UE4
- While working on it I've also fixed GameplayDebugger's path corridor gathering to clear porperly and to be able to detect when AI uses the same path object, but the path has been updated since the last time its navigation corridor has been stored by GameplayDebugger. - also includes minor refactor to navmesh debug drawing [CL 2420345 by Mieszko Zielinski in Main branch] |
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0e8e991729 |
extended gameplay debugger's basic pawn data
[CL 2410724 by Lukasz Furman in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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4b3ebabbbd |
Fix for UE-4866 "GameplayDebugger is not frawing not-stringpulled paths correctly"
[CL 2369717 by sebastian kowalczyk in Main branch] |
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fa1a7542ca |
Merging Dev->Main using CL#2312419 UE4-Fortnite-To-UE4
[CL 2313759 by Bob Tellez in Main branch] |
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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] |
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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] |
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e74d475b37 |
Fixes for GameplayDebugger.
- fixed activation in different configurations (PIE, standalone, client-server, etc.). - Fixed issues related to NavMesh rendering - fixed EQS query switching Fixes integrated from Dev (CL #2292104 and CL #2292198) [CL 2292239 by sebastian kowalczyk in Main branch] |
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2abce66ad4 |
- Extended GameplayDebugger data view in Simulation. I added a way to switch debug views, to have all functionality from PIE.
- Fixed paths rendering while using GameplayDebugger (client/server too) Both changes integrated to Main from Dev (CL #2290675, CL #2282927) [CL 2290696 by sebastian kowalczyk in Main branch] |
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baca4a73d6 |
Optimizations to GameplayDebugger, mostly for data replication. #ue4
[CL 2270396 by sebastian kowalczyk in Main branch] |
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087e56e66a |
Merging using UE4-Fortnite-To-UE4 from CL 2261973
Includes the following engine-level changes (among others; biggest change is enabling world assets by default):
CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor
CL 2256142
Added support for native arrays in JSON object converter.
- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged
CL
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