Commit Graph

42 Commits

Author SHA1 Message Date
guillaume abadie
b1eb10cb8e Replaces old grain jitter with a proper FilmGrain using tiled repeated texture.
Waiting on ITH-152309 to compress memory footprint of Marcie_Grain texture that is used by default.

#rb none
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 16824567 via CL 16824585
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16824594 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 09:11:35 -04:00
Wei Liu
773922028b Fix a crash in TAA pass on mobile OpenGL platform due to UAV as R11G11B10 is not supported.
#jira UE-113735

#rb Dmitriy.Dyomin,Guillaume.Abadie, Jack.Porter, Mi.Wang

[CL 16088151 by Wei Liu in ue5-main branch]
2021-04-22 01:41:57 -04:00
Dmitriy Dyomin
be0438cd72 Do not alternate texture compression for iOS and Android
#rb none

[CL 16043920 by Dmitriy Dyomin in ue5-main branch]
2021-04-17 06:14:33 -04:00
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Billy McCarroll
15d5ea2dd5 Add new features from Google Play Billing API
Create Blueprint Nodes for StoreV2
Modify Match3 to use SToreV2 blueprint nodes

#review-11072654 @eric.newman

#rb eric.newman

[CL 11183040 by Billy McCarroll in Main branch]
2020-01-30 14:21:24 -05:00
Juan Canada
2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -05:00
bob tellez
21f02d87cd Merging CL#10665407
Add option to do a single renderpass for shadows which fixes flickering on some devices + improves performance.
[REVIEW]
#rb dmitriy.dyomin
[FYI] Jay.Chaney


#ROBOMERGE-SOURCE: CL 10665266 via CL 10668243 via CL 10668266
#ROBOMERGE-BOT: (v609-10634694)

[CL 10668284 by bob tellez in Main branch]
2019-12-11 23:47:08 -05:00
dmitriy dyomin
dc2320a19b Prefer D24_S8 for scene depth on Vulkan Android
#ROBOMERGE-SOURCE: CL 8224109 via CL 8224110 via CL 8230144
#ROBOMERGE-BOT: (v401-8057353)

[CL 8230881 by dmitriy dyomin in Main branch]
2019-08-23 12:08:25 -04:00
aaron mcleran
45b97a0903 Cleaning up android engine ini file.
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 7443148 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v371-7306989)

[CL 7443150 by aaron mcleran in Main branch]
2019-07-18 17:33:21 -04:00
graeme thornton
eae38e7ac5 Add new config values to go alongside "PlatformRequiresDataCrypto" which can specifically disable signing or encryption. Allows selective disabling of signing OR encryption on some platforms, rather than the old config value which would disable both.
Disable signing on platforms that we wanted encryption enabled for by default (mobile mainly)
Add a warning if pak signing or encryption is enabled but there is no key, then disable the offending functionality for that build

#rb none
#jira UE-71811, UE-71806
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 5487098 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5487102 by graeme thornton in Main branch]
2019-03-20 18:40:20 -04:00
ethan geller
1e41f1aa1a #jira UE-70387 Fix up INI files to make sure we are using AudioMixerAndroid rather than AndroidAudio backend. #rb none #fyi aaron.mcleran, chris.babcock
#ROBOMERGE-SOURCE: CL 5119930 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5206672 by ethan geller in Main branch]
2019-02-26 16:17:44 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
dmitriy dyomin
1d40fbc6b0 Fixed: some more android rendering issues on ARPG in Vulkan
Disabled paralllel shadows on android
#jira UE-60242
#rb none

#ROBOMERGE-SOURCE: CL 4137152 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: dmitriy.dyomin

[CL 4150402 by dmitriy dyomin in Staging-4.20 branch]
2018-06-20 14:25:15 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Mike Beach
9c1629fae7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4064755)
#lockdown Nick.Penwarden

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

Change 3873313 by Nick.Atamas

	Merging CL 3834212 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3805354, CL 3822769, CL 3827454, CL 3831789
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

Change 3873330 by Nick.Atamas

	Merging CL 3835373 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3777058
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

	and fixing up QAARApp to work with latest ARCore changes.

Change 3873791 by Nick.Atamas

	Merging //UE4/Dev-Main@3866324 to Dev-VR (//UE4/Dev-VR) to get missing files and fixing CIS.

Change 3933769 by Keli.Hlodversson

	Remove unused IStereoRendering::GetCustomPresent
	#jira UEVR-1083

Change 3935219 by Nick.Atamas

	QAARApp re-write.

Change 3935664 by Mike.Beach

	Oculus SI 1.23 changes

Change 3941505 by Joe.Graf

	Made the send & recv buffer sizes for the BackChannel plugin configurable
	Added send & recv counters for tracking the amount of transmission data

Change 3944003 by Joe.Graf

	Added -buildscw to the CMake build command lines for editors to match what XCode is doing on Mac

Change 3945189 by Douglas.Copeland

	Saving Material with Use w/ Static Lighting Flag set to resolve Engine warnings

Change 3945245 by Douglas.Copeland

	Resaving QA_MeshTypes asset to resolve warnings produced by missing info

Change 3945266 by Douglas.Copeland

	Updating TM-HMDNodes LevelBP WallofGets to use PxielDensity instead of ScreenPercentage. Resolving Engine warnings

Change 3947785 by Mike.Beach

	Oculus changes to Android core count - only count usable cores not deadicated to the OS, etc.

Change 3951763 by Joe.Graf

	Fixed thread ordering bug with remote session frame compression

Change 3952242 by Joe.Graf

	Saved about 20-25% of the cpu time for compressing jpeg when performing the cpu swizzle

Change 3954571 by Keli.Hlodversson

	* Add FXRRenderBridge base class containing common code from different CustomPresent implementations.
	* Create a default implementation of UpdateViewportRHIBridge in FXRRenderTargetManager by adding  GetActiveRenderBridge_GameThread.
	** The default implementation now handles calling View->SetCustomPresent instead of making it up to the custom present (now XRRenderBridge) implementation (it already had to handle when the custom present was null.)
	* Remove unused member variable ViewportRHI from RHICustomPresent.

	#jira UEVR-1081

Change 3954572 by Keli.Hlodversson

	* Apply XRRenderBridge and XRRenderTargetManager changes to the SteamVR plugin
	* Move duplicated methods into an already existing BridgeBaseImpl class
	#jira UEVR-592

Change 3954573 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to Oculus plugin
	#jira UEVR-590

Change 3954575 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to OSVR
	#jira UEVR-595

Change 3954578 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to GoogleVR
	#jira UEVR-594

Change 3954596 by Keli.Hlodversson

	Add file missing from cl#3954572

Change 3957882 by Jeff.Fisher

	UEVR-1100 bLockToHmd false doesn't work correctly
	-CameraComponent can now tell the LateUpdateManager to store, correctly buffered, the fact that we don't want to do late update this frame.  DefaultXRCamera checks that flag before applying the late upate to the camera.
	#jira UEVR-1100
	#review-3956168

Change 3957945 by Jeff.Fisher

	Fix for Oculus begin/end frame problem after XRRenderBridge refactor.
	-The 'Frame' lifetime in the frame was not long enough, so it was null by the time GetActiveRenderBridge_GameThread was called.  NextFrameToRender is the same value, but has a long enough lifetime.
	#review-3957897

Change 3958760 by Dongsik.Seo

	Adding UseCameraRotation feature to StereoPanorama plug-in.
	To enable this feature, use console command
	SP.UseCameraRotation 7
	Simply add numbers to mark axis to use. 1 = Pitch, 2 = Yaw, 4 = Roll
	7 means all axis (1+2+4)
	#review-3958756 @Joe.Conley

Change 3959347 by Douglas.Copeland

	Fixing spelling errors in test displays

Change 3964331 by Jason.Bestimt

	Merging CL 3959979 from 4.19 to Dev-VR + uplugin change from CL 3954046

	GoogleARCore Plugin fixes for Unreal 4.19.1 hotfix:

	Fixed the crash in Acquire/Release UGoogleARCorePointCloud.
	Fixed the issue that multiple line trace channel doesn't work correctly.
	Fixed the issue the passthrough camera texture has blue and red channel swapped when building against gles 3.1
	Fixed the issue that UGoogleARCorePointCloud::GetPoint doesn't return position in world space.

Change 3967485 by Ryan.Vance

	Removed the exlude rect, we want to clear stencil on the entire surface.

Change 3968028 by Zak.Parrish

	Nuking contents of existing FaceARSample, to be replaced by the one from Release-4.19.

Change 3968114 by Zak.Parrish

	Adding in the new version of FaceARSample from Release-4.19 #rb none

Change 3978381 by Mike.Beach

	Mirroring CL 3969503 from 4.19

	Only triggering new Blueprint event, OnMotionControllerUpdated, from the game thread (causing a assert/crash when triggered from the render thread and the component has been destroyed on the main thread).

	#jira UE-55445

Change 3981160 by Joe.Graf

	Merged the BackChannel unit test fix over from Owl

Change 3981705 by Mike.Beach

	[WIP] MR Calibration - Expose a config setting that will alter the tracking origin type used to calibrate (eye vs. floor).

	#jira UE-55220

Change 3981898 by Joe.Graf

	Added support for Apple hardware accelerated image conversion to JPEG, TIFF, PNG, and HEIF
	Added a Blueprint latent action to perform the conversion in the background

Change 3981910 by Joe.Graf

	WIP AR texture support so that other systems can interact with the camera data

Change 3982102 by Joe.Graf

	Pull request: Update CMakefileGenerator.cs for CLion
	Fixed an issue in the PR and added cleanup for the macro errors that result in FOO()= definitions

	#jira: UE-57103

	GitHub #4619

Change 3982883 by Joe.Graf

	Added a CLionGenerator for consistency
	Fixed editor preferred source code accessor parsing in the project file generator
	Added code to detect the bad assumption of the project name always being UE4 and stripped that off in the CLionSourceCodeAccessor

	#jira UE-54801

Change 3983687 by Joe.Graf

	Fixed the lack of platform checks for adding a framework in the Apple image utils plugin causing a Switch compile error

Change 3984325 by Jeff.Fisher

	UEVR-1141 PSVR - fix morpheus on pc render target scaling
	-Hard coding the target size. Perhaps the old method broke with the pixel density change.
	#review-3983261

Change 3984563 by Joe.Graf

	Temporarily disabled ConvertToHEIF on Mac until the build machines are updated to XCode 9.3

Change 3985213 by Zak.Parrish

	Removing a ton of excess art assets that were taking up lots of space and possibly throwing warnings. We weren't going to use them anyway. #rb none

Change 3985577 by Joe.Graf

	WIP support for the Apple Vision API to perform computer vision tasks on images

Change 3985654 by Joe.Graf

	Fixed missing forward declaration hidden by unity files

Change 3990596 by Mike.Beach

	Adding a delegate for handling when the active XR system modifies the tracking space origin, and a API function for getting a transform between floor and eye space.

	#jira UE-55220

Change 3990788 by Mike.Beach

	Attempted CIS fix (fallout from CL 3990596)

Change 3990824 by Ryan.Vance

	Re-submitting 4.19.1 hotfox 3968537

Change 3995804 by Jeff.Fisher

	Merging cl 3995785
	//UE4/Dev-VR-Seal/Engine/Source/...
	to //UE4/Dev-VR/Engine/Source/...

	UEVR-1148 bLockToHmd change breaking qagame entry level xr camera behavior
	-Fixing late update when no camera component is in use.
	-The camera component's bLockToHMD==false behavior is supposed to be that hmd motion is ignored, meaning we should not do a late update.  This behavior is being applied TO the XRCamera system FROM the camera component, but the camera component can go away or be switched at any time.  We want the default to be do apply hmd motion and late update, so disabling late update needs to be a positive setting applied each frame.
	#review-3995764

Change 3999842 by Nick.Whiting

	Exposing Apple ARKit function library as public for our buddies down under.

Change 4005541 by Joe.Graf

	UE-57541 Blacklisted TVOS since it also defines PLATFORM_IOS as 1

	#jira UE-57541

Change 4006308 by Jason.Bestimt

	#DEV_VR - Hopeful fix for possible unity issue

Change 4006543 by Joe.Graf

	Added code to be more correct on setting face blendshapes

Change 4007508 by Jason.Bestimt

	#LUMIN - Adjusting automation tests.
	- Moved QA specific content test into QA Game
	- Wrapped controller not found to only happen on device

Change 4007515 by Jason.Bestimt

	#LUMIN - Disabling privilege warning except on device

Change 4007552 by Jason.Bestimt

	#LUMIN - Wrapping LuminTargetPlatform internals that require WITH_ENGINE

Change 4008585 by Joe.Graf

	Added virtual curves for the head rotation information from the FaceAR's face tracking for streaming via LiveLink

	#jira: UE-57830

Change 4008604 by Mike.Beach

	MR - Making the chroma key material easier to customize & switch out. Updating the calibration to let you set whatever params you've exposed in the video processing material (removing hardcoded params for old chroma keying material).

	#jira UEVR-1153

Change 4009396 by Jason.Bestimt

	#DEV-VR - Removing warning about stat on different threads (CL 4009124)

Change 4009514 by Joe.Graf

	Added a weighted moving average method to the modify curve anim node

Change 4010125 by Jason.Bestimt

	#DEV-VR - Integrating 0.12 changes from Dev-VR-Seal to Dev-VR

Change 4010434 by Jason.Bestimt

	#DEV-VR - Fix for Lumin Haptic Test include

Change 4010945 by Jeff.Fisher

	QAHapticTests build fix
	-removed unused bad include

Change 4011002 by Nick.Atamas

	Fixed Android compilation.

Change 4011220 by Nick.Atamas

	- Adding visualization for boundary polygons.
	 - Adding support for vertical planes.

Change 4011298 by Mike.Beach

	MR - Revamping the VideoProcessing/ChromaKeying material so that it:
	  1) Better extracts luminance from the image
	  2) Utilizes despill to remove chroma bleed from the scene
	  3) Leverages the generated despill mask to add back in a faux bounce

	#jira UEVR-1153

Change 4011858 by Keli.Hlodversson

	Move ExecuteOn(RHI|Render)Thread from Oculus plugin into XRThreadUtils.{h|cpp} inside the HMD module
	Use TFunction and TFunctionRef instead of std::function as arguments. (Depends on the changes in CL#3987166: Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.)
	-- Ref for methods that guarantee the function has been invoked before returning, TFunction for *_NoWait, as the function may not get execured until later when RHI is in a separate thtread and not bypassed.

	#jira UE-57380

Change 4011956 by Keli.Hlodversson

	Fix missing includes after CL#4011858

Change 4012096 by Joe.Graf

	Disabled building AppleVision on Mac until there's a good solution for older Mac OSes

Change 4012294 by Jason.Bestimt

	#DEV-VR - Adding dependency on LuminRuntimeSettings to MagicLeap module.  Hopefully, this will fix the generated files not being found

Change 4012390 by Jason.Bestimt

	#DEV-VR - Misc fixes for static code analysis issues

	- Guards around GEngine usage
	- Fix from Rolando for uint32 -> uint64 + shifting warning
	- Redundant if checks

Change 4013426 by Jason.Bestimt

	#DEV-VR - Guarding RestoreBaseProfile so we don't crash on exit

	#JIRA: UE-57960

Change 4014661 by Ryan.Vance

	Initial support for omni-directional stereo captures.
	https://developers.google.com/vr/jump/rendering-ods-content.pdf

Change 4015561 by Jason.Bestimt

	#DEV-VR - Moving MLSDK out of thirdparty directory to fix static code analysis issue

Change 4016202 by Jason.Bestimt

	#DEV-VR - Integrated CL 2685 from Seal depot

	#JIRA: UEVR-1157

Change 4016448 by Jason.Bestimt

	#DEV-VR - Adding LuminRuntimeSettings as dependent modules for anything that references the MLSDK

Change 4016457 by Ryan.Vance

	#jira UE-58018

	Cleaning up compiler errors/warnings.

Change 4017246 by Jason.Bestimt

	#DEV-VR - Potential fix for UE-58043 where metal asserts that it should be in the render thread rather than either the render thread OR RHI Thread

	#JIRA: UE-58043

Change 4018571 by Joe.Graf

	Added a remapping of curve values in a range to the modify curve anim node

Change 4018991 by Joe.Graf

	Wrapped vertical plane detection in a if iOS 11.3 check since ARKit 1.5 is only availabe from 11.3 on

	#jira: UE-57999

Change 4019068 by Joe.Graf

	Changed how Apple Vision support is enabled in code

	#jira: UE-57552

Change 4019194 by Joe.Graf

	Added a console command to change where Face AR is publishing LiveLink curve data "LiveLinkFaceAR SendTo=192.168.1.1"

Change 4019648 by Keli.Hlodversson

	Work around build failures caused by missing virtual destructor warnings.

	Reverting back to Oculus' original method of implementing own RHICommand wrapper around TFunctions and TFunctionRefs (using overloaded inline functions and templates to reduce code duplication.)

Change 4019871 by Joe.Graf

	Changed the __IPHONE_11_3 to the raw numeric value

Change 4020121 by Keli.Hlodversson

	Fix parameter types to match header declarations.

Change 4020127 by Keli.Hlodversson

	Remove dllimport/export macros from cpp file.

Change 4020621 by Joe.Graf

	Wrapped the Apple ARKit plane geometry building in a #if IOS_11_3 check

Change 4020910 by Joe.Graf

	Refactored how ARKit support #define to make it easy to wrap individual features by ARKit version

Change 4020952 by Joe.Graf

	Added checks to make sure PLATFORM_IOS and PLATFORM_TVOS are defined to 0 on non-Apple platforms when checking for ARKit

Change 4021116 by Jason.Bestimt

	#DEV-VR - Integrating CL 4005915 from Dev-Core to remove plugin modules that aren't supported on target platform

Change 4021320 by Joe.Graf

	Fixed warnings resulting from unity builds hiding them

Change 4021738 by Chad.Garyet

	- adding lumin filters
	- changing defaults for platforms back to true, this was brought over erroneously.
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4021898 by Chad.Garyet

	added missing bits from the ue4main script
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4022583 by Joe.Graf

	Added functions for checking ARKit version availability at runtime

Change 4022610 by Joe.Graf

	Added checks for ARKit 1.0 availability when creating the AR session to prevent calling invalid selectors on older iOSes

Change 4022616 by Joe.Graf

	Added support for enabling the ARKit 1.5 autofocus setting

Change 4022650 by Joe.Graf

	Defaulted autofocus for AR to on

Change 4023026 by Joe.Graf

	Changed the ARKit video overlay to use the new availability api

Change 4023124 by Joe.Graf

	Switched another version check in the ARKit overlay code to use the faster version

Change 4023489 by Ethan.Geller

	[Dev-VR] #jira none fix AudioMixerModuleName for Lumin. #fyi nick.whiting, jason.bestimt

Change 4023995 by Nick.Atamas

	Properly deprecated the bitfield for plane detection mode.

	#jira UE-57842

Change 4024992 by Jason.Bestimt

	#DEV-VR - Adding SupportPlatforms to MagicLeapAnalytics plugin

Change 4025702 by Jason.Bestimt

	#DEV-VR - Fix for loading ML libraries even when the MLSDK is not present

	#JIRA: UE-58033

Change 4026639 by Mike.Beach

	Removing innocuous Oculus error that did not match up with the rest of the code - it is handled/acceptable when Frame_RenderThread has been reset.

	#jira UE-58001

Change 4026949 by Mike.Beach

	MR - Making a few fixes to the lens undistortion and how it interacts with the MRC component...
	  - Switching to a 16bit displacement map instead of a 32bit UV map (updating the materials accordingly)
	  - Using the OpenCV focal ratio to scale the aspect ratio to avoid stretching from the undistortion
	  - Adding CVar commands to enable/disable pieces of the undistortion
	  - Changing the default undistortion cropping to be uncropped
	  - Removing the need for the 'EnableMapping' material parameter

	#jira UE-55195

Change 4027147 by Jason.Bestimt

	#DEV-VR - Fix for UE-58043 (more call sites where it should be Render OR RHI thread)

	#JIRA: UE-58043

Change 4027301 by Mike.Beach

	Updating the MRCalibration project's ini so it doesn't error on packaging.

Change 4027469 by Mike.Beach

	MR Calibration - Setting StartInVR to true, so when we package the app, we don't have to manually enable it.

Change 4027957 by Mike.Beach

	As part of renaming the MR plugin, first renaming the root folder to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4029182 by Keli.Hlodversson

	Revert back to not enqueuing RHI tasks when RHI is not on a separate thread. Oculus code depends on being able to call ExecuteOnRHIThread from code potentially called from within other calls to ExecuteOnRHIThread.

	#jira UE-58079

Change 4029687 by Dragan.Jerosimovic

	Boy rig and pose asset mb files, maps and masks

Change 4030059 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4030296 by Charles.Egenbacher

	#LUMIN Copying from Dev-Incoming-Staging to Dev-VR

Change 4030593 by Jason.Bestimt

	#DEV-VR - Merging olaf test maps to Dev-VR

Change 4031042 by Keli.Hlodversson

	Allow executing ExecuteOnRHIThread* on the RHI thread. Enables simplifying destructors that can either be invoked on the RHI or Render thread.
	#jira UE-58239

Change 4031046 by Keli.Hlodversson

	Use the new XRThreadUtils functions in the HMD module for executing tasks on the RHI thread
	#jira UE-58238

Change 4032593 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureCalibration.

	#jira UE-57782

Change 4033911 by Jason.Bestimt

	#DEV-VR - Fix to LuminToolChain to allow it use a custom strip executable (android instead of gcc)

Change 4034087 by Mike.Beach

	Renaming the MR plugin to be the 'MixedRealityCaptureFramework' plugin.

	#jira UE-57782

Change 4034253 by Joe.Graf

	Made the Apple Vision plugin use version checking consistent with ARKit

Change 4034543 by Joe.Graf

	Added availability checks for the Apple Image Utils plugin similar to ARKit

	#jira: UE-57541

Change 4034548 by Joe.Graf

	Fixed the implicit conversion in the head rotation curves from the face ar feed causing the values to be 0

Change 4034577 by Jason.Bestimt

	#DEV-VR - Removing MAC Custom Metal present (fixes Mac with -game rendering all black)

Change 4034605 by zak.parrish

	Checking in test case for head rotation tracking - minor temporary change to AnimBP #rb none

Change 4034686 by Jason.Bestimt

	#DEV-VR - Integrating (most of) CL 3980919 to disable instances of deprecation warnings caused by building for ios11

	#JIRA: UE-58046

Change 4034799 by Joe.Graf

	Added base types for detecting images in a AR session

Change 4034820 by Joe.Graf

	Added a friendly name to UARCandidateImage objects

Change 4035010 by Joe.Graf

	Added support for handling ARImageAnchor notifications from ARKit

Change 4035355 by Mike.Beach

	[WIP] MR - Renaming some classes to reflect the plugin's new name.

	#jira UE-57782

Change 4035464 by Joe.Graf

	Added orientation to the ARCandidateImage object to pass to the detection system

Change 4035524 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035606 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035918 by Mike.Beach

	[WIP] MR - Renaming the MrcFramework module's source files to better match the plugin's new name.

	#jira UE-57782

Change 4035976 by Mike.Beach

	[WIP] MR - Renaming some more files and classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036044 by Ryan.Vance

	#jira UEVR-377

	Adding support for ISR Translucency.

Change 4036069 by Ryan.Vance

	We can remove the last word PrimitiveVisibilityMap masking for ISR since the maps are always the same size between views.

Change 4036073 by Chance.Ivey

	Fixed select blocks on LuminSamplePawn and GesturesAndTotem map to reflect recent changes. Fixes #JIRA UE-58328 #rb none

Change 4036307 by Mike.Beach

	[WIP] MR - Renaming the MRC calibration files to better match the MRC framework's new name.

	#jira UE-57782

Change 4036314 by Mike.Beach

	[WIP] MR - Renaming some more calibration classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036319 by Charles.Egenbacher

	#LUMIN this is an out-of-date version of the lumin sample. Nuking.

Change 4036396 by Charles.Egenbacher

	#LUMIN Adding the up to date version of the LuminSample.

Change 4036485 by Sorin.Gradinaru

	UE-57773 Disable Thermals Message

	#4.20
	#iOS

	Add in the Remote Session App BP an Execute Console Command node immediately after Event Begin Play, disabling all on-screen messages, for all builds.

Change 4036695 by Jason.Bestimt

	#DEV-VR - Adding Lumin case to PrecompileTargetType check

Change 4037110 by Jason.Bestimt

	#DEV-VR - Extra deprecated macro guards around HarfBuzz includes

	#JIRA: UE-58046

Change 4037443 by Jason.Bestimt

	#DEV-VR - Merging CL 4028003 from Partners-Google

Change 4037490 by Jason.Bestimt

	#DEV-VR - Integrating CL 4028922 from Partners-Google (+ assignment guarding)

Change 4037691 by Jason.Bestimt

	#DEV-VR - Swapping order of comparrison operator to deal with const error

Change 4037892 by Joe.Graf

	Added UTexture2D to CGImage conversion in Apple Image Utils plugin

Change 4037894 by Joe.Graf

	Changed the name of a property to make it clearer as to what it is and to have fewer things named similar in the same system

Change 4037901 by Joe.Graf

	Added support for configuring which images you'd like detected during a AR session

Change 4037906 by Jason.Bestimt

	#DEV-VR - Fixing buckled logic for =operator (derp)

Change 4038293 by Mike.Beach

	[WIP] MR - Moving the calibration setup/level/content into its own project, and out of the MR plugin.

	#jira UE-57782

Change 4038403 by Joe.Graf

	Added the name from the candidate image when creating the Apple side representation

Change 4038488 by Mike.Beach

	[WIP] MR Calibration - Moving calibration specific files to the MRCalibration project, out of the plugin (followup to CL 4038293). This makes the MRCalibration project a code project now.

	#jira UE-57782

Change 4038776 by Chance.Ivey

	Updates to Fix for Gestures change. Affects #JIRA UE-58328, though other non-content issues may cause packaging to fail #rb none #fyi Nick.Whiting

Change 4038877 by Mike.Beach

	[WIP] MR - Renaming assets to better match the new plugin name.

	#jira UE-57782

Change 4039097 by Joe.Graf

	Fixed the public include path warnings in the Apple* plugins I added

Change 4039106 by Joe.Graf

	Worked around a bad compile time assert that blocked valid FString::Printf debug code

Change 4039209 by Jeff.Fisher

	Fixing one build script paths

Change 4039275 by Jeff.Fisher

	More include path fixes.

Change 4039415 by Joe.Graf

	Added support for remote session sending AR camera image data to be rendered on the host like we do for AR on device

Change 4039471 by Joe.Graf

	Added a file I missed when adding to the remote session plugin

Change 4039473 by Joe.Graf

	#ifdef-ed some code out until the linkage can be fixed

Change 4040249 by Mike.Beach

	[WIP] MR - Moving some more asset files that aren't needed for the MRC plugin

	#jira UE-57782

Change 4040365 by Mike.Beach

	Fixing a compiler issue in the MRCalibration project, since moving MRC files there (WITH_OPENCV is not defined for the project).

	#jira UE-57782

Change 4040455 by Mike.Beach

	Moving the few remaining methods that were calibration specific, sprinkled through the MRC plugin.

	#jira UE-57782

Change 4041404 by Mike.Beach

	Fixing an issue with BP async nodes - making it so their wrapped function can be renamed and redirected.

Change 4041406 by Mike.Beach

	MR - Splitting the Mrc video util library so that the BP functions needed for calibration aren't exposed to users.

	#jira UE-57782

Change 4042110 by Jason.Bestimt

	#DEV-VR - Stopping spew for ML eye tracking when not on platform

	#JIRA: UE-58365

Change 4042407 by Joe.Graf

	Disabled HEIF compression on Mac

	#jira: UE-58479

Change 4042727 by Jason.Bestimt

	#DEV-VR - Fix for Android compiling without version 24

Change 4042861 by Olaf.Piesche

	#jira UE-57784

Change 4043105 by Mike.Beach

	Exposing a way for programmers to strip save game headers from save data, and get to the tagged object serialization portion.

	#jira UE-58389

Change 4043120 by Mike.Beach

	MR - Loading the base save data, even if we're unable to fully construct the original save object class.

	#jira UE-58389

Change 4043401 by Mike.Beach

	New Oculus poke-a-hole material, in support on SI 1.25. Checking in to alleviate QA contention for testing the rest of SI 1.25.

	#jira UEVR-1143

Change 4043424 by Mike.Beach

	Oculus SI 1.24/1.25 - Engine rendering changes

	#jira UEVR-1143

Change 4043495 by Mike.Beach

	CIS fix - Missing files needed for the Oculus SI 1.24/25 Vulkan changes.

	#jira UEVR-1143

Change 4043642 by Zak.Parrish

	Changes to FaceARSample: added in support for JoeG's smoothing algorithm, also refactored calibration to use the new Modify Curves node. Added some more comments to the AnimBp to make it easier to read. #rb none

Change 4045638 by Zak.Parrish

	Some minor updates to FaceARSample content. Mostly refactoring for new ModifyCurve stuff.

Change 4046003 by Jason.Bestimt

	#DEV-VR - Fix for bEnableAlphaChannelInPostProcessing reading in as false for LuminSample

	bEnableAlphaChannelInPostProcessing translates to r.PostProcessing.PropagateAlpha in ini files

	#JIRA: UE-58523

Change 4046548 by Jules.Blok

	Fix SetInstancedEyeIndex() ignoring the left eye.

	#jira UE-54044

Change 4046859 by zak.parrish

	Checking in the new rig from 3Lateral - this prevents the eyelashes from separating

Change 4047060 by Nick.Whiting

	Wrapping -norhithread in PLATFORM_LUMIN to prevent the ML plugin from always disabling RHI threading.

	#jira UEVR-1192

Change 4047667 by Mike.Beach

	CIS fix - removing uneeded line from bad merge.

Change 4047673 by Mike.Beach

	More CIS fixes for fallout from recent rendering merge.

Change 4048227 by Rolando.Caloca

	VR - vk - Some Vulkan merge conflicts resolved

Change 4048421 by Jason.Bestimt

	#DEV-VR - Converting OwnerName to EventName in UpdateSceneCaptureContent_RenderThread call

Change 4048423 by Jason.Bestimt

	#DEV-VR - Fixing mediandk version check

Change 4048452 by Rolando.Caloca

	VR - Merge fix

Change 4048530 by Rolando.Caloca

	VR - Merge fix

Change 4048607 by Jason.Bestimt

	#DEV-VR - Probable repair of Mr Mesh post merge

Change 4048794 by Rolando.Caloca

	VK - Fix mobile from merge

Change 4048972 by Jeff.Fisher

	Fixing MeshReconstructor merge problems.

Change 4049969 by Ryan.Vance

	Fixing missing shader assert.

Change 4050831 by Ryan.Vance

	Merge clean up. This is still needed to build w/ vulkan on Lumin.

Change 4050854 by Ryan.Vance

	Merge clean up.
	We need GetAllocationHandle for the ML Vulkan custom present sRGB workaround.

Change 4051495 by Jason.Bestimt

	#DEV-VR - Adding Android, Quail, Linux vulkan include clauses

Change 4052528 by Zak.Parrish

	Changing defaultEngine.ini for the higher res version of Gremlin

Change 4052880 by Ryan.Vance

	Merge clean up.
	Now with more Lumin

	#jira UE-58645

Change 4052991 by zak.parrish

	Update to FaceTrackingMap2 for proper camera positioning

Change 4053139 by Nick.Whiting

	Fixing Lumin Vulkan platform header

Change 4053352 by Mike.Beach

	On PC (in editor), not enabling ML stereo by default. Waiting for it to be enable by the EnableStereo() call (like we do for Oculus/SteamVR).

	#jira UE-57991

Change 4053644 by Nick.Whiting

	Fix for build break by wrapping bStereoDesired in !PLATFORM_LUMIN

Change 4054329 by Jason.Bestimt

	#DEV-VR - Resave of GoogleARCorePassthroughCameraMaterial.uasset

	#JIRA: UE-58689

Change 4054785 by Mike.Beach

	Fixing a MRCalibration BP compilation error from the latest merge - was using a deprecated variable which was no longer exposed to BPs.

Change 4055466 by Jules.Blok

	Suppress SteamVR submission errors after they've been logged once.

Change 4055500 by Jason.Bestimt

	#DEV-VR - MrMeshComponent fix for unsupported pixel format

	#JIRA: UE-58759

Change 4055761 by Ryan.Vance

	#jira UE-58729

	There's a single frame where the TLV textures are not initialized when using FCanvasTileRendererItem on startup.

Change 4056008 by Mike.Beach

	Fixing bad merge from Main.

Change 4056616 by Nick.Whiting

	Changing UBT configs to use Lumin-specific config files

	#jira UE-58760

Change 4056969 by Keli.Hlodversson

	MRCalibration: Set r.SceneRenderTargetResizeMethod to "Grow" to avoid cycling the scene render target size on every frame causing a flicker

	#jira  UE-58191


Change 4057356 by Jason.Bestimt

	#DEV-VR - Guard around JNI function for Lumin

Change 4059353 by Nick.Whiting

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060158 by Rolando.Caloca

	DVR - vk - Temporarily add backbuffer delay/extra copy blit on android

	#jira UE-58859

Change 4060432 by Mike.Beach

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060520 by Rolando.Caloca

	VR - Proper fix for r.Vulkan.DelayAcquireBackBuffer=0
	- Restore Android to not delay

	#jira UE-58859

Change 4060587 by Nick.Whiting

	Fix for minimum iOS version being set to iOS 8 on MRCalibration, which was causing CIS warnings

	#jira UE-58762

Change 4061277 by Jeff.Fisher

	UE-58861 //UE4/Dev-VR - Compile UE4Game Lumin - ERROR: MLSDK is not specified; cannot use Lumin toolchain.
	-Overriding HasAnySDK to setup the MLSDK.

Change 4061308 by Jason.Bestimt

	#DEV-VR - Work around of UE-58864 crashing when mousing over project launcher with only a Lumin device plugged in

	#JIRA: UE-58864

Change 4062111 by Ryan.Vance

	#jira UE-58875

	Fixing audio compilation failure.

Change 4064091 by Jason.Bestimt

	#DEV-VR - Disabling ML Plugin with the editor when bIsVDZIEnabled is off

	#JIRA: UE-58954

Change 4064554 by Jason.Bestimt

	#DEV-VR - Removing ML haptic tests when not on the platform

	#JIRA: UE-58966

Change 4064755 by Jeff.Fisher

	UE-58970 Dev-VR - Incremental UE4Editor Linux - Referenced directory 'D:\Build\AutoSDK\HostWin64\Lumin\0.12\lib\linux64' does not exist.
	-Removed linux from magicleap plugin whitelists, we have no sdk for linux.
	#review-4064614

	#jira UE-58970

[CL 4064889 by Mike Beach in Main branch]
2018-05-10 14:17:01 -04:00
Jack Porter
fa01e8b4b6 Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413)
#lockdown Nick.Penwarden
#rb none

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

Change 3795481 by Nick.Shin

	HTML5 - disable SupportsScreenPercentage() - render the full screen

	otherwise, this is causing HTML5 screen to only render a portion of the screen and in black...
	- there may be another function is that not getting fired off "to render the screen" properly
	- this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform

	#jira UE-52640  HTML5 only renders a black rectangle in the browser when launched

Change 3807007 by Nick.Shin

	HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2)

	toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up

	#jira UE-51267 WebGL1 fails to compile

Change 3822593 by Nick.Shin

	#jira UE-27141  Remove all #if PLATFORM_HTML5 from high level code

Change 3823512 by Nick.Shin

	#jira UE-27141  Remove all #if PLATFORM_HTML5 from high level code

Change 3824639 by Nick.Shin

	HTML5 - OSX - RunMacHTML5LaunchHelper.command

	- more helpful warning messages

	#jira UE-49861  A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error

Change 3829092 by Josh.Adams

	- Updated UnrealRemote to 1.4.1

Change 3832708 by Chris.Babcock

	Allow UE4Commandline.txt in APK
	#jira
	#ue4
	#android

Change 3835867 by Nick.Shin

	HTML5 - code cleanup

	origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code)

	this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor)

	tested with HTML5 builds with QAGame project :: TM-ShaderModels map

	#jira UE-53524  UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning

Change 3839967 by Mi.Wang

	Override MaxObjectInGame on Android to save ~30M with the ObjectArray size.
	#Android

Change 3842022 by Mi.Wang

	Fix an AssetRegistry size calculation bug.

Change 3843552 by Sorin.Gradinaru

	UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled

	#4.19
	#Android
	#jira UE-54139

	S8 on 7.0 is not hiding suggestions and disabling predictive input.  There are cases with this that can cause a crash.

	Fix:  On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)

Change 3844210 by Nick.Shin

	HTML5 - filter out "windows/super" keys - these are not used in UE4

	- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...

	#jira UE-54056  HTML5 crashes inside browser upon pressing windows key

Change 3844874 by Nick.Shin

	HTML5 - detect "SyntaxError: " and do a forced reload

	- an actual syntax error would be caught during compile time
	- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page

	#jira UE-54017  QAGame fails to launch properly on HTML5 Firefox 64 bit

Change 3846695 by Nick.Shin

	#jira UE-53524  UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning

Change 3847309 by Nick.Shin

	HTML5 - (not to) show virtual joystick

	- virtual joysticks are not shown by default-- and the mouse not captured
	- this now behaves like the win64 client version

	#jira UE-33854  Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen

Change 3847310 by Nick.Shin

	HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status()

	- seems emscripten might be uninitialized by the time controlers are used...

	#jira UE-28513 - Using a controller in HTML5 causes error

Change 3850606 by Nick.Shin

	HTML5 - more static warning fix ups

	#jira UE-53524  UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning

Change 3850624 by Nick.Shin

	HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser

	note: using following jira to track progress:
	#jira UE-47066  Packaged HTML 5 Map Prompts for Firefox Update in Chrome

Change 3855610 by Sorin.Gradinaru

	UE-49173 Progress bar causes black screen on iOS

	#iOS
	#4.20
	#jira UE-49173

	The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1.
	As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem.
	The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint.

	The solution is to disable the scissor
			RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
	in FSlateRHIRenderingPolicy::DrawElements after the batch rendering

Change 3855652 by Sorin.Gradinaru

	iOS 3D browser

	UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS

	#jira UE-53248
	#iOS
	#4.20

	Uses the same WebTexture from the WebBrowser plugin as the Android version.
	+ Code contributed by Juan.Belon from Alea S.r.l  at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html

Change 3856174 by Nick.Shin

	HTML5 - python forking will still error while trying to terminate already terminated processes

	- added same "WindowsError code 5" handler found in subprocess.py

	#jira UE-51618  HTML5 fails to build, [Error 5] Access is denied

Change 3863322 by Sorin.Gradinaru

	UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format

	#jira UE-54317
	#Android
	#4.19

Change 3878088 by Nick.Shin

	UEMOB-425 superceeds this jira

	#jira UE-25257  Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed

Change 3884560 by Jack.Porter

	Fix logspam in FAVMoviePlayer
	#jira UE-54760

Change 3886533 by Mi.Wang

	Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread.

Change 3889081 by Sorin.Gradinaru

	UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked.

	#Android
	#4.20
	#jira UE-54490

	Call ForceCompletion for the intial movie player on onPause.
	Call App Restart on Resume.

	Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity.

	This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause.
	I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key).

Change 3890320 by Chris.Babcock

	Fix initializer ordering
	#jira UE-55189
	#ue4

Change 3958226 by Nick.Shin

	HTML5 disable memory poison tests

	and fix a bug during Realloc() // for Linux... and in turn for HTML5

	#jria none

Change 3958250 by Nick.Shin

	HTML5 - FText::FormatStr - skip if multi-threading not supported

	#jira none

Change 3968328 by Nick.Shin

	HTML5 CORS fixes

	still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April)

	note: the following are all related:

	+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
	+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
	+ UE-22285 - Session events are not generated for HTML5
	+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing

	#jira UE-19330

Change 3971405 by Nick.Shin

	HTML5 suppress double printing to console.log

	#jira none

Change 3978767 by Nick.Shin

	HTML5 CORS fixes

	note: the following are all related:

	+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
	+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
	+ UE-22285 - Session events are not generated for HTML5
	+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing

	tested (against datarouter.ol.epicgames.com fixes) and found to be functional

	#jira UE-22285

Change 3981103 by Nick.Shin

	HTML5 - num pad keys crashes project

	match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp
	also fix a HUD crash...

	#jira UE-54056  HTML5 crashes inside browser upon pressing windows key

Change 3983424 by Sorin.Gradinaru

	UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet

	#jira UE-57107
	#Android
	#4.20

	The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times).

	Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D

Change 3985248 by Nick.Shin

	HTML5 game window size

	add project setting drop down box to select canvas scaling mode

	#jira UE-46555  HTML5 game window does not scale with browser size

Change 3986190 by Sorin.Gradinaru

	UE-56076  Android Launch On "Running..." toast intermittently doesn't appear

	#jira UE-56076
	#Android
	#4.10

	When cancelling Launch on Device, always call CancelContinuations for the current task

Change 3986412 by Nick.Shin

	CIS error fix
	#jira none

Change 3987007 by Nick.Shin

	HTML5 fullscreen size fix

	- when using FIXED scale mode initially, there's some strange padding margins
	- but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work...

	#jira UE-46555  HTML5 game window does not scale with browser size

Change 3988408 by Nick.Shin

	HTML5 call EndSession() onbeforeunload()

	? should PreExit() be called instead?

	#jira UE-57207  Session End event is not generated for HTML5

Change 3991828 by Nick.Shin

	HTML5 shipping build crash

	some FVector2D needs ContainsNaN() checks

	#jira UE-57401  Projects packaged for Shipping HTML5 do not launch the engine in the browser

Change 3992884 by Nick.Shin

	HTML5 call EndSession() onbeforeunload() code cleanup

	#jira UE-57207  Session End event is not generated for HTML5

Change 3992887 by Nick.Shin

	datarouter: Session events code cleanup

	#jira UE-22285 - Session events are not generated for HTML5

Change 4002603 by Sorin.Gradinaru

	UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open

	#jira UE-56177
	#Android
	#iOS
	#4.10

	Using the device discovery to signal when the running device gets disconnected

Change 4007162 by Dmitriy.Dyomin

	Merging using Dev-Mobile->FortMain
	Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis)
	#jira none

Change 4012196 by Sorin.Gradinaru

	UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4.

	#jira UE-57120
	#Android
	#4.20

	Level lightings rebuilt and  QA-Media_Camera_BuiltData.uasset added.

	The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in  FPrecomputedVolumetricLightmap::AddToScene).

	Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap).

Change 4013034 by Sorin.Gradinaru

	UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession

	#jira UE-55427
	#iOS
	#4.20

	Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish()

	Renamed InitialMovie to StartupMovie, including the methods related to the  Android platform.

Change 4015449 by Sorin.Gradinaru

	UE-38306 "Running xxx on yyy" panel Cancel button should terminate app

	#jira UE-38306
	#Android
	#4.10

	Run on device: Pressing Cancel on the "Running..." message should stop the application, if running

	Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>"

	Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration.

	AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats.

Change 4016057 by Sorin.Gradinaru

	UE-57845 GitHub 4666 : Pull request clipboard on android

	#jira UE-57845
	#4.20
	#Android

	#4666

	https://github.com/EpicGames/UnrealEngine/pull/4666

	Implemented Clipboard function on Android.

Change 4020229 by Sorin.Gradinaru

	UE-57845 GitHub 4666 : Pull request clipboard on android

	#jira UE-57845
	#Android
	#4.20

	GameActivity.java: moving the methods related to clipboard above the native public declarations

Change 4021188 by Sorin.Gradinaru

	UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl

	#jira UE-57876
	#iOS
	#4.30

	In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters.

	Also fixed a compilation error (!) when enabling The Location Services plugin on iOS

Change 4024839 by Sorin.Gradinaru

	UE-38306 "Running xxx on yyy" panel Cancel button should terminate app

	#jira UE-38306
	#Android
	#4.10

	Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference =>  nightly build errors

Change 4024962 by Cosmin.Sulea

	UE-56294 - Packaging step fails when packaging project for distribution

	#jira UE-56294

Change 4026122 by Sorin.Gradinaru

	UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times

	#jira UE-57149
	#Android
	#4.20

	jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj)

	The bug can probably be reproduced by using a MediaPlayer.

Change 4038185 by Nick.Shin

	HTML5 - merge error fix

	MallocAnsi.cpp was stomped on

	#jira UE-58367  //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size'

Change 4039521 by Dmitriy.Dyomin

	Export WorldBrowser API so plugin makers can use it
	#jira UE-57323

Change 4039523 by Dmitriy.Dyomin

	Exposed MobilePatchingLibrary API
	#jira UE-55941

Change 4039526 by Dmitriy.Dyomin

	Fixed: Hierarchy filtering does not work in world composition
	#jira UE-57900

Change 4039529 by Dmitriy.Dyomin

	Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357)
	#jira UE-53618
	#4357

Change 4039874 by Sorin.Gradinaru

	UEMOB-436 Support "All Android" Launch On and Project Launcher options

	The main change is in the DeviceProxy class.

	A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID.

	The "All devices" proxy is updated automatically by the device discovery thread.

	The change was necessary because the list in the Project Launcher is using the device proxy list.

	#jira UEMOB-436
	#Android
	#UE4
	#4.19

Change 4041446 by John.Mauney

	Fix that Chris B made locally on my machine
	#jira UE-58420

Change 4041791 by Jack.Porter

	Fix CIS incremental UE4Editor Win64

	#jira 0

[CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
Arciel Rekman
4141229f52 Copying //UE4/PQ-Staging@3957047 to Dev-Main (//UE4/Dev-Main)
#rb Ben.Marsh
#fyi Josh.Adams
#lockdown Nick.Penwarden

[CL 3957060 by Arciel Rekman in Main branch]
2018-03-21 11:09:41 -04:00
Marc Audy
7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00