Commit Graph

14379 Commits

Author SHA1 Message Date
Gareth Martin
bb2f50135c Fixed static objects rendering as fully lit when they should be fully shadowed.
[CL 2644921 by Gareth Martin in Main branch]
2015-08-05 11:03:04 -04:00
Gareth Martin
7694adb48f Removed type trait macros in favour of the type trait templates
(approved/recommended by Steve.Robb)

[CL 2644918 by Gareth Martin in Main branch]
2015-08-05 11:01:03 -04:00
Jamie Dale
1461e7d026 Improved the asset gathering and path prioritization workflow for very large projects
Previously, the file discovery phase of the asset gathering process would block the entire process until it had found all of the files it needed to test.

This can take quite some time for projects with a large amount of assets, so this change adjusts the process so that discovered paths will be reported back to the asset registry while the file discovery is on-going. This allows you to prioritize the scanning of certain folders before the initial discovery phase has finished.

To account for the fact that the asset registry will be reporting process of an unknown range, the asset discovery indicator has been updated to display a marquee bar until the initial file discovery has finished.

It will now show you the following messages:
    - "Initializing Asset Discovery" - Loading the cached asset registry data and waiting for the file scan to start. The progress bar will marquee while this is happening.
    - "Discovering Asset Files" - Shows an increasing count of the number of asset files that have been discovered on disk. The progress bar will marquee while this is happening.
    - "Discovering Asset Data" - Shows a decreasing count of assets that need to have their asset data either read from disk, or copied from the cache file. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.
    - "Processing Asset Data" - Shows a decreasing count of assets that the asset registry still needs to process the gathered asset data for. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.

One side effect of having the discovery phase scan go wide (rather than deep - to allow you to prioritize the scanning of certain folders) is that it may now report back folders that don't contain any assets. This essentially addresses a long time complaint from users, whereby the Content Browser wouldn't show empty folders.

This change also has the cached asset registry file write out for every 50,000 files that are read from disk. This avoids you needing to perform repeated work if you restart the editor before the entire scan has finished.

[CL 2644762 by Jamie Dale in Main branch]
2015-08-05 09:27:31 -04:00
Mikolaj Sieluzycki
019a8752c3 Fix UEnum issues with incorrect _MAX enum value.
#codereview Robert.Manuszewski

[CL 2644738 by Mikolaj Sieluzycki in Main branch]
2015-08-05 08:56:11 -04:00
Dmitriy Dyomin
826b00c72e Fixed: Graphical corruption on Android when switching back to app
UE-19160
UE-19254

[CL 2644640 by Dmitriy Dyomin in Main branch]
2015-08-05 05:30:33 -04:00
Wes Fudala
ca9eb67654 Merging CL# 2644212, 2644586 LauncherDev->Main
#OnlinePurchase
- Rearranging fields in FPurchaseReceipt
- Changing web purchase flow api

[CL 2644588 by Wes Fudala in Main branch]
2015-08-05 04:13:33 -04:00
Brian Karis
9b235550b3 Fixed GetInvViewMatrix
[CL 2644406 by Brian Karis in Main branch]
2015-08-04 20:52:21 -04:00
Ryan Vance
fec728074d Custom HMD post process mesh implementation.
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.

[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Martin Mittring
80e2228469 fixed discoloration if showflag for SubsurfaceScattering is off
[CL 2644319 by Martin Mittring in Main branch]
2015-08-04 19:28:33 -04:00
Bob Tellez
0960cb8b73 [AUTOMERGE]
#UE4 Using Reset instead of Empty to clear vert batch lists since the number of elements in the list isnt necessarily the max

#codereview Matt.Kuhlenschmidt

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2644284 by Bob.Tellez on 2015/08/04 18:59:06.

[CL 2644285 by Bob Tellez in Main branch]
2015-08-04 18:59:24 -04:00
John Pollard
d6741bc80d UE4-Fortnite -> UE4: Unify networking logging messages to all call describe and updating describe to show desired info+ more info when component is not found
[CL 2644277 by John Pollard in Main branch]
2015-08-04 18:50:55 -04:00
Max Chen
518d4fa682 Sequencer: Fix for invalid time range in gameplay. The time range is set in the editor when it's loaded, but wasn't set for loading movie scenes in gameplay. It now reverts back to the previous behavior of all the section ranges.
[CL 2644147 by Max Chen in Main branch]
2015-08-04 17:22:35 -04:00
Martin Wilson
3104564c73 Better fix for parallel evaluation crash when paused
[CL 2644134 by Martin Wilson in Main branch]
2015-08-04 17:17:26 -04:00
Josh Adams
014e038c0a - Fixed init order to setup streaming after UObjects are initialized (texture streaming uses DeviceProfiles which are initialized via properties with the UObject system).
#codereview niklas.smedberg

[CL 2644115 by Josh Adams in Main branch]
2015-08-04 17:07:57 -04:00
Brian Karis
014e4836ce Better fix for translation being in the rotation matrix.
[CL 2644112 by Brian Karis in Main branch]
2015-08-04 17:05:34 -04:00
Ori Cohen
d084703288 Fix invalid scale spam when scaling bodyinstance. This is really just clamping to make sure that we never get 0 as animation uses size 0 all the time
#JIRA UE-19617

[CL 2644087 by Ori Cohen in Main branch]
2015-08-04 16:59:23 -04:00
Richard TalbotWatkin
a02190f3ea Fix to preserve the AssetImportData when loading an asset.
#jira UE-19246 - FBXImportAsset Data is lost on project restart when changing any Build Settings
#codereview Matt.Kuhlenschmidt

[CL 2643970 by Richard TalbotWatkin in Main branch]
2015-08-04 15:54:57 -04:00
Bob Tellez
209b7e9dc8 [AUTOMERGE]
#UE4 Fixed an issue where dynamic length indenting on strings (*s) was improperly overwriting the destination buffer.

#platformnotify Josh.Adams

#codereview Michael.Trepka

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2643735 by Bob.Tellez on 2015/08/04 14:18:19.

[CL 2643894 by Bob Tellez in Main branch]
2015-08-04 15:19:15 -04:00
Ben Zeigler
b8ed9472ba #UE4 Fix FGameplayAttribute so it can be used properly in UMG widgets. The EditDefaultsOnly flag was stopping the customization from working properly
#codereview david.ratti

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2643836 by Ben.Zeigler on 2015/08/04 14:51:29.

[CL 2643844 by Ben Zeigler in Main branch]
2015-08-04 14:53:03 -04:00
Matt Kuhlenschmidt
c4b97463c7 Sequencer Shot UI improvements
- Shots now attempt to stay connected to each other when modifed.
-- Shots appear "connected" in the shot track so that when one moves, the previous one shrinks and next next shot grows.
-- Holes are filled for deleted shots
- Various low level shot rendering fixes

[CL 2643816 by Matt Kuhlenschmidt in Main branch]
2015-08-04 14:43:12 -04:00
Bart Bressler
62c9c351bf Buildwatcher fix - integration from Fortnite
2643780

Buildwatcher - fix crash on shutdown when running on PIE and the engine exits

[CL 2643792 by Bart Bressler in Main branch]
2015-08-04 14:36:11 -04:00
John Pollard
5f4e193149 #merge, replays: Smooth on all axes for replays even if on ground
[CL 2643751 by John Pollard in Main branch]
2015-08-04 14:24:43 -04:00
Martin Mittring
f38281ec79 fixed FastBlur radius scaling, causes wrong radius when using r.FastBlurThreshold or changing radius on bloom or DepthOfField
[CL 2643661 by Martin Mittring in Main branch]
2015-08-04 13:32:25 -04:00
Martin Mittring
30a22ac955 fixed UE-19428 Black screen for Player 1 in split screen when project fullsceen
#code_review:Nick.Whiting

[CL 2643615 by Martin Mittring in Main branch]
2015-08-04 13:03:04 -04:00
John Pollard
cc53a6c5fd #replays, merge: Don't send version/cl if they are blank, MCP doesn't like that
[CL 2643574 by John Pollard in Main branch]
2015-08-04 12:20:00 -04:00