The existing GetSynchronous, GetAsynchronous, and Put functions are deprecated in favor of the DebugContext overloads. It is unlikely that a licensee has derived from FDerivedDataCacheInterface, but anyone who does will have a compile error that they override a non-virtual function and that they don't implement a pure virtual function, which will be straightforward to fix.
#rb Zousar.Shaker
#ROBOMERGE-OWNER: Devin.Doucette
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 11210386 via CL 11210387
#ROBOMERGE-BOT: (v643-11205221)
[CL 11210609 by Devin Doucette in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3491514 by Jonathan.Poncelet
Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent
Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.
#jira UE-39757 Torque and angular velocity are inconsistent
#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units.
Change 3495025 by Jonathan.Poncelet
Back out changelist 3491514
"Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent
Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.
#jira UE-39757 Torque and angular velocity are inconsistent
#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units."
Change 3505086 by Danny.Bouimad
Updating test content in TM-AnimPhys and TM-TangentNormals
Change 3505375 by James.Cobbett
Automating Settle test map
Change 3505714 by Lina.Halper
Add more descriptive pin name and node text for constraint node
#jira: UE-45895
#rb: Ori.Cohen
Change 3505731 by Lina.Halper
1. Renamed FTargetReference to FBoneSocketTarget
- this allows users to choose either bone or socket as a target.
2. Two Bone IK refactor to use FBoneSocketTarget
- Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone
- Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget
- Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this.
3. FABRIK refactor to use FBoneSocketTarget
#code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen
#rb: Laurent.Delayen
Change 3505770 by Lina.Halper
IK automation test
#jira: UE-46250
Change 3506369 by Lina.Halper
Fix initialization order issue
#rb:none
#rnx
Change 3506697 by Martin.Wilson
Fix root motion when using ForceAnimRate's of more than 1
#jira UE-39021
Change 3506765 by Lina.Halper
It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead.
#jira: UE-45871
#rb: Martin.Wilson
Change 3506787 by Ori.Cohen
Added single threaded physx tasks stats using "stat PhysXTasks"
Change 3506803 by Ori.Cohen
Turn off debug code which was submitted by accident
Change 3506840 by Jurre.deBaare
Fix for automation vertex-color warning
Change 3506917 by Danny.Bouimad
Checking in Edits made to AnimBP Constraint Content
Change 3507045 by James.Cobbett
Submitting final Settle test map updates
Change 3509208 by Danny.Bouimad
Checking in content changes for TM-SuspendCloth
Change 3509235 by James.Cobbett
Deleting Settle test map from QAGame - now lives in EngineTest
Change 3509935 by Lina.Halper
One customization tree for supporting Bone and Socket
: you can just use FBoneSocketTarget and that will allow displaying sockets also
#jira: UE-45778
#rb: Thomas.Sarkanen
#code review:Thomas.Sarkanen
Change 3511250 by Martin.Wilson
Fix crash when performing drag operations in the notify track window
#jira UE-46420
Change 3511397 by Thomas.Sarkanen
Asset reloading now defers re-opening asset editors until post-GC phase
This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI.
#jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset
Change 3512849 by Aaron.McLeran
#jira UE-46576 Fixing granulator loading multiple sound waves
Change 3513414 by James.Cobbett
Fixing destructible test map
Change 3513588 by Benn.Gallagher
Clothing LOD improvements
- Added full pipeline for adding LODs to clothing assets in editor
- Added methods for mapping parameters between masks on meshes with differing topology
- Fixed a few UI bugs
Change 3513599 by Benn.Gallagher
Missed files from last checkin
Change 3513920 by Martin.Wilson
Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling)
Change 3515400 by Aaron.McLeran
#jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device.
Change 3515495 by Joe.Conley
Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry.
Change 3515641 by Benn.Gallagher
CIS fix for game builds
Change 3516817 by Aaron.McLeran
Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues.
Change 3516853 by Aaron.McLeran
Slight optimization in converting proc audio buffer to 16 bit PCM.
Change 3517525 by Jonathan.Poncelet
Fix comment for FName operator!=
Change 3517826 by James.Cobbett
Test files for bug UE-46719
Change 3518049 by James.Cobbett
Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test.
Change 3518185 by Ori.Cohen
Fix merge error as reported by NVIDIA
Change 3518711 by Ethan.Geller
Integrating fix for switch crash on load level.
Change 3518720 by Ethan.Geller
Back out changelist 3518711
Change 3519040 by Aaron.McLeran
Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling.
Change 3519972 by James.Golding
Fix constructor order for FSoundAttenuationSettings to fix CIS
Change 3520141 by Martin.Wilson
Make retarget assets are no longer assets but blueprints instead.
Add blueprint function for remap asset to allow blueprints to transform bone names
#jira UEAP-235
Change 3520568 by Martin.Wilson
CIS fix
Change 3520677 by Benn.Gallagher
Added ability to rename clothing assets after creation
Change 3520727 by Benn.Gallagher
Removed unecessary header for asset list
Change 3520791 by Martin.Wilson
Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick
Change 3521069 by Jurre.deBaare
Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly
#fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset
#jira UE-46806
Change 3521070 by Jurre.deBaare
Ensure occurs when performing a Bake Out Material on Cube
#fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking
#jira UE-46807
Change 3521142 by Jurre.deBaare
Bake Material large Texture size crash
#fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension())
#jira UE-46808
Change 3523294 by Aaron.McLeran
Resetting available byte count when resetting the procedural sound wave
Change 3523297 by Aaron.McLeran
Adding thread safe mode for plugin interface shared ptrs.
Change 3524153 by Jurre.deBaare
Issue where new blend space samples list in detailsview would not regenerate blendspace sampling
#fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes)
Change 3524154 by Jurre.deBaare
Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality.
#fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state
Change 3524282 by Thomas.Sarkanen
Fixed OculusAudio in line with new API
Post-Main merge fixup
Change 3524348 by Thomas.Sarkanen
Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX
Original CL 3521358:
[From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier]
p4rmerge of Change 22415420 by sschirm
from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r
moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/
#jira UE-46668 - PCM still has stability issues
Change 3524541 by Jurre.deBaare
Disabled material baking automated tests for now
#jira UE-46510
Change 3524684 by Jurre.deBaare
If you paste a invalid name into Bones to Remove and hit apply the editor will crash
#fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices
#jira UE-46830
Change 3525244 by Ori.Cohen
Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC)
Change 3525248 by Ori.Cohen
Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup
Change 3525263 by Ori.Cohen
Fix typo with printf
Change 3525279 by Ori.Cohen
Fix CIS
Change 3525478 by Ethan.Geller
Adding memory aligned audio buffer support
Change 3525688 by Aaron.McLeran
Removing unnecessary code
Change 3526391 by Benn.Gallagher
Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved.
#jira UEAP-197
Change 3526454 by Benn.Gallagher
CIS fix
Change 3526919 by Chad.Garyet
adding verifyddc flag to automated tests
Change 3527006 by Lina.Halper
Fix crash with blendspace sample value change
- Matt also fixed undo transaction, queuing every move vs only final value
- Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move
#jira: UE-46929
#rb: Matt.Kuhlenschmidt
#code review: Jurre.DeBaare, Matt.Kuhlenschmidt
Change 3528684 by Benn.Gallagher
Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail.
Change 3528687 by Benn.Gallagher
CIS Fix, method definition outside of declaration #if block.
Change 3528890 by Ori.Cohen
Fix false negative with PIE and verify DDC
Change 3528899 by Martin.Wilson
Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory.
#jira UEAP-264
Change 3530148 by Aaron.McLeran
Making check for Supporting multiple audio devices only happen in editor builds.
Change 3530519 by Jonathan.Poncelet
Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians
Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used.
The deprecated functions now call whichever degrees or radians counterpart is needed.
FBodyInstance now works entirely in radians, to avoid unnecessary conversions.
Automated tests have been added to verify behaviour.
#jira UE-39757 Torque and angular velocity are inconsistent
Change 3530943 by Benn.Gallagher
Fixed clothing shader model automation test.
#jira UE-47052
Change 3530993 by Thomas.Sarkanen
Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits.
Oiriginal CL desc:
Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain().
This prevents an issue where texture referenced through CompositeTexture have no source data available.
This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data.
#jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released.
Change 3536312 by Chad.Garyet
adding verifyddc into the automatedtestbuild xml
Change 3537375 by James.Golding
Merge Ocean GC crash fix (OCN-7666) from CL 3512485
#jira UE-47211
DONE!
[CL 3537460 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]