#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#jira UE-82674
#rb none
#ROBOMERGE-SOURCE: CL 9931657 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v558-9892490)
[CL 9931719 by jason stasik in Main branch]
#jira UE-81657
#rb jamie.dale
#ROBOMERGE-SOURCE: CL 9887615 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)
[CL 9887616 by jason stasik in Main branch]
Add a DataTable Details tab to the data table editor to show this and the existing bStripFromClientBuilds flag
Right now you can only set these options after a datatable has been created, I will add import UI later as well as more options
#rb Fred.Kimberley
[CL 5078685 by Ben Zeigler in Dev-Framework branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
Change 3436405 on 2017/05/11 by Andrew.Grant
Fix for client/server compile issue
#!tests compiled
#!rb none
Change 3436160 on 2017/05/11 by Dan.Hertzka
Merging CL 3418191 to Dev-General for game capture team
- Fixes MasterPoseComponent not updating slave components when being animated by Sequencer
#!rb none
#!tests none
Change 3436098 on 2017/05/11 by Andrew.Grant
Skip LoadClass in FAnimBlueprintCompiler::PostCompileDiagnostics if no class is specified (fixes Failed to load Object warnings)
Laurent - I'm assuming it's valid not to have a class here, if not let me know and I'll add an else() to issue a warning
#!tests ran cooker and verified warnings are gone
#!review-3436099 @Laurent.Delayen
#!rb none
Change 3435892 on 2017/05/11 by Ben.Salem
Make timed out Gauntlet tests ignore Retry codes. Turn retry back on in HeroFunctionalTest as a result.
#!rb clayton.langford
#!tests Ran some functional character tests post change.
Change 3435864 on 2017/05/11 by David.Ratti
Fix for linux servers not adding all native tags properly due to static order of init differences.
#!rb none
#!tests compile
Change 3435521 on 2017/05/11 by Daniel.Lamb
Fixed the compile editor check box in launch build dialog.
#!rb Ben.Marsh
#!test Launch build paragon.
Change 3435331 on 2017/05/11 by Frank.Fella
Niagara - Stack - Add support for assigning locally defined handles to module inputs e.g. Physics.Force, also fix up some graph layout and wiring bugs.
#!tests Can now override inputs to locally defined parameter handles like Physics.Force and can properly move up/down and delete those modules.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3435020 on 2017/05/11 by Laurent.Delayen
Refactored AnimBP Post Compile Validation to be in its own class, in the AnimGraph module. So we can access UAnimGraphNodes for auditing.
#!rb michael.noland
#!codereview james.golding, thomas.sarkanen
#!tests Hero AnimBP compile.
Change 3434979 on 2017/05/11 by Daniel.Lamb
Removed engine version cl from the inisettings check as it's unstable.
#!rb Trivial
#!test none
Change 3434880 on 2017/05/11 by Alexis.Matte
Add a base source folder to store more robust source file relative path in the asset to ease the re-import process
#!jira UE-44858
#!rb matt.kuhlenschmidt
#!tests run fbx automation tests
Change 3434869 on 2017/05/11 by Mieszko.Zielinski
A fix to BTDecorator_TimeLimit to make it work in tight loops #!UE4
#!codereview Lukasz.Furman
#!test golden path
#!rb none
Change 3434224 on 2017/05/10 by Andrew.Grant
Orion tests -
Fix for case where a semi-responsive kit could continually be picked leading to a timeout.
Better path structure for saving logs, and some error handling
#!tests #!rb none
Change 3434194 on 2017/05/10 by Andrew.Grant
Merging 3434064 from //Orion/Release-40.1 to Release-40 (//Orion/Release-40)
Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects.
#!jira OR-38085
#!rb Michael.Noland
#!tests played solo vs ai as murdock, completed game and buttoned through summary screen
Change 3434064 on 2017/05/10 by Dan.Oconnor
Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects.
#!jira OR-38085
#!rb Michael.Noland
#!fyi Gil.Gribb
#!tests played solo vs ai as murdock, completed game and buttoned through summary screen
Change 3433811 on 2017/05/10 by Ben.Salem
Add 5 minute timeout into Queue For Lobby function in auto tests so we don't wind up with weird timeouts overnight.
#!rb clayton.langford
#!tests Ran a set of comparison tests and killed client multiple times
Change 3433503 on 2017/05/10 by David.Ratti
Add -noepicportal to gauntlet args
#!rb Andrew.Grant
#!tests gauntlet
Change 3433291 on 2017/05/10 by Laurent.Delayen
Added Alpha parameter to AimOffset anim nodes.
#!rb none
#!tests wukong
#!codereview lina.halper
Change 3433185 on 2017/05/10 by Shaun.Kime
Added Get/SetValue functions for NiagaraBool types as well as an IsValid function. All access to the data should go through this path.
#!rb none
#!tests n/a
Change 3433071 on 2017/05/10 by Shaun.Kime
Trying to capture crash that occurs when working with modules due to timing of parameter view model rebuilds and draw calls for slate. Leaving some debug code in place should this change not completely protect against it.
Modified the change handler for parameter map collections to correctly set the value variable.
#!rb none
#!codereview frank.fella
#!tests n/a
Change 3432919 on 2017/05/10 by David.Ratti
temp logging for linux server tag mismatch problem
#!rb none #!tests compile
Change 3432758 on 2017/05/10 by Andrew.Grant
Script fix from DanielL
#!tests #!rb na
Change 3432710 on 2017/05/10 by Shaun.Kime
Now defaulting to Module. for new custom variables.
#!rb none
#!tests n/a
Change 3432609 on 2017/05/10 by Andrew.Grant
Fix from JohnN for many ability cancellation bugs
#!rb Johh.Nielson
#!review-3432610 @John.Nielson, @David.Ratti, @Laurant.Delayen
#!tests na
Change 3432541 on 2017/05/10 by Simon.Tovey
Moved Niagara settings to plugins section.
#!rb none
#!tests none
Change 3432151 on 2017/05/09 by Jeff.Williams
Merging //Orion/Main to Release-40.1 (//Orion/Release-40.1) @3432138
#!rb none
#!tests none
Change 3432121 on 2017/05/09 by Jeff.Williams
Initial branch of files from Release-40 (//Orion/Release-40) to Release-40.1 (//Orion/Release-40.1)
Change 3431141 on 2017/05/09 by Alexis.Matte
Make sure content browser import override use the re-import factory to override the asset instead of the import factory.
#!rb none
#!tests run fbx automation tests
Change 3431127 on 2017/05/09 by Shaun.Kime
Can now handle any arbitrary nesting of variable namespaces
#!rb none
#!codereview simon.tovey
#!tests created an internal test that nests out multiple structs
Change 3431124 on 2017/05/09 by Shaun.Kime
Adding ability for graph to add in non-UNiagaraNodeEmitter & UNiagaraNodeInput values for System graph.
#!rb none
#!codereview simon.tovey
#!tests n/a
Change 3431043 on 2017/05/09 by David.Ratti
Push the GE context down to the GC parameters for minimal replication cues. Fixes issues where EffectCauser ends up being the target of the cue instead of the source of the GE.
#!rb none
#!tests editor
Change 3430861 on 2017/05/09 by Frank.Fella
Niagara - Stack - Cleanup and fixes.
+ Fix undo to all stack edits.
+ When promoting module inputs to emitter inputs, copy the module input value.
#!Tests Undo works correctly for moving up/down the stack, deleting/adding modules, and for all input edits. Promoting a module input to an emitter input preserves the value.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3430603 on 2017/05/09 by Shaun.Kime
Commenting If node
#!rb none
#!tests n/a
Change 3430538 on 2017/05/09 by Shaun.Kime
Fixing prior checkin. We need for Niagara true and false to be explicitly -1 and 0 for the current implementation of the VM. More comments were added to this effect.
#!rb none
#!codereview frank.fella, simon.tovey
#!tests labelled the SphereLocationBoolTrueAsParameter asset more exactly so that we can know what we are testing here
Change 3430442 on 2017/05/09 by Shaun.Kime
Sphere location asset
#!rb none
#!tests this is a test case for spawning on a sphere
Change 3430438 on 2017/05/09 by Shaun.Kime
Fixing bool conversion
#!rb frank.fella
#!tests SphereLocation asset
Change 3429736 on 2017/05/08 by Olaf.Piesche
More GPU sim work; dispatch now works properly, more work on read/write of data sets needed; parmeter binding, setting, unsetting, should all be good; also made shader debug output work for niagara shaders; CPU simulation should work as before, and while GPU doesn't do anything useful yet, we're at the point of running Niagara shaders on GPU over buffers defined by data sets now
Recommend not setting an emitter to GPU sim for now :)
#!rb none
#!tests ran CPU sim on test assets; ran shader compile and GPU sim without crashes (but of course also without visible results)
Change 3429390 on 2017/05/08 by Shaun.Kime
Added a force compile on load global variable that assists if a file crashes on load due to a bad script compilation.
#!rb none
#!tests fixes Howitzer
Change 3429368 on 2017/05/08 by Andrew.Grant
Added more debugging info on module load failure
#!tests compiled
#!rb none
Change 3429269 on 2017/05/08 by Andrew.Grant
Made DLL error just a log. apparently there are a few of these...
#!tests #!rb na
Change 3428950 on 2017/05/08 by David.Ratti
GameplayTags.PrintNetIndices command for tracking down gameplay tag error
#!rb #!tests none
Change 3428865 on 2017/05/08 by Shaun.Kime
Fixing incorrect interpolation of primer tutorial content in interpolated spawning. We were not properly handling required, but not exposed input nodes.
#!rb simon.tovey
#!tests run primer tutorial in interpolated mode
Change 3428647 on 2017/05/08 by Andrew.Grant
Reverted argument to -test form
#!rb #!tests none
Change 3428633 on 2017/05/08 by Andrew.Grant
Extra debugging info for DanB
#!tests #!rb none
Change 3428473 on 2017/05/08 by Andrew.Grant
Tidied up structure of automation logs
#!tests boot test locally
#!rb none
Change 3428226 on 2017/05/08 by Paul.Moore
#!libWs
- Explicitly track if the connection is open or not (so that IsConnected() returns true when the connection is closed but not yet destroyed).
#!codereview rob.cannaday
#!rb none
#!tests matchmaking
Change 3428011 on 2017/05/08 by Alexis.Matte
fix fbx importer to allow animation sample rate greater then 30Hz
#!jira UE-44685
#!rb matt.kuhlenschmidt
#!tests none
Change 3427502 on 2017/05/07 by Andrew.Grant
Fixed bug with order of states in Gauntlet
Made MallocLeakDetection compact periodically to reduce footprint for testkits
OrionMemoryReport now limits tracking to memory >= 16kb to reduce footprint for testkits
Fixed report error with missing file when running mempory report on a test build
#!tests LoadTest, MemoryReport tests
#!rb none
Change 3427352 on 2017/05/06 by Andrew.Grant
Bigly refactor of Orion native test framework into new "Gauntlet" plugin
- All logic for creating test controllers, ticking them, and propgating events is now in GauntletModule
- Orion initializes Gauntlet module at startup and passes necessary information to generate Frontend, Draft, Game states
- States are now FName's so games can provide their own sets of state
- OrionTestControllerBase now inherits from GauntletTestController
- Test controllers are now passed as a -gauntlet argument to game (was -test)
#!tests ran locally lots, preflighted with a full test pass
#!rb none
Change 3426807 on 2017/05/05 by Frank.Fella
Niagara - Stack - Make the up, down, and delete buttons less obnoxious.
#!tests the buttons are less obnoxious
#!rb none
Change 3426454 on 2017/05/05 by Andrew.Grant
Fixed issue in Gauntlet when using a PS4 that has no name set
#!rb none
#!tests ran against PS4 with no name set
Change 3426317 on 2017/05/05 by Frank.Gigliotti
Added utility function to draw a 2D box to the debug canvas.
#!Tests Drawing in ShowDebug screens
#!RB None
Change 3426047 on 2017/05/05 by Dan.Hertzka
[OR-38289] - The DataAsset creation dialog now filters out classes with the HideDropDown class flag, so skins and variants can only be created via the right-click menu on the hero/skin they belong to, respectively
#!rb Matt.Kuhlenschmidt
#!tests Skin & SkinVariation item defs do not appear in the DataAsset creation dialog
Change 3426025 on 2017/05/05 by Frank.Fella
Niagara - Stack - Can now move and delete stack items.
#!tests none
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3425913 on 2017/05/05 by Matt.Schembari
Apparently I never actually compiled this?
#!rb none
#!tests compile
Change 3425819 on 2017/05/05 by Matt.Schembari
OR-36760: PS4 client can load with no visible cursor
- Added logging per Darnell to help catch this issue.
#!rb Nick.Darnell
#!tests PIE with breakpoints
#!CodeReview Andrew.Grant
#!QAReview I've added more logging. The issue won't be fixed, but when you see it again, please attach the logs. I'm looking for lines like "Failed to load cursor" or "Attempting to add an invalid cursor class."
Change 3425760 on 2017/05/05 by Shaun.Kime
Follow up to previous fix. We weren't releasing delegates properly.
#!rb none
#!codereview frank.fella
#!tests ran under normal usage for a while
Change 3425623 on 2017/05/05 by Frank.Fella
Niagara - Stack - Can now add modules
#!tests Added modules, it worked.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3425250 on 2017/05/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#!tests #!rb none
Change 3425196 on 2017/05/05 by Shaun.Kime
Being more diligent about cleaning up delegate bindings in destructors as I have been getting a periodic crash when objects are gc'ed.
#!rb none
#!tests ran with changes for a bit
#!codereview frank.fella
Change 3425184 on 2017/05/05 by Shaun.Kime
Fixing missing GC reference to the stack view model (which is a UObject)
#!rb frank.fella
#!tests ran over time with GC.CollectGarbageEveryFrame 1
Change 3425036 on 2017/05/05 by Simon.Tovey
Fix for bad constant table generation.
Cause by confliting names between bool and int constants.
#!tests works
#!rb none
#!codereview Shaun.Kime
Change 3424539 on 2017/05/04 by Andrew.Grant
Another two quick patchups...
#!tests compiled Win64 editor
#!rb none
Change 3424535 on 2017/05/04 by Frank.Fella
Niagara - Stack UI updates
+ Input remapping drop-down menu now works.
+ Graph is auto-arranged after being mangled by the stack.
#!tests graph appears to update correction when remapping through the stack.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3424514 on 2017/05/04 by Andrew.Grant
Compilation fixes for some files that were accidentally checked in!
#!tests compiled PS4
#!rb none
Change 3424455 on 2017/05/04 by Andrew.Grant
Moved a lot of Orion test controller code to "Gauntlet" plugin
#!tests compiled Win64 Editor & PS4
#!rb none
Change 3424433 on 2017/05/04 by Shaun.Kime
Added simple sub uv example based on https://wiki.unrealengine.com/SubUV_Particle_(Tutorial)
#!rb none
#!tests n/a
Change 3424215 on 2017/05/04 by Shaun.Kime
Adding map when no particles or system parameters are used.
#!rb none
#!tests Sparks.uasset
Change 3423924 on 2017/05/04 by Shaun.Kime
Preventing crash when no parameter map is wired into graph
#!rb none
#!tests broke graph wiring mid-graph. crashed before this change.
Change 3423803 on 2017/05/04 by Shaun.Kime
Adding tooltips on stack items so that you can get more insight into what they do.
#!rb none
#!tests n/a
#!codereview frank.fella
Change 3423795 on 2017/05/04 by David.Ratti
Fix GE mod data not being passed through properly
#!rb none #!tests editor pie
#!codereview Aaron.Eady
Change 3423688 on 2017/05/04 by Shaun.Kime
Fixing crash on exit bug
#!rb none
#!codereview frank.fella
#!tests n/a
Change 3423341 on 2017/05/04 by Shaun.Kime
Adding ability to not have to type in the known variables for the graph in Get/Set nodes.
#!rb none
#!tests n/a
Change 3423340 on 2017/05/04 by Frank.Fella
Niagara - Initial stack UI implementation. Lots of stuff still doesn't work, but I wanted to get up latest and get what I have in to avoid a single monolithic check-in.
#!tests none
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3423040 on 2017/05/04 by Jeff.Williams
Clearing up Robomerge
Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) @3422721, @3422721
#!rb none
#!tests none
Change 3422746 on 2017/05/04 by jon.lietz
- adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now
- marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now
- set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now
- cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design.
#!rb none
#!test compiles and played a bit in monolith
#!lockdown Billy.Rivers
#!ROBOMERGE-SOURCE: CL 3422721 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jon.lietz, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Content/Blueprints/OrionAbilityMacros.uasset
#!CodeReview: jon.lietz, jason.bestimt, andrew.grant, jeff.williams
Change 3422721 on 2017/05/04 by Jon.Lietz
- adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now
- marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now
- set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now
- cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design.
#!rb none
#!test compiles and played a bit in monolith
#!lockdown Billy.Rivers
Change 3422412 on 2017/05/03 by Andrew.Grant
Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics)
#!tests #!rb na
Change 3422407 on 2017/05/03 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#!tests #!rb none
Change 3422281 on 2017/05/03 by Shaun.Kime
Moving default assets into NiagaraTestbed
#!lockdown Andrew.Bains
#!rb none
#!tests n/a
Change 3422241 on 2017/05/03 by Shaun.Kime
Now synchronizing data interfaces using the same rules as parameters
#!rb none
#!codereview frank.fella
#!tests TestDataInterfaceEffect overrides curves from TestDataInterfaceParameterMap
Change 3422095 on 2017/05/03 by Shaun.Kime
Rewrote logic for non-parameter mapped emitters to put their data into parameter map format. This has the advantage of cleaning up the code substantially for interpoloated spawning.
Added interpolated spawning to parameter maps.
#!rb none
#!codereview simon.tovey, frank.fella, olaf.piesche
#!tests opened an recompiled all known effects and emitters in both interpolated spawn and regular spawn
Change 3421829 on 2017/05/03 by Simon.Tovey
Removed stats tracking for operations and placed it behind a CVar should someone want to disable it entirely.
Should probably cook them out too.
#!tests none
#!rb none
Change 3421597 on 2017/05/03 by Andrew.Grant
Fix for shipping build compilation issue
#!tests #!rb none
Change 3421481 on 2017/05/03 by Andrew.Grant
Leak reporter tweaks - now pass desired reports in as arguments
#!tests ran LeakCheck
#!rb none
Change 3421451 on 2017/05/03 by Andrew.Grant
Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance)
#!tests #!rb na
Change 3421299 on 2017/05/03 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#!tests #!rb na
Change 3421295 on 2017/05/03 by Andrew.Grant
Merging 39.5 changes through //Orion/Main to Release-40 (//Orion/Release-40)
#!tests #!rb na
Change 3421273 on 2017/05/03 by Andrew.Grant
Improvements to leak detection and Orion memory tests
- Moved most leak reporting out of MallocLeakDetection allocator and into MallocLeakReporter
- MallocLeakReporter supports mallocleak.start / mallocleak.stop with optional reporting times
- Simplified orion-side memory reporting
- Now always add DebugOutputDevice when logging is enabled
#!tests loats and lots of soaking
#!rb send CR to Core-Team
Change 3421248 on 2017/05/03 by Andrew.Grant
Merging fixes from //Orion/Release-39.5 to Main (//Orion/Main)
#!tests #!rb na
Change 3420862 on 2017/05/03 by Simon.Tovey
Missing files
#!rb none
#!tests none
Change 3420851 on 2017/05/03 by Simon.Tovey
Reworked compilation of internal constants to avoid dependancy between ShaderFormatVectorVM and Niagara.
#!rb none
#!tests stuff works
#!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche
Change 3420817 on 2017/05/03 by Laurent.Delayen
Integrated CL#! 3418811 from UE4/Dev-Framework
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
#!codereview ben.zeigler
#!rb ben.zeigler
#!tests wukong PIE
Change 3420393 on 2017/05/03 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3420383 on 2017/05/03 by Andrew.Grant
Merging down from Release-40 to unblock Robomerge
#!tests #!rb na
Change 3420369 on 2017/05/03 by Andrew.Grant
Workaround for issue seen when working on BP_DamageNumberManager
#!tests compiled
#!rb Dan.Oconner
#!ROBOMERGE: Main, DG, DUI
Change 3420357 on 2017/05/03 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3419928 on 2017/05/02 by Olaf.Piesche
More GPU sim updates; some additional shader map tweaks, added a dispatch queue to the render module, binding and dispatching if sim target is GPU (GPU sim is not working yet though!); also shoulld fix some existing compile issues; CPU sim and other current functionality should be unaffected by this commit.
#!rb none
#!tests compiled, ran editor, opened test effect
Change 3419751 on 2017/05/02 by Zak.Middleton
#!ue4-orion - Remove unused function FPhysicsFilterBuilder::SetExtraFiltering(). It was also incorrect.
#!codereview Ori.Cohen
#!rb none
#!tests compiled, launched editor
Change 3419683 on 2017/05/02 by Andrew.Grant
Temporarily removing depreciation flag
#!codereview @David.Ratti
#!tests #!rb none
Change 3419594 on 2017/05/02 by Shaun.Kime
Fixing interpolated spawning's base algorithm wrt timing. Parameter maps to come.
When you spawn, the delta time is zero (shouldn't be used anyway) and the values are interpolated based on the in-between of the last frame and current frame when the particle spawns.
When you update that first frame, the delta time is the time from the tween to the current frame and the parameter values are the current frame's values.
Tried to convert UNiagaraScript::Usage to be an accessor to better trap when we were setting the type away from interpolating scripts. Converted most cases over, but kept it public due to the accessors for asset browsing.
Removed GetCompanionUpdate/Spawn script as they are no longer used.
Also making sure that the script and other parameters are properly duplicated for event graphs.
#!rb none
#!test InterpolatedSpawnTestCircle and InterpolatedSpawnTestLine
#!codereview simon.tovey
Change 3419568 on 2017/05/02 by Laurent.Delayen
OR-37965 Fixed first frame AnimNotifies in a Montage getting skipped for SimulatedProxies, due to NotifyWeight being uninitialized and Montage's weight not being updated to meet notify weight threshold.
#!rb none
#!tests Kallari double jump networked.
Change 3419513 on 2017/05/02 by Shaun.Kime
Encountered div by zero.
#!rb none
#!tests none
#!codereview olaf.piesche
Change 3419184 on 2017/05/02 by Jeff.Williams
Converting <utf8> to <text>. Stripping BOM
#!rb none
#!tests none
Change 3418731 on 2017/05/02 by Zak.Middleton
#!orion - Add 2 more bits to collision MaskFilter. Added TeamBlueBarrier and TeamRedBarrier. Add SetTeamBarrierCollision() function to OrionBlueprintLibrary for setting collision on pieces spawned by abilities. Not yet hooked up to Dekker's ult, though in testing it does work (waiting to hear feedback on some details there).
#!rb Frank.Gigliotti
#!tests PIE multiplayer.
Change 3418581 on 2017/05/02 by Mieszko.Zielinski
A set of small AI API extensions, in preparation for the Bot Playbook submission #!Orion
#!test compilation
#!rb none
Change 3417896 on 2017/05/02 by David.Ratti
Unshelved from pending changelist '3417884':
Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI).
Note this has a few content warnings on startup. Will submit spot fixes after the integrate.
#!rb none
#!tests compile, editor, pie, cook
#!ROBOMERGE-SOURCE: CL 3417883 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
#!ROBOMERGE-SAYS: Unresolved conflicts. david.ratti, please merge this change by hand.
//ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionEditor/OrionUnrealEdEngine.cpp
#!CodeReview: david.ratti, jason.bestimt, andrew.grant, jeff.williams
Change 3417883 on 2017/05/02 by David.Ratti
Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI).
Note this has a few content warnings on startup. Will submit spot fixes after the integrate.
#!rb none
#!tests compile, editor, pie, cook
Change 3416622 on 2017/05/01 by Andrew.Grant
Merging //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!tests #!rb na
Change 3416463 on 2017/05/01 by Ben.Salem
Merging //Orion/Dev-General to Release-40 (//Orion/Release-40)
#!rb #!tests na
Change 3416291 on 2017/05/01 by Ben.Salem
Don't send out report mail for skills/smokes if there's nothing to send out. This prevents us from getting spammed to oblivion as tests roll into new branches.
#!rb none
#!tests compiled
Change 3416214 on 2017/05/01 by Andrew.Grant
Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance)
#!tests #!rb na
Change 3416131 on 2017/05/01 by Mieszko.Zielinski
Made EQSDebugger store query tick data only if there has been any work done for that specific query #!UE4
#!test golden path
#!rb Lukasz.Furman
Change 3416044 on 2017/05/01 by Andrew.Grant
Missed file needed by previous change
#!tests #!rb na
Change 3416043 on 2017/05/01 by Jon.Lietz
seperating out the FName and FGameplayTag for the SetByCallerMagnitude() into two functions so the FName version can be marked as depricated and gives us a clean path at removing the Data and Functions with engine version 4.17
#!rb none
#!tests compiles and played in the box map
#!codereview David.Ratti Billy.Bramer Fred.Kimberley
Change 3416042 on 2017/05/01 by Andrew.Grant
Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics)
#!tests #!rb na
Change 3416020 on 2017/05/01 by David.Ratti
non unity fix
remove unused function I added to TOptional
#!rb #!tests none
Change 3415996 on 2017/05/01 by Andrew.Grant
Adds a new delegate 'OnMemoryTrim' that is called as a request for systems to free up any temporary or high-watermark memory they may be holding. UEngine::TrimMemory calls this delegate after flushing rendering. By default this is called during LoadMap, but can be called at other times if necessary (and the cost can be afforded).
Added OnMemoryTrim handlers to the following -
GarbageCollector reference pools: The count and size of these pools can grow significantly based on content and user patterns. Soaking games of Paragon they rarely exceed 4MB, but in the frontend been seen at ~10MB. Additionally the size of pool elements can trend upwards overtime based the section of objects they are assigned to.
ParticleGpuSimulation: The classes here grow based on content usage
PhysLevel: PhysX resources are normally cleaned up one frame after their owning UObject's are destroyed. Calling this via "Trim" collects that memory immediately which benefits reports that are generated immediately afterwards.
#!tests soaked Paragon on PS4, lots
#!rb set to Core-Team alias as CR
Change 3415952 on 2017/05/01 by Andrew.Grant
Utility class and COUNT_INSTANCES macro that allows manual tracking of non-UObject instances to diagnose behaviors
#!tests lots of soaking
#!rb DanL
Change 3415778 on 2017/05/01 by Gil.Gribb
Test change, nothing actually changed.
#!rb none
#!tests none
Change 3415448 on 2017/04/30 by Andrew.Grant
Merging //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!tests ShortSOloGame
#!rb none
Change 3415430 on 2017/04/30 by Andrew.Grant
Merging //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!tests #!rb na
Change 3415298 on 2017/04/29 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3415269 on 2017/04/29 by Andrew.Grant
Merging //Orion/Main to Release-40 (//Orion/Release-40)
#!tests #!rb none
Change 3415264 on 2017/04/29 by Andrew.Grant
Copying //Orion/Dev-REGS to Main (//Orion/Main)
#!tests #!rb none
Change 3415263 on 2017/04/29 by Andrew.Grant
Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS)
#!tests #!rb none
Change 3415226 on 2017/04/29 by Andrew.Grant
Copying //Orion/Dev-General to Main (//Orion/Main)
#!tests #!rb none
Change 3414890 on 2017/04/28 by Olaf.Piesche
-Bit more cleanup
-Added a UniqueID to UNiagaraScript to distinguish spawn and update scripts coming from the same source; this is regenerated everytime ChangeID is updated
-Changed synchronizing IDs to a set instead of passing guid reference to be overwritten to the source guid owner in order to make the above work
-Encapsulating the most frequently used members of UNiagaraScript for better debugability
#!rb none
#!tests compiled and ran
Change 3414784 on 2017/04/28 by Mieszko.Zielinski
Fixed EQS manager needlessly using up all its time budget if it manages to finish all active queries and there are some queries that are marked as finished due to being aborted before the EnvQueryManager::Tick call #!UE4
Added stats to EQSDebugger for debugging purposes, but since that's what helped me nail down the bug I've left them in.
#!test golden path
#!rb none
#!codereview Lukasz.Furman, John.Abercrombie
Change 3414740 on 2017/04/28 by Andrew.Grant
Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS)
#!tests #!rb na
Change 3414691 on 2017/04/28 by Andrew.Grant
Copying //Orion/Dev-General to Main (//Orion/Main)
#!tests #!rb none
Change 3414665 on 2017/04/28 by Zak.Middleton
#!ue4-orion - Clean up collision FMaskFilter usage to be able to cleanly change the number of bits it uses. Current value unchanged, this is a baseline for bumping it up next.
#!rb Ori.Cohen
#!tests AITest multiplayer
Change 3414499 on 2017/04/28 by Shaun.Kime
Now forcing spawn scripts to write default values to their attributes in main rather than call an input function whose results were bogus.
#!rb none
#!codereview simon.tovey
#!tests ran on multiple existing scripts to ensure proper output
Change 3414332 on 2017/04/28 by Shaun.Kime
Now function calls have their own internal name that we use when doing aliasing. This is important as it allows us to deterministically address a node irrespective of traversal ordering.
#!rb none
#!codereview frank.fella
#!tests n/a
Change 3414231 on 2017/04/28 by Jeff.Williams
Initial branch of files from Main (//Orion/Main) to Release-40 (//Orion/Release-40)
Change 3414055 on 2017/04/28 by Shaun.Kime
Now that emitter scripts compile event scripts, we no longer need to compile standalone when Applying.
#!rb none
#!tests found crash when updating a collision event script due to incorrect usage of standalone compile.
Change 3414049 on 2017/04/28 by Shaun.Kime
Added simple IsEventScript accessor.
#!rb none
#!tests n/a
Change 3414046 on 2017/04/28 by Shaun.Kime
Added function to convert a SYS_* macro value into its parameter map form.
#!rb none
#!tests integrated into later changelist and ran over several scripts
Change 3413618 on 2017/04/28 by Ben.Salem
Add skins to smoke test, and fix big camp locations.
#!rb adric.worley
#!tests Ran a smoke test with Muriel, generated a report.
Change 3413106 on 2017/04/27 by Andrew.Grant
Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS)
(contains latest code from Dev-Gen)
#!tests preflighted
#!rb none
Change 3412911 on 2017/04/27 by Andrew.Grant
Copying //Orion/Dev-General to Main (//Orion/Main) ahead of v40
#!tests #!rb none
Change 3412528 on 2017/04/27 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3411879 on 2017/04/27 by Chris.Bunner
Shader typo fix.
#!rb None
#!tests Loaded multiple heroes and assets
Change 3411689 on 2017/04/27 by David.Ratti
Refresh data table view and select new row when adding new gameplay tags to the keyword data tables
#!rb Jamie.Dale
#!tests editor
Change 3411680 on 2017/04/27 by Simon.Tovey
Restoring the set of NumUserPtrs that was lost somewhere along the way.
#!rb none
#!tests none
#!codereivew Olaf.Piesche
Change 3411177 on 2017/04/27 by Chris.Bunner
Fixed missing shader variable initialization.
#!rb None
Change 3410880 on 2017/04/27 by Simon.Tovey
Fixed a few bugs in yesterday's checkins.
- HLSL ordering of int/float register indices was incorrect.
- Mistakenly left a start index on the new accessor classes ctors and an implicit convert to bool caused some iterators to access the current frame data when trying to access the previous.
#!rb none
#!tests no crash, collision works(mostly)
#!codereview Shaun.Kime
Change 3410088 on 2017/04/26 by Shaun.Kime
Getting basic interpolated spawn back to compiling in scripts.
#!rb none
#!tests n/a
Change 3409935 on 2017/04/26 by Ben.Salem
Add nightly Skill Changes report to the Deep Tests list to generate a list of all changes made per day in a branch. Also, separate solo smoke report node from dependencies on all other tests running so we can get smoke reports more rapidly.
#!rb brad.angelcyk
#!tests Ran preflight of new node successfully.
Change 3409724 on 2017/04/26 by Shaun.Kime
Current state of collision detection:
Collision is spotty, but seems to work. Will often get a crash in\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstance.cpp(905) with an invalid Index value, leading the counts to be off.
Get a crash in MovePush_Pusher in writing an integer.
#!rb none
#!tests n/a
Change 3409340 on 2017/04/26 by Shaun.Kime
Working on getting events back up and running. This represents a stable loading path as well s sample assets that don't yet work.
#!rb none
#!tests n/a
Change 3409271 on 2017/04/26 by Simon.Tovey
Changed data set iterators to be more explicitly accessors that can read at any index.
Implemented replacement template iterator on top of these to so we can avoid modifying all existing uses of the iterator classes.
#!rb none
#!tests simulation and rendering work.
#!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella
Change 3409205 on 2017/04/26 by Andrew.Grant
Removed accidentally added NetLog messages
#!tests #!rb none
Change 3409191 on 2017/04/26 by Simon.Tovey
Modified dataset layout and updated hlsl generation.
Now keeping float and int data separate as it's simpler and will be better for feeding GPU.
#!rb none
#!tests sims still work
#!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella
Change 3408858 on 2017/04/25 by Jeff.Williams
Initial branch of files from Release-39.4 (//Orion/Release-39.4) to Release-39.5 (//Orion/Release-39.5)
Change 3408617 on 2017/04/25 by Olaf.Piesche
Bit of cleanup and a few small fixes
#!rb none
#!tests none
Change 3408425 on 2017/04/25 by Olaf.Piesche
Niagara plugin side implementation of shader compiling manager; various bug fixes to the translator and shader code
This should make the process of generating HLSL from a Niagara script, compiling it to a compute shader, sticking it in a shader map, as well as serializing to and from DDC, work.
Probably has various small residual problems that we'll shake out over the next few days.
#!codereview simon.tovey
#!codereview frank.fella
#!codereview shaun.kime
#!rb none
#!tests compiled Shaun's test Niagara rebuild of Hyperbreach's grenade explosion
Change 3408154 on 2017/04/25 by Ben.Salem
Extend timeout on skill test as more characters come online.
#!rb none
#!tests compiled
Change 3408077 on 2017/04/25 by Ben.Salem
Adding a nightly Skill Change report node to pick up all ability changes that may have intentionally and unintentionally cropped up the night before for use in maintaining automated tests and maybe eventually for helping out QA.
#!rb Brad.Angelcyk, Clayton.Langford
#!tests Generated a few reports.
Change 3407912 on 2017/04/25 by Shaun.Kime
Fixing crash bug when using multiple renderers for an emitter.
Adding in example.
#!rb none
#!tests created example
Change 3407873 on 2017/04/25 by Shaun.Kime
NormalizedAge is now what we previously referred to as Age.
Age is also output, but it is in seconds.
Modifed the Renderers to go through their Properties objects for GetRequiredAttributes. This allows us to make it a compile error if the script doesn't have the attributes required by the renderer.
#!rb none
#!tests updated all checked in assets
#!lockdown Andrew.Bains
Change 3407661 on 2017/04/25 by Rob.Cannaday
Libwebsocket logging from Fortnite CLs 3377318, 3380860
#!rb james.hopkin
#!tests mms matchmaking beginning
Change 3407657 on 2017/04/25 by Rob.Cannaday
libwebsocket updates from Fortnite CL 3380852
Includes client crash fix, increased log verbosity, and removes x64 libwebsockets directory.
#!rb james.hopkin
#!tests mms matchmaking beginning
Change 3407596 on 2017/04/25 by Laurent.Delayen
Added hooks in AnimBlueprintCompiler to perform Post Compile Validation in an AnimInstance subclass.
Also added virtual function to opt in for warnings when nodes are not using Fast Path.
#!codereview michael.noland, james.golding, thomas.sarkanen
#!rb thomas.sarkanen
#!tests Orion HeroAnimInstance
Change 3407480 on 2017/04/25 by Jon.Lietz
fixing logic error that would still use the FName even once a tag was defined, check to see if we have a tag first and if not THEN use the FName
#!rb none
#!tests apply a GE that has a FName and Tag SetByCaller defined
Change 3407385 on 2017/04/25 by Laurent.Delayen
If an AnimBP has warnings or errors, force opening Compiler Results Window, and recompile to display results.
#!codereview michael.noland, thomas.sarkanen
#!rb thomas.sarkanen
#!tests revernant's AnimBP in editor
Change 3407328 on 2017/04/25 by Andrew.Grant
Added comment to FTicker about DeltaTime arg
#!tests #!rb na
Change 3407325 on 2017/04/25 by Shaun.Kime
We now have moved the Material parameter onto the NiagaraRenderer objects.
There can now be multiple NiagaraRenderer objects per emitter. This has not been well tested.
There can now be multiple Event scripts per emitter. This has not been well tested.
#!rb none
#!tests converted default assets as well as the howitzer test asset
#!lockdown Andrew.Bains
Change 3407152 on 2017/04/25 by Andrew.Grant
Locked v39.3 builds to network version 3404004
#!tests #!rb na
#!ROBOMERGE: !39.4
Change 3406265 on 2017/04/24 by Gates.Aldridge
Updated Gem Trees and New Content.
For list of all Gem trees visit this link: https://docs.google.com/a/epicgames.com/spreadsheets/d/1UA0Tin_eQ-SQKR-4hFicN51S08MXbWCBYRW_dQ6VevU/edit?usp=sharing
#!tests PIE
#!codereview billy.rivers, colin.fogle
Change 3405946 on 2017/04/24 by Shaun.Kime
Rename/move file(s)
#!rb none
#!tests n/a
Change 3405914 on 2017/04/24 by Shaun.Kime
Refactoring due to renamings. Most functionality is back up, but additional renames have been requested that will occur in a later changelist.
#!rb none
#!tests opened exisiting emitters and made sure that they worked after recompile.
Change 3405760 on 2017/04/24 by Shaun.Kime
Moving shader file
#!rb none
#!tests n/a
Change 3405547 on 2017/04/24 by Shaun.Kime
Rename/move file(s)
#!rb none
#!tests n/a
Change 3405537 on 2017/04/24 by Shaun.Kime
Rename/move file(s)
#!rb none
#!tests n/a
Change 3405530 on 2017/04/24 by Shaun.Kime
Rename/move file(s)
#!rb none
#!tests n/a
Change 3405500 on 2017/04/24 by Shaun.Kime
DO NOT SYNC Further renamings
#!rb none
#!tests n/a
Change 3405473 on 2017/04/24 by Shaun.Kime
DO NOT SYNC Rename/move file(s) stage 1, physical file movement
#!rb none
#!tests n/a
Change 3404829 on 2017/04/22 by David.Ratti
#!rb #!tests missed file
Change 3404805 on 2017/04/22 by David.Ratti
Added FGameplayTagCreationWidgetHelper. This will add a 'create new gameplay tag' widget in whatever struct it is put in.
Added these to all of the keyword types. This makes it easier to add new keywords from within the keyword data table.
Minor changes to GameplayTagWidget to support auto expanded and default strings when creating new tags.
#!rb none
#!tests editor
#!codereview Jon.Lietz
Change 3404235 on 2017/04/21 by Shaun.Kime
Now updating the graph properly to match Module or Function depending on the state of the details panel.
#!rb none
#!tests n/a
Change 3404205 on 2017/04/21 by Wes.Hunt
Added PlaylistName to PlayerContextLocationPerMinute (empty if not in Match).
Other changes:
* FAnalyticsEventAttribute now uses Lex::ToString() to convert the key name.
* removed !PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS code.
* Added AppendAnalyticsEventAttributeArray to efficiently append to an existing array.
* Added a Lex::ToString conversion for EGenericAnalyticParam::Type
#!rb josh.markiewicz
#!tests build PC/PS4/Editor run solo match and check heartbeat values.
Change 3404059 on 2017/04/21 by Shaun.Kime
Adding back in the default pin for optional, exposed function inputs.
#!rb none
#!tests n/a
#!codereview simon.tovey
Change 3403939 on 2017/04/21 by Frank.Fella
Niagara - Loop fixes
+ Reset bursts on loop.
+ Fix off by 1 error when looping.
#!rb none
#!tests bursts now fire correctly every loop, and emitters now loop the number of times specified.
Change 3403935 on 2017/04/21 by Frank.Fella
Niagara - Make in editor sequencer time update code more correct and easier to follow
#!rb none
#!tests auto-loop only happens when playing now.
Change 3403899 on 2017/04/21 by Jon.Lietz
cook fix
#!rb none
#!tests compiles
#!codereview dave.ratti
Change 3403787 on 2017/04/21 by Ben.Salem
Increase timeout for FXTest node
#!rb none
#!tests none
Change 3403760 on 2017/04/21 by David.Ratti
Downgrade fatal to error temporarily (?)
#!rb #!tests cook
Change 3403452 on 2017/04/21 by Shaun.Kime
Tweaking some checks and getting rid of stale files.
#!rb none
#!tests n/a
Change 3403400 on 2017/04/21 by Shaun.Kime
Moving Niagara assets to the FX asset category
#!rb none
#!tests ran app and created asset types
#!codereview simon.tovey, frank.fella, olaf.piesche
Change 3403392 on 2017/04/21 by David.Ratti
Deprecated FOnGameplayAttributeChange delegate in favor of FOnGameplayAttributeValueChange which returns a structure for payload data. The structure is for better future proofing. The data that actually changed is that now the previous value of the attribute is included in the callback.
RegisterGameplayAttributeEvent is replaced with GetGameplayAttributeValueChangeDelegate. The former is now deprecated (4.17) but will still work.
(unrelated, also broke out function that gathers attribute uproperties to static func FGameplayAttribute::GetAllAttributeProperties [was previously embedded in details cust code])
#!rb Jon.Lietz
#!tests Pie, editor
#!codereview Billy.Bramer, Fred.Kimberley
Change 3403093 on 2017/04/20 by Shaun.Kime
You can now set default values for parameter map entries. These default values will be applied for the module if nothing overrides them from the outside.
#!rb none
#!tests ran all existing assets
Change 3403079 on 2017/04/20 by Andrew.Grant
Renamed OrionTestFramework to Gauntlet and moved under Engine automation (currenty NotForLicensees).
Updated namespaces and filenames to match new project name
Added RunFortTests with simple BootTest example (tested and verified this works).
#!tests ran locally, preflighted
#!rb none
#!gulp
Change 3402958 on 2017/04/20 by Shaun.Kime
Making standalone modules compile with data interfaces.
Fixing comments.
Updating test assets now that they compile in-place.
#!rb none
#!tests n/a
#!lockdown Andrew.Bains
Change 3402867 on 2017/04/20 by Paul.Moore
[MatchMaking]
- Fixed Lws wrapper detection of when a connection close is initiated by the client + other misc cleanup.
#!review-3402868
@tyler.cole
@rob.cannaday
#!rb none
#!tests matchmaking
Change 3402846 on 2017/04/20 by Shaun.Kime
Echoing the error message log so that it can be properly shown in the UI for HLSL translation.
#!rb none
#!tests n/a
Change 3402788 on 2017/04/20 by Laurent.Delayen
Click a Hyperlinked Asset in a log window will now attempt to open the editor for it.
#!rb michael.noland
#!tests new AnimBP validation warnings
Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
[REVIEW] Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
[REVIEW] Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
[REVIEW] Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Changed check to ensure for v39.3 release
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Changed check to ensure for v39.3 release
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Changed check to ensure for v39.3 release
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3402354 on 2017/04/20 by Shaun.Kime
Adding support for DataInterfaces to parameter maps.
#!rb none
#!tests opened all test files and recompiled
Change 3402350 on 2017/04/20 by Simon.Tovey
Removing some validation that vm compiler is failing currently to bypass issues for others.
#!test works
#!rb none
#!codereview Shaun.Kime
Change 3402233 on 2017/04/20 by Simon.Tovey
Bringing 3402222 from dev-render to dev-general
#!rb Marcus.Wassmer
#!tests Fixes issue on PS4
Change 3402213 on 2017/04/20 by Daniel.Lamb
Added support for using precompiled exe when running shared cooked builds.
Updated UI to support this feature.
#!rb Andrew.Grant, Ben.Marsh
#!test Shared cooked builds paragon
Change 3402153 on 2017/04/20 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
[REVIEW] Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787
#!ROBOMERGE-BOT: ORION (Release-39.4 -> Main)
Change 3402081 on 2017/04/20 by Andrew.Grant
Workaround for crash where FRepLayout items were being GC'd during (but before) the NetDriver shutdown. We now explicitly clear out the references in our Shutdown() call that occurs prior to being GC'd.
#!tests no longer crashing when returning to main menu after tutorial
#!rb na
#!review-3402082 @Ryan.Gerleve
Change 3402006 on 2017/04/20 by Olaf.Piesche
Fixing serialization problem; need to use FArchive custom version in Serialize, not the Linker's
#!codereview shaun.kime
#!codereview simon.tovey
#!rb daniel.lamb
#!tests loaded and saved problematic assets
Changed check to ensure for v39.3 release
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957
#!ROBOMERGE-BOT: ORION (Release-39.4 -> Main)
Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
[REVIEW] Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/...
#!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4)
Change 3401784 on 2017/04/20 by Benn.Gallagher
Duplicating change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges.
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
#!review Andrew.Grant
Changed check to ensure for v39.3 release
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/...
#!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4)
Change 3400956 on 2017/04/19 by Andrew.Grant
Changed check to ensure for v39.3 release
#!ROBOMERGE: !39.4
#!tests #!rb none
Change 3400938 on 2017/04/19 by Andrew.Grant
FDelegateBase destructor now implicitly results in Unbinding.
Removed now-unnecessary Unbind calls from MulticastDelegate and commented the one valid case
#!tests soaked Orion during memory leak tests
#!rb none
#!review-3400939 steve.robb
Change 3400853 on 2017/04/19 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3400613 on 2017/04/19 by Olaf.Piesche
Code chunks know whether they're terminated (with ;) so we can have unterminated lines in the generated hlsl (opening and closing scopes in if/else, for example)
#!rb shaun.kime
#!tests compiled script with if node
Change 3400296 on 2017/04/19 by Rob.Cannaday
Specify tlog endpoint by using the backend name (e.g,. tencentdev)
Supported: tencentdev, tencentqa, tencentlive, tencentff
#!tencent
#!orion
#!tlog
#!rb none
#!tests tlog initialization
Change 3400197 on 2017/04/19 by Shaun.Kime
Fixing uninitialized variable preventing data interfaces from properly adding to data table.
#!rb none
#!tests n/a
#!codereview Olaf.Piesche, Simon.Tovey
Changes from Dev-Rendering
#!tests preflighted
#!rb Marcus.Wasmer
#!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Changes from Dev-Rendering
#!tests preflighted
#!rb Marcus.Wasmer
#!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Changes from Dev-Rendering
#!tests preflighted
#!rb Marcus.Wasmer
#!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3399720 on 2017/04/19 by Andrew.Grant
Merging applocal deployment of Xuadio/ Xinput from //UE4/Dev-Core/... @ 3386262
#!tests #!rb na
Change 3399667 on 2017/04/19 by Andrew.Grant
Duplicating 3398085 from Dev-Rendering:
Removed Aftermath hearbeat check as it internally uses the deviceConext which is not threadsafe
#!jira UE-42280
#!RB Marcus.Wassmer
#!tests none
Change 3399658 on 2017/04/19 by Simon.Tovey
Changes that remove some erroneous usage of hlslcc ir list nodes.
Required for upcoming removal of some code which masked these errors in hlslcc.
#!rb none
#!tests Everything worked in cleanup brach. Pulled over from there.
#!codereview Olaf.Piesche
Change 3399633 on 2017/04/19 by Shaun.Kime
Fixing issue where we were trying to HLSL convert an effect script.
#!rb none
#!tests n/a
#!codereview olaf.piesche
Change 3399577 on 2017/04/19 by Shaun.Kime
Updating default content
Change 3399393 on 2017/04/19 by Shaun.Kime
Merging spawn/update/event graphs into one.
#!rb none
#!tests n/a
#!codereview frank.fella, simon.tovey, olaf.piesche
Change 3399101 on 2017/04/19 by Jeff.Williams
Merging //Orion/Main to Release-39.4 (//Orion/Release-39.4) @3398765
#!rb none
#!tests none
Change 3399084 on 2017/04/19 by Jeff.Williams
Initial branch of files from Release-39.3 (//Orion/Release-39.3) to Release-39.4 (//Orion/Release-39.4)
Change 3398550 on 2017/04/18 by Olaf.Piesche
Fixes for post-compile data interface tables on scripts; removing unnecessary stuff from the compilaiton output that was move to the translator
#!tests ran and compiled hyperbreach grenade explosion
#!rb shaun.kime
Change 3398413 on 2017/04/18 by Shaun.Kime
Removing duplicate compiler definition
#!rb none
#!tests n/a
Change 3398395 on 2017/04/18 by Olaf.Piesche
Missing NiagaraShader module build file.
#!rb shaun.kime
#!tests none
Change 3398350 on 2017/04/18 by Alexis.Matte
Avoid matching the material slot name when resetting the material on reimport
#!rb none
#!jira UE-42755
#!test run the fbx automation test
Change 3398337 on 2017/04/18 by Olaf.Piesche
Niagara compute shader compilation and storage infrastructure; shader maps, serialization, DDC save and load, split of compilation and HLSL translation, kicking off of shader compiler jobs to the workers, and a whole bunch of supporting code;
still missing and up next: applying successful shader compile job results to the corresponding niagara script (up next).
Nothing *should* change from a user perspective, CPU compilation and simulation *should* still work as previously.
#!rb shaun.kime
#!tests built a simple emitter with function calls, made sure it compiled and ran
Change 3398248 on 2017/04/18 by Andrew.Grant
Merging RepLayout fix from Fortnite
#!tests short solo game
#!rb Ryan.Gerleve
Change 3398152 on 2017/04/18 by Andrew.Grant
Actually enabling Aftermath... :(
#!tests compiled and verified NV_AFTERMATH is set
#!rb none
Change 3398133 on 2017/04/18 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3397942 on 2017/04/18 by Benn.Gallagher
Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame.
#!rb Martin.Wilson
#!jira OR-37697
#!tests PIE OrionEntry with 2 clients to check LOD transitions
Change 3397885 on 2017/04/18 by Daniel.Lamb
Remove duplicate addition of package name. Fixes crash when iterative cooking.
#!rb Trivial
#!test iterative cook paragon.
Change 3397778 on 2017/04/18 by Daniel.Lamb
Added mountpoint to the information which is dumped for pak files.
#!rb trivial
#!test Unrealpak -list
Change 3397777 on 2017/04/18 by Daniel.Lamb
Added stats to network platform file and network server.
#!rb Andrew.Grant
#!test Paragon cook on the fly.
Change 3397776 on 2017/04/18 by Daniel.Lamb
Added suppport for multiple shared cooked build paths.
Added additional paths to the paragon shared cooked build search paths.
Shared cooked builds use editor server instead of cooked server (tiny bit slower but improves iteration time and reduces build machine load).
#!rb Andrew.Grant
#!test Shared cooked build paragon
Change 3397775 on 2017/04/18 by Daniel.Lamb
Split up TickCookOnTheSide into 3 functions (still more work to be done).
Added function to save cooked packages during low cpu usage time in the editor when using cook on the side, not enabled by default.
Added profiling for network cooking requests.
Added dump of stats for cooker to exec commandline.
Fixed issue with cook on the fly sending back unsolicited files which might not be done.
Fixed issue with cook by the book not recooking packages found as dirty.
Fixed issue with cook on the fly not resending ubulk and uexp packages to ps4.
Make sure ubulk and uexp packages are cleaned up with the original uasset / umap package.
#!rb Andrew.Grant
#!test Cook by the book paragon, cook on the side paragon.
Change 3397759 on 2017/04/18 by Andrew.Grant
Removed ensures that were hampering QA
#!tests compiled
#!rb none
#!review-3397760 Benn.Gallagher
Changes from Dev-Rendering
#!tests preflighted
#!rb Marcus.Wasmer
#!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/...
#!ROBOMERGE-BOT: ORION (Release-39.3 -> Main)
Change 3397593 on 2017/04/18 by Andrew.Grant
Merging Aftermath changes from Dev-Rendering
#!tests preflighted
#!rb Marcus.Wasmer
Change 3397167 on 2017/04/17 by Andrew.Grant
Fix for multicast delegate where delegate handles to shared-ref objects that been collected were not being deleted
#!tests verified Orion leak is gone
#!rb sent to Core-Team
Change 3397165 on 2017/04/17 by Andrew.Grant
Back out revision 4 from //Orion/Release-39.3/Engine/Source/Runtime/Core/Public/Delegates/MulticastDelegateBase.h
#!tests #!rb none
Change 3397163 on 2017/04/17 by Andrew.Grant
Fixed issue where shared-ref objects in multicast delegate that had been nulled were never being deleted
#!tests verified orion lean is gone
#!rb sent to Core-Team
Change 3397152 on 2017/04/17 by Andrew.Grant
Alternate fix for leaky PhysX data
#!tests compiled
#!rb none
Change 3397135 on 2017/04/17 by Andrew.Grant
Compile fix for editor build
#!tests compiled WIn64 editor
#!rb none
Change 3397090 on 2017/04/17 by Andrew.Grant
Fix for DerivedPhysXData not being freed in UBody Setup
#!tests soaked
#!rb none
Change 3396548 on 2017/04/17 by Laurent.Delayen
OR-37726 Fix for array changing during Ranged-Loop iteration.
#!rb none
#!tests none
Change 3396271 on 2017/04/17 by Rob.Cannaday
Use [HTTP]HttpMaxConnectionsPerServer in CurlHttp
Move call to FPlatformHttp::Init() to after config values are read
Related to CL 3368228
#!UE4 #!http #!curl
#!rb ian.fox
#!tests Dedicated Server startup
Change 3396247 on 2017/04/17 by Max.Chen
Copy from Release-4.16
Fixed crash saving sequencer sublevels due to relying in initialization of UWorld::Scene that is not guaranteed
#!rb Martin.Wilson, Benn.Gallagher
#!jira UE-43903
#!tests none
Change 3396132 on 2017/04/17 by Frank.Fella
Niagara - Fix copy/paste error in comment.
#!rb none
#!tests none
Change 3396089 on 2017/04/17 by Jon.Lietz
- adding in support for SetByCaller Gameplay Effects to be trag driven, Making DataName VisibleDefaultsOnly, adding in DataTag EditDefaultsOnly limited to SetByCaller tag category
- getting Triggered event abilities working, added in a new OrionAbility for cards that will allow us to auto change activation group from replacable to default when it is going to be triggered from an event
#!rb none
#!tests box map
#!codereview Dave.Ratti Billy.Bramer Fred.Kimberley
*There is a bit of code clean up to happen but this is a good stopping point and the CL is getting bigger and any other work will cause the CL harder and harder to track
Change 3395801 on 2017/04/17 by Frank.Fella
Sequencer - Guard against the ed mode being null for non-level sequencers.
#!rb none
#!tests no longer crashes when changing actor selection with the niagara editor open.
Change 3395769 on 2017/04/17 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3395735 on 2017/04/17 by Rob.Cannaday
Fix curl attempting to use invalid address for requests
Only specify the address to use if MULTIHOME is specified on the command line
#!rb rob.cannaday
#!tests dedicated server startup
#!jria TEN-130
Change 3394964 on 2017/04/14 by Andrew.Grant
- Fixed RemoveAll not removing entries from MulticastDelegate
- Ensures compact is eventually called for infrequently/never Broadcast() delegages during an Add() (fixes leak in SafeZone delegates)
#!tests soaked orion
#!rb email-list
Change 3394945 on 2017/04/14 by Andrew.Grant
Fix for memory leak in FRepLayout from Ryan.Gerleve
#!tests soaked orion
#!rb Ryan.Gerleve
Change 3394929 on 2017/04/14 by Andrew.Grant
Added destructor to SafeZone to ensure delegates are freed immediately
#!tests soaked
#!rb none
Change 3394195 on 2017/04/14 by Andrew.Grant
Fix for mem reporting crash
#!tests none
#!rb Marcus.Wassmer
Change 3393355 on 2017/04/13 by Shaun.Kime
Modified traversals to be recorded depth first, making it a clear input to output linear sequence.
Also commented the Parameter Map History class header.
#!rb none
#!tests n/a
Change 3393350 on 2017/04/13 by Andrew.Grant
Merging 3371638 from Release-39 for improved cloth perf
#!tests #!rb na
Change 3393349 on 2017/04/13 by Shaun.Kime
Fix issue where 'listtextures' from the console causes a crash due to not properly checking against a valid EffectInstance.
#!rb none
#!tests n/a
Change 3393342 on 2017/04/13 by Andrew.Grant
Merging 3367375 from Release-39 for cloth perf
#!tests #!rb na
Change 3393335 on 2017/04/13 by Andrew.Grant
Merging cloth improvements pt1 from 3363203
#!tests #!rb na
Change 3393185 on 2017/04/13 by Mieszko.Zielinski
Fixed in order to prevent GameplayTask crashes when exiting the engine #!UE4
#!rb Lukasz.Furman
#!test golden path
#!jira OR-37658
#!ROBOMERGE: 39.3, MAIN, DG
#!lockdown Andrew.Grant
Change 3393134 on 2017/04/13 by Laurent.Delayen
Added 'ShouldRemainVertical' to encapsulate when DesiredRotation should be restricted to Yaw only in PhysicsRotation.
#!rb none
#!codereview zak.middleton
#!tests wukong's air walking ability.
Change 3393059 on 2017/04/13 by Frank.Fella
Sequencer - Prevent a crash when trying to draw tick marks for impossible view ranges.
#!codereview Max.Chen,Andrew.Rodham
#!rb none
#!tests no longer furiously consumes memory with ludicrous view ranges
Change 3392910 on 2017/04/13 by Rob.Cannaday
Remove reference to DerivedDataCache in Sockets module - no longer needed to be there
#!rb josh.markiewicz
#!tests compile DebugGame Editor Win64
Change 3392890 on 2017/04/13 by Ben.Marsh
UGS: Merging config settings to exclude changes matching certain patterns.
#!rb none
Change 3392875 on 2017/04/13 by Shaun.Kime
Moving NiagaraGraph into its own cpp
#!rb none
#!tests n/a
Change 3392867 on 2017/04/13 by Shaun.Kime
Moving the parameter map history out into its own header/cpp
#!rb none
#!tests n/a
Change 3392702 on 2017/04/13 by Shaun.Kime
Making sure that alias fixups are an exact match and do not impact the final varible name
#!rb none
#!tests n/a
Change 3392701 on 2017/04/13 by Shaun.Kime
Removing stale comment
#!rb none
#!tests n/a
Change 3392650 on 2017/04/13 by Simon.Tovey
? Moved the vertex color filtering to a shared storage referenced by the instance data
#!rb Shaun.Kime
#!tests Editor Win64
Change 3392305 on 2017/04/13 by Shaun.Kime
Making it possible to set aliases to op nodes. This allows parity for things like multiply as * or divide as / that exists in Materials.
#!rb simon.tovey
#!tests n/a
Change 3391887 on 2017/04/13 by Andrew.Grant
Integration from Main
#!tests #!rb none
Change 3391876 on 2017/04/13 by Andrew.Grant
Memory leak fix in Slate - Multicast delegates are not clearing invocation list on Add....
#!tests cycled game
#!rb none
Change 3391864 on 2017/04/13 by Andrew.Grant
Added ini setting that can be used to increase networking timeout values in unoptimized builds to avoid resorting to -notimeouts or editing ini files.
#!tests verified timeouts are increased with UE4Editor game/server
#!rb none
--
@review Josh.Markiewicz
Change 3391841 on 2017/04/13 by Andrew.Grant
Fix for linux compile error
#!tests #!rb none
Change 3391811 on 2017/04/12 by Andrew.Grant
Memory Leak Fixes
#!tests soaked PS4 client
#!rb various
Change 3391388 on 2017/04/12 by Rob.Cannaday
#!UE4 - made libcurl respect the MULTIHOME param that already exists in the engine
- allows libcurl to switch NICs
#!rb rob.cannaday
#!codereview rob.cannaday
#!tests Win64 DebugGame Editor dedicated server startup, successful http request
Written by Josh.Markiewicz
Change 3390998 on 2017/04/12 by Shaun.Kime
Parameter maps now compile, but you cannot set their default values yet, nor wire the defaults with anything other than a ParameterMapSet node.
#!codereview simon.tovey
#!rb none
#!TESTS n/a
Change 3389691 on 2017/04/11 by Jeff.Williams
Copying //Orion/Main to Release-39.3 (//Orion/Release-39.3) @3389406
#!rb none
#!tests none
Change 3389226 on 2017/04/11 by Rob.Cannaday
Handle missing PluginSettings.ini
#!rb trivial
#!tests dlc pak for RegionCN
Change 3388873 on 2017/04/11 by Laurent.Delayen
Integrated CL #!3388506 from Main
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
Fixes https://jira.it.epicgames.net/browse/OR-37565
#!rb martin.wilson, lina.halper, jon.lietz
#!tests Grux E, gadget rejoin
Change 3388761 on 2017/04/11 by Rob.Cannaday
Build changes to specify additional content files for dedicated servers only
#!rb daniel.lamb
#!tests RunUAT BuildCookRun for OrionGame, and separately for RegionCN plugin as DLC
Change 3388749 on 2017/04/11 by Frank.Fella
Niagara - In-editor timeline changes, various timing fixes, and burst key fixes.
+ Set the playback range and working area in the sequencer timeline to 1000s so that infinite effects behave better. This still needs some work, but I think the new experience is better than what it was doing before.
+ Loop non-infinite effects when the last particle dies or when the last emitter ends, whichever comes last.
+ Reset desired age when resetting the effect so that looping works correctly in the editor without visual popping.
+ Make the tick state inclusive at 0 so that the system is running on the first frame.
+ Rebuild the burst instances in the simulation when it's reset, rather than in reinit so that each time the simulation is reset the bursts are random.
+ Reset the spawn remainder to 0 when resetting. This helps to avoid visual popping on reset.
+ Fix a bug in tick where the simulation was never being set to dead because the current number of particles wasn't being updated.
+ When checking burst keys, include the current age when comparing so that bursts at time 0 evaluate properly.
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
#!rb none
#!tests Effects loop when the last particle dies, and bursts on the first keyframe work and are random each play
Change 3388506 on 2017/04/11 by Laurent.Delayen
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
Fixes https://jira.it.epicgames.net/browse/OR-37565
#!rb martin.wilson, lina.halper, jon.lietz
#!tests Grux E, gadget rejoin
Change 3387648 on 2017/04/10 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3387628 on 2017/04/10 by Jeff.Williams
Initial branch of files from Release-39.2 (//Orion/Release-39.2) to Release-39.3 (//Orion/Release-39.3)
Change 3386546 on 2017/04/10 by Alexis.Matte
Fix the material reset workflow, prevent a bad reordering of the material array when using the skinxx workflow
#!rb none
#!test none
Change 3386311 on 2017/04/10 by Jason.Bestimt
#!ORION_MAIN - Manual Merge of CL 3386053 from 39.2
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, jeff.williams
Change 3386036 on 2017/04/10 by Daniel.Lamb
Fixed issue with network paltform file looking in incorrect location when using cook in editor.
#!rb None
#!test Paragon cook on the fly in editor.
Change 3386035 on 2017/04/10 by Daniel.Lamb
Stopped inifinite recursion in the case where base path is set incorrectly.
#!rb None
#!test Cook on the fly paragon no base path.
Change 3386021 on 2017/04/10 by Daniel.Lamb
Merging CL 3372508
from //UE4/Main/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp
to //Orion/Dev-General/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp
AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order, otherwise strange load orders can be triggered where the USoundWave CDO can be initialized while the USoundBase CDO is mid inititialization. Originally discovered in Dev-Editor, fixed in 3370466.
#!rb Trivial
#!test Paragon cook
Change 3386018 on 2017/04/10 by Daniel.Lamb
Made copy of shared cooked build async.
#!rb Trivial
#!test Shared cooked build paragon
Change 3385949 on 2017/04/10 by Alexis.Matte
Add "Reset Material Slot" fbx option active only when doing a re-import
#!rb Matt.kuhlenschmidt
#!test none
Change 3385945 on 2017/04/10 by Simon.Tovey
? Moving per instance data for data interfaces out to their own struct so we don't have to duplicate the interface itself all the time.
? For the moment, disabling the vertex color filtering until I can tweak the implementation a bit.
? Added a reinit context helper for re initialising niagara components when you modify emitters or data interface properties etc.
Still some testing and tidying up to do but should be 99% complete.
#!rb Shaun.Kime
#!test Tested the functionality of static mesh interface in the editor
Change 3385507 on 2017/04/07 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Changed, duplicated UMG editor fix from //UE4/Main
#!tests compiled
#!rb NickD
#!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/... via CL 3383880
#!ROBOMERGE-BOT: ORION (Release-39.1 -> Release-39.2)
Change 3385407 on 2017/04/07 by Andrew.Grant
Fix memory leak in landscape collision due to outstanding reference count
#!tests Ran Orion, memory leak seems gone
#!rb none
#!review-3385408 Thomas.Sarkanen
Change 3385399 on 2017/04/07 by Andrew.Grant
Fix for memory leak in EDL
#!tests memory leaks vanished!
#!rb none
Change 3385137 on 2017/04/07 by Andrew.Grant
Fix for decal issue
#!jira OR-37359
#!tests none
#!rb Arne.Schober
Change 3384414 on 2017/04/07 by Benn.Gallagher
Fixed crash switching Grux skins in frontend. Issue arises when switching to a new skin that has more clothing elements than the first mesh. Undid the workaround previously applied to stop the crash.
#!rb Martin.Wilson
#!tests PIE frontend and -game frontend. Also animation tools that reproduced the crash
#!jira OR-36671
Changed, duplicated UMG editor fix from //UE4/Main
#!tests compiled
#!rb NickD
#!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/...
#!ROBOMERGE-BOT: ORION (Release-39 -> Release-39.1)
Change 3383414 on 2017/04/06 by Andrew.Grant
non-shipping changed, duplicated UMG editor fix from //UE4/Main
#!tests compiled
#!rb NickD
Change 3383318 on 2017/04/06 by Laurent.Delayen
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
#!rb martin.wilson
#!codereview lina.halper
#!tests Revenant primary fire spawning muzzle flash at correct location
Change 3383123 on 2017/04/06 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3382781 on 2017/04/06 by Andrew.Grant
Made pak signing issues non-fatal
#!tests #!rb na
Change 3382670 on 2017/04/06 by David.Ratti
Continued event/qualifier/stat work
-Added concept of supported and required qualifier contexts so that system can know which qualifiers/stat gathers can work with what events/stats.
-Added details customization support for gameplay tags so that this type of filtering can be done by owned structs dynamically
-Some general refactoring of keywords
#!rb #!tests none
#!codereview Jon.Lietz
Change 3381646 on 2017/04/05 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3381483 on 2017/04/05 by Lina.Halper
#!DUPEFIX: Merging using AnimPhys-Orion-DevGeneral
Fix crash on creating montage and setting slot node
#!jira: UE-43698
#!rb: Ori.Cohen
Change 3381435 on 2017/04/05 by Frank.Fella
SDetailsView - Prevent a crash when a customization tries to use a layout builder which has been destroyed.
Change 3381019 on 2017/04/05 by Frank.Fella
Niagara - Fix the default assets which broke when moving the content.
Change 3380701 on 2017/04/05 by Daniel.Lamb
Stopped splash screen showing over the top of message boxes if you get a message before the game loads.
#!rb Luke.Thatcher
#!test Run paragon ps4 crash on startup
#!jira UE-43209
Change 3380293 on 2017/04/05 by Jeff.Williams
Copying //Orion/Main to Release-39.2 (//Orion/Release-39.2) @3380245
Change 3380165 on 2017/04/04 by Frank.Fella
Niagara - Move niagara engine content into the niagara plugin.
Change 3380151 on 2017/04/04 by Frank.Fella
Niagara - Fixes for code moved into the plugin.
Change 3380117 on 2017/04/04 by Andrew.Grant
Locking network version to 3375394 for v39 patch
#!ROBOMERGE: !39.1
Change 3380092 on 2017/04/04 by Andrew.Grant
Streaming requests are now honored even when a null-item is specified in the list
#!tests Verified Grux master skin loads correctly.
#!rb Ben.Ziegler
#!jira OR-37406, OR-37404
#!ROBOMERGE: 39
Change 3380052 on 2017/04/04 by Frank.Fella
Niagara - Move vertex factories to the correct plugin folders.
Change 3380029 on 2017/04/04 by Frank.Fella
Niagara - Move vertex factory code to the plugins directory.
Change 3380025 on 2017/04/04 by Frank.Fella
Niagara - Move runtime code to the plugins directory.
Change 3380024 on 2017/04/04 by Frank.Fella
Niagara - Move editor code to the plugins directory.
Change 3379115 on 2017/04/04 by David.Ratti
redo minor fix for engine ability system that was lose in a rollback
#!rb #!tests none
Change 3378590 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working
#!fix required a direct loadmodule call
#!rb trivial
Change 3378406 on 2017/04/04 by Shaun.Kime
Making the name of the node shorter
Change 3378357 on 2017/04/04 by Shaun.Kime
Adding basic UI support for Parameter Maps. Currently does not compile if you place these nodes.
Change 3377549 on 2017/04/03 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3377457 on 2017/04/03 by Jeff.Williams
Initial branch of files from Release-39.1 (//Orion/Release-39.1) to Release-39.2 (//Orion/Release-39.2)
Change 3377394 on 2017/04/03 by Olaf.Piesche
Removing mesh renderer material relevance determination for now; unsafe and needs to be re-worked anyway
#!codereview shaun.kime
Change 3376222 on 2017/04/03 by Jack.Porter
Prevent landscape crash due to thumbnail hitproxy renderer
#!jira OR-37325
#!rb None
#!codereview: andrew.grant
Change 3375394 on 2017/03/31 by Marcus.Wassmer
Bump script version to force new pub tools
Change 3375342 on 2017/03/31 by Daniel.Lamb
Added some more blacklist files to the cook ini settings configs
#!rb Trivial
#!test fastcook iterative paragon.
Change 3375213 on 2017/03/31 by Shaun.Kime
Adding Promote to Parameter pin action
Change 3375038 on 2017/03/31 by Olaf.Piesche
First basics for Niagara GPU simulation.
- Compiling for PC_D3D11 everytime we do a script compile, so we can start catching problems with hlsl gen;
- adding GPU side reps for data buffers;
- stub class for a simulation batcher;
- added a compute execution context to separate the two script execution modes
- GPU execution is queued in ScriptExecutionContext's execute function; may want to queue CPU executiuon here too
- additional bits and pieces.
- turning Niagara on by default for our stream
Some of this will change once shader management infrastructure is in place (our own shader map with proper storage and FShader derived shader classes, next up)
Change 3374733 on 2017/03/31 by Jason.Bestimt
#!ORION_TENCENT - Merge Beetle Grux crash fix from CL 3367820
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, benjamin.crocker
#!QAReview
Change 3374293 on 2017/03/31 by Alexis.Matte
Fix copy paste of material array
#!rb none
#!test none
Change 3374226 on 2017/03/31 by Shaun.Kime
Making it so that scripts work properly when version numbers change.
Turns out that doing the refresh in PostLoad is a Bad Idea (TM) and we need to be careful in how we do the deep copy.
Change 3373809 on 2017/03/30 by Rob.Cannaday
Fix inability to send chat using PS4 OSK
#!codereview James.Longstreet, ian.fox
#!jira OR-37160
#!lockdown andrew.grant
Change 3373676 on 2017/03/30 by Andrew.Grant
Merge of cloth changes from Release-39
#!review-3373677 @Benn.Gallagher
#!tests compiled
#!rb none
Change 3373262 on 2017/03/30 by Josh.Markiewicz
#!UE4 - more logging for perf counters to check for watchdog sync issues
#!codereview sam.zamani, david.nikdel
#!rb rob.cannaday
Change 3373002 on 2017/03/30 by Josh.Markiewicz
#!UE4 - more logging for perf counters to check for watchdog sync issues
#!codereview sam.zamani, david.nikdel
#!rb rob.cannaday
Change 3372731 on 2017/03/30 by Marcus.Wassmer
Fix Niagara shader compile issue.
#!rb none
#!tests none
Change 3372113 on 2017/03/30 by Andrew.Grant
Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara)
#!rb #!tests na
Change 3372109 on 2017/03/30 by Daniel.Lamb
Fix issue where the editor doesn't update all windows after rendertarget texture is converted to Texture2D
#!rb Trivial
#!test Paragon editor
Change 3371797 on 2017/03/30 by Jeff.Williams
Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) @3368008
Change 3371638 on 2017/03/30 by Benn.Gallagher
Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#!jira OR-36927
#!rb Martin.Wilson
#!tests PIE Entry+Monolith. Cooked Monolith PS4 nomcp
#!review @andrew.grant
Change 3371635 on 2017/03/30 by Andrew.Grant
Merging //UE4/Main @ 3365166
#!tests QA pass, preflighted
#!rb na
Change 3371566 on 2017/03/30 by Jurre.deBaare
All PC clients crash when Ice uses RMB - Assertion failed: bCachedMaterialParameterIndicesAreDirty == false
#!fix also removed other check, total brainfart moment
#!codereview Lina.Halper
#!jira OR-37269
#!lockdown Andrew.Grant
Change 3371404 on 2017/03/30 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#!jira OR-37157
#!rb Benn.Gallagher
Change 3370987 on 2017/03/29 by Andrew.Grant
Merging //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!rb na
Change 3370949 on 2017/03/29 by Andrew.Grant
Painless merge of files from //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!tests compiled Win64 Editor & PS4 Test Client, Ran solo game, half-cooked a build
#!rb none
Change 3369730 on 2017/03/29 by Daniel.Lamb
Fixed crash in staging when the deepfiles directory doesn't exist by the time we need to create the meta for the deep files.
#!rb None
#!test stage paragon
Change 3369724 on 2017/03/29 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3369329 on 2017/03/29 by Jurre.deBaare
The Fey doll looks offset on Mambos hip and has motion blur FX for wings flying
#!fix with the Orion setup override materials can already contain a nullptr entry, this used to cause the material indices not to be dirtied when a new material is set, needed to remove the check() as well due to the new situation
#!jira OR-36855
#!rb Lina.Halper
Change 3368540 on 2017/03/28 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests compiled
#!rb none
Change 3368526 on 2017/03/28 by Rob.Cannaday
MaxHostConnections improvements after code review
Change 3368285 on 2017/03/28 by Lukasz.Furman
fixed TimeLimitedExecution task being removed by GC, gameplay tasks component will now keep track of all managed tasks, not only AI priority queue
#!ue4
#!rb none
#!codereview Mieszko.Zielinski
#!tests PIE
Change 3368228 on 2017/03/28 by Rob.Cannaday
Add config field to drive how many connections CURL will make to any host
[HTTP.Curl].MaxHostConnections
When 0, unlimited (default behavior)
#!jira TEN-78
#!codereview ian.fox
Change 3368076 on 2017/03/28 by Jeff.Williams
Copying //Orion/Main to Release-39.1 (//Orion/Release-39.1) @3368008
Change 3368008 on 2017/03/28 by Jeff.Williams
Merging //Orion/Dev-REGS to Main (//Orion/Main) @3367948
Change 3367820 on 2017/03/28 by Andrew.Grant
Temp workaround for crash when changing skins on Grux in the frontend
#!jira OR-36671
#!review-3367821 @Benn.Gallagher
#!tests flipped between all Grux skins and crash when selecting Scarab no lonber occurs
#!rb none
Change 3367576 on 2017/03/28 by Daniel.Lamb
Stopped the cooking of packages which are already cooked.
#!rb Trivial
#!test Shared cooked build paragon
Change 3367518 on 2017/03/28 by David.Ratti
Gameplay Tag customizations: added way for systems to turn GameplayTag widgets to hyperlinks to arbitrary callbacks (e.g, opening an asset that a project wants to associate with a tag).
#!rb none
#!tests editor
Change 3367455 on 2017/03/28 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!rb na
Change 3367375 on 2017/03/28 by Benn.Gallagher
Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#!jira OR-36926
#!rb Martin.Wilson
#!tests Editor + PIE, Cooked PS4 BaselinePerformance testing
Change 3366525 on 2017/03/27 by Jeff.Williams
Initial branch of files from Release-39 (//Orion/Release-39) to Release-39.1 (//Orion/Release-39.1)
Change 3365941 on 2017/03/27 by Andrew.Grant
Integrated fix from Dev-Gen
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#!jira OR-36843, UE-42975
#!rb Martin.Wilson
#!tests Editor PIE, -game hero gallery
Change 3365861 on 2017/03/27 by Jeff.Williams
Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-Niagara (//Orion/Dev-Niagara)
[CL 3441199 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3168749 on 2016/10/20 by Richard.TalbotWatkin
Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry.
#jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level
Change 3169740 on 2016/10/20 by Nick.Darnell
Automation - Removing old screenshots, working on new naming convention.
Change 3169796 on 2016/10/20 by Nick.Darnell
Automation - Adding new screenshots.
Change 3169800 on 2016/10/20 by Nick.Darnell
Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots.
Change 3169901 on 2016/10/20 by Nick.Darnell
Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots.
Change 3169926 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170053 on 2016/10/20 by Cody.Albert
Back out changelist 3169926
Change 3170067 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170382 on 2016/10/21 by Michael.Dupuis
#jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor
Change 3170520 on 2016/10/21 by Alex.Delesky
#jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint
Change 3170522 on 2016/10/21 by Alex.Delesky
#jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button.
Change 3170524 on 2016/10/21 by Alex.Delesky
#jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor.
Change 3170530 on 2016/10/21 by Alex.Delesky
Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper
#jira none
Change 3170768 on 2016/10/21 by Cody.Albert
Back out changelist 3170067
Change 3170795 on 2016/10/21 by Nick.Darnell
JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties.
Change 3170797 on 2016/10/21 by Nick.Darnell
Automation - Fixing several warnings dealing with fbx testing.
Change 3170921 on 2016/10/21 by Nick.Darnell
Automation - Fixing more warnings with FBX tests.
Change 3171109 on 2016/10/21 by Cody.Albert
Added extension point for level editor viewport Show menu
Change 3171812 on 2016/10/24 by Jamie.Dale
Back out changelist 3163044
This broke wrapping for Japanese and Chinese.
Change 3171842 on 2016/10/24 by Michael.Dupuis
#jira UE-36400
Name each Parameter uniquely either from copy/paste of any creation menu
Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1
Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type
When editing a color property update the material expression preview
Change 3171958 on 2016/10/24 by Alex.Delesky
#jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions.
Change 3171969 on 2016/10/24 by Nick.Darnell
Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions.
Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt
PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider)
Change 3172035 on 2016/10/24 by Alex.Delesky
Fix to build warning for 3171970
#jira none
Change 3172078 on 2016/10/24 by Michael.Dupuis
#jira UE-37626 Fetch property node from property handle if there is no property editor
Change 3172143 on 2016/10/24 by Jamie.Dale
Line-break iterators will now avoid breaking words in Hangul
The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers.
Change 3172418 on 2016/10/24 by Michael.Dupuis
Fixed Static Analysis error
Change 3173389 on 2016/10/25 by Michael.Dupuis
#jira UE-9284 Make the UI appear only on hover and change icons size
Change 3173918 on 2016/10/25 by Alex.Delesky
#jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created.
Change 3173966 on 2016/10/25 by Alex.Delesky
#jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse.
Change 3174847 on 2016/10/26 by Alex.Delesky
#jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen.
Change 3174916 on 2016/10/26 by Alexis.Matte
When re-importing fbx file, always log to the message log.
#jira UE-37639
Change 3174940 on 2016/10/26 by Alex.Delesky
Back out changelist 3174847 at request of platforms team. Was fixed on Main.
Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt
Import commandlet fixes
- Fixed crash when source control could not be contacted
- Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import
Change 3175217 on 2016/10/26 by Alexis.Matte
The FBX reimport animation code now return false if there was an error when importing
#jira UE-37755
Change 3175728 on 2016/10/26 by Alexis.Matte
Log a message when importing a skeletal mesh with more bone influence then the maximum supported
#2875
#jira UE-37613
Change 3177997 on 2016/10/28 by Nick.Darnell
Editor - Prevent re-entrant calls when EndPlayMap is called.
Change 3178429 on 2016/10/28 by Nick.Darnell
Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported.
Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt
Guard against bad render targets in Slate RHI
#jira UE-37905
Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt
Added logging to track https://jira.it.epicgames.net/browse/UE-37900
#jira UE-37900
Change 3179920 on 2016/10/31 by Alex.Delesky
Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591.
#jira none
Change 3179921 on 2016/10/31 by Alex.Delesky
#jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource
Change 3180119 on 2016/10/31 by Alexis.Matte
fbx importer avoid asset creation name clash
#jira UE-35100
Change 3181905 on 2016/11/01 by Alexis.Matte
Paint tool now allow users to paint on any vertex if they need it.
#jira UE-8372
Change 3182355 on 2016/11/01 by Alexis.Matte
We now support FBX LODs export for the asset exporter from the content browser.
#jira UE-35302
Change 3183286 on 2016/11/02 by Alexis.Matte
Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options.
#jira UE-37520
Change 3183567 on 2016/11/02 by Shaun.Kime
#jira UE-38019
The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor.
The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder.
Change 3184002 on 2016/11/02 by Jamie.Dale
Fixed crash during TSF IME shutdown
#jira UE-38073
Change 3185126 on 2016/11/03 by Shaun.Kime
Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins.
Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well).
#jira UE-38065
#jira UE-37645
Change 3185278 on 2016/11/03 by Nick.Darnell
UMG - Fixing some issues with HDPI mode in the widget designer.
Change 3185355 on 2016/11/03 by Nick.Darnell
UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace.
Change 3185510 on 2016/11/03 by Nick.Darnell
UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport.
Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo.
Change 3185514 on 2016/11/03 by Nick.Darnell
UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces.
Change 3185652 on 2016/11/03 by Nick.Darnell
Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing.
Change 3185952 on 2016/11/03 by Nick.Darnell
UMG - Fixing another build error relating to local widget geometry.
Change 3185953 on 2016/11/03 by Nick.Darnell
UMG - Fixing a mac compiler warning.
Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed collapse all hiding everything in the settings editors
#jira UE-38151
Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed new assets opening in a minimized window not restoring that window.
Change 3187026 on 2016/11/04 by Shaun.Kime
UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds.
#jira UE-38094
Change 3187073 on 2016/11/04 by Nick.Darnell
Automation - Changing the code that writes out json to force no BOM as is the json standard.
Change 3187113 on 2016/11/04 by Jamie.Dale
Removed double look-up in UTextProperty::SerializeItem
Change 3187114 on 2016/11/04 by Jamie.Dale
Feedback context now uses culture correct percentage formatting
Change 3187273 on 2016/11/04 by Alexis.Matte
Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
Add also some fbx automation test
#jira UE-38242
Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt
Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes
#jira UE-38268
Change 3187463 on 2016/11/04 by Nick.Darnell
Automation - Updating the blessed screenshots, and fixing the BOM issues with the json.
Change 3188638 on 2016/11/07 by Shaun.Kime
Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background.
#jira UE-38240
Change 3189056 on 2016/11/07 by Nick.Darnell
Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser.
Change 3189147 on 2016/11/07 by Jamie.Dale
Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache
This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering).
#jira UE-38309
Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt
Guard against null object when creating details panel
Change 3190017 on 2016/11/08 by Alexis.Matte
FrontX support for scene importer
#jira UETOOL-1061
Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt
Fixed misaligned button in the new blueprint class dialog
Change 3190086 on 2016/11/08 by Nick.Darnell
UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained.
Change 3190159 on 2016/11/08 by Nick.Darnell
UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user.
Change 3190161 on 2016/11/08 by Nick.Darnell
UMG - UWidget is now Blueprintable. Improving some doc.
Change 3190545 on 2016/11/08 by Alexis.Matte
Support scaling when exporting skeleton (bind pose) to FBX
#jira UE-36120
Change 3191614 on 2016/11/09 by Simon.Tourangeau
Fix cooking crash after fbx import of a scene without meshes
#jira UE-38264
Change 3191659 on 2016/11/09 by Simon.Tourangeau
Cleanup Persona LOD section button layout
#jira UE-38339
Change 3191882 on 2016/11/09 by Jamie.Dale
Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter.
Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict.
Change 3192092 on 2016/11/09 by Jamie.Dale
Deleting some test assets that were accidentally checked in, some of which no longer load
Change 3192281 on 2016/11/09 by Alex.Delesky
#jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints.
Change 3192365 on 2016/11/09 by Shaun.Kime
Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes.
#jira UE-19022
Change 3192494 on 2016/11/09 by Alex.Delesky
#jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly.
Change 3193183 on 2016/11/10 by Alexis.Matte
When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset.
#jira UE-38450
Change 3193419 on 2016/11/10 by Alex.Delesky
Fixing UnrealTournament build error in SUTChatEditBox
#jira none
Change 3193456 on 2016/11/10 by Alex.Delesky
Fix to build warning C6011 in SWidgetHierarchyItem
#jira none
Change 3193704 on 2016/11/10 by Simon.Tourangeau
Create Cinematic Camera when importing camera from fbx
#jira UE-37764
Change 3194593 on 2016/11/11 by Nick.Darnell
Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values.
Change 3194595 on 2016/11/11 by Nick.Darnell
Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area.
Change 3194830 on 2016/11/11 by Richard.TalbotWatkin
Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude!
#jira UE-38524 - Moving many brushes to another level is very slow
Change 3194859 on 2016/11/11 by Alexis.Matte
Fix fbx skeletal mesh cleanup material crash
#jira UE-38525
Change 3195199 on 2016/11/11 by Nick.Darnell
UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots.
#jira UE-38536
Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against rendering crashes when a mesh with no lod resources is opened.
#jira UE-38520
Change 3196614 on 2016/11/14 by Nick.Darnell
Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time.
Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt
PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist)
Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt
Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal)
#jira UE-38544
Change 3196863 on 2016/11/14 by Nick.Darnell
Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor.
Change 3196900 on 2016/11/14 by Nick.Darnell
Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale.
Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel.
#jira UE-36499, UE-38497
Change 3197028 on 2016/11/14 by Alexis.Matte
Shift Drag is not moving the camera when the user is dragging the 3 axis in same time.
#jira UE-38382
Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt
Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame
Change 3197227 on 2016/11/14 by Nick.Darnell
UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema.
Change 3197239 on 2016/11/14 by Nick.Darnell
UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it.
Change 3197538 on 2016/11/14 by Nick.Darnell
UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late.
Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt
Guard against reimport factories being deleted while in use
#jira UE-37577
Change 3198589 on 2016/11/15 by Alex.Delesky
#jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key.
Change 3198783 on 2016/11/15 by Nick.Darnell
The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code.
Change 3198933 on 2016/11/15 by Jamie.Dale
Changing the package localization ID used by a package now marks the package as dirty
Change 3198942 on 2016/11/15 by Jamie.Dale
Clearing the package localization ID used by a package now marks the package as dirty
Change 3200241 on 2016/11/16 by Shaun.Kime
Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled.
By default, internal only classes will be hidden and you will be limited to your own developer folder.
Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use
[/Script/ClassViewer.ClassViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget
The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders.
The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget.
Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management
#jira UE-38313
Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt
Adding missing change needed post merge from main
Change 3200968 on 2016/11/16 by Jamie.Dale
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
Change 3201033 on 2016/11/16 by Cody.Albert
Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged
Change 3201829 on 2016/11/17 by Shaun.Kime
Fixing issue where GEngine is null in early game loading, potentially causing a crash.
Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt
Fix build warning
Change 3201835 on 2016/11/17 by Nick.Darnell
Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input.
Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt
Fix streaming pause rendering starting a movie if a movie was already playing
Change 3202089 on 2016/11/17 by Nick.Darnell
Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name.
Change 3202139 on 2016/11/17 by Jamie.Dale
Fix for adjusting text spacing when lines are removed from TextLayouts
Change 3202398 on 2016/11/17 by Cody.Albert
Updated UMG Sequencer to properly fire events once per loop
Change 3202591 on 2016/11/17 by Shaun.Kime
Fixing coding standards violations.
Change 3202744 on 2016/11/17 by Shaun.Kime
StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior.
#jira UE-38315
Change 3203009 on 2016/11/17 by Alex.Delesky
Backing out changelist 3170522 per request
#jira UE-33031
Change 3204077 on 2016/11/18 by Nick.Darnell
Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images.
Change 3204086 on 2016/11/18 by Jamie.Dale
Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set
Both use FGCObject internally to reference the object and keep it alive.
FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer.
You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing).
Change 3204189 on 2016/11/18 by Alex.Delesky
Removing content from dev folder
Change 3204205 on 2016/11/18 by Jamie.Dale
Fix for being unable to delete folders that still have sub-folders in the Content Browser
#jira UE-38752
Change 3204270 on 2016/11/18 by Simon.Tourangeau
Fix StaticMesh socket reimports
- socket transforms are now updated correctly on reimport
- deleted socket from source will be removed on reimport
- fix SocketManager refresh after import
#jira UE-38195
Change 3204283 on 2016/11/18 by Alex.Delesky
#jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself.
Change 3205757 on 2016/11/21 by Jamie.Dale
PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium)
Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist)
Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2956: Add plane to basicshapes (Contributed by tommybear)
Change 3205831 on 2016/11/21 by Jamie.Dale
Speculative fix for UE-38492
This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel.
#jira UE-38492
Change 3205869 on 2016/11/21 by Alex.Delesky
#jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor
Change 3205873 on 2016/11/21 by Alex.Delesky
#jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes.
Should also address the issue mentioned in #jira UE-32965
Change 3205954 on 2016/11/21 by Shaun.Kime
Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work.
#jira UE-38315
Change 3205965 on 2016/11/21 by Alex.Delesky
#jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused
PR #2942
Change 3207157 on 2016/11/22 by Chris.Wood
Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds
Change 3207344 on 2016/11/22 by Matthew.Griffin
Added UnrealWatchdog to the Binary Release
Change 3207396 on 2016/11/22 by Ben.Marsh
Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion.
Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt
Redid blur changes from Paragon Dev-General
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
Change 3207443 on 2016/11/22 by Chris.Wood
Fix CIS error on Mac from my change CL 3207157
Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt
Added missing files
Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt
Guard against crash clearing scenes from the slate RHI renderer during movie loading code.
Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt
Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check
Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt
Actually call correct method of checking for a debugger
Change 3209139 on 2016/11/23 by Cody.Albert
Adding support for "Show Only Modified Properties" filter to DetailWidgetRow
Change 3209206 on 2016/11/23 by Jamie.Dale
Moving folders now removes the old folder from disk if it's empty
This had already been done for deleting folders, but moving them was missed.
#jira UE-11796
Change 3209281 on 2016/11/23 by Jamie.Dale
PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung)
Change 3210383 on 2016/11/25 by Chris.Wood
Documented Crash Report Client analytics events
[UE-32787] - Document Crash Report Client analytics events in code
Change 3210385 on 2016/11/25 by Alexis.Matte
Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not
#jira UE-38925
Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt
Fix build errors
Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt
PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts)
Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt
Fix ATSC texture compression quality tooltip
#jira UE-38996
Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt
Fix compile errors
Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt
Fix post process anim blueprints on skeletal meshes not being clearable
#jira UE-39017
Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt
Added more logging for jira UE-39000
#jira UE-39000
Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt
Redid fix for UE-35822 in dev-editor
Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt
Fix deprecation warning
Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt
Disable motion blur in editor views by default
#jira 38424
Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt
Fix PS4 compile errors
Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt
Details panels changes
- Added the ability to create groups within groups in details panel customizations
- Added the ability for struct customizations to add categories to the parent
Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt
Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do.
Change 3213158 on 2016/11/29 by Jamie.Dale
Updated User Defined Enum display names to use real FText instances so they can have stable keys
This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues.
User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking).
#jira UE-26274
Change 3213172 on 2016/11/29 by Jamie.Dale
Adding experimental support for content hot-reloading
The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded).
The basic workflow for package reloading is as follows:
1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects.
2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed.
3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping).
4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found).
5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't).
For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory.
In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation.
Change 3213428 on 2016/11/29 by Jamie.Dale
Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing
#jira UE-37746
Change 3213442 on 2016/11/29 by Jamie.Dale
Workaround for a bug in TSF based MS IMEs on Windows 8+
They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted.
#jira UE-37309
Change 3213603 on 2016/11/29 by Cody.Albert
Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget
#jira UE-39106
Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt
Attempt to fix includetool cis warning
Change 3215159 on 2016/11/30 by Jamie.Dale
Fixing MakeShared forward declaration
Change 3215220 on 2016/11/30 by Alex.Delesky
#jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view.
Change 3215390 on 2016/11/30 by Jamie.Dale
Maps now end a hot-reload batch
Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt
Updating guard to track down worlds that have no package as an outer
#jira UE-35712
Change 3215500 on 2016/11/30 by Alexis.Matte
Color grading widget customization
#jira UETOOL-1070
Change 3215519 on 2016/11/30 by Jamie.Dale
Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode
Change 3215556 on 2016/11/30 by Cody.Albert
Fixed issue where check-out toast would not disappear
#jira UE-39146
Change 3215585 on 2016/11/30 by Jamie.Dale
Adding an explicit ESPMode to MakeShared to try and placate Android
Change 3215737 on 2016/11/30 by Alexis.Matte
Fix build warning
Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt
Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves
#jira UE-35935
Change 3215758 on 2016/11/30 by Ben.Marsh
Add a 'Custom...' build type for Dev-Editor.
Change 3216183 on 2016/11/30 by Alexis.Matte
Fix win32 build error
Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt
Fix mac build error.
Change 3216828 on 2016/12/01 by Jamie.Dale
Fixing MakeShared on Android
#jira UE-39204
Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt
PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel)
Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt
Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty
#jira UE-36496
Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt
Fix a number of keybindings problems
- Removed editor keybindings from project settings. It should not have been in there (already in editor settings)
- Removed duplicate registration of editor keybindings from editor settings
- Fixed memory leak regenerating keybinding widgets when ending PIE world.
- Cleaned up styling a bit to make keybindings widgets clearer.
#jira UE-39211, UE-38718
Change 3216881 on 2016/12/01 by Shaun.Kime
Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to.
Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs.
Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable.
Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage.
Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count.
In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out.
#jira UE-6882
Change 3216968 on 2016/12/01 by Jamie.Dale
Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk
Change 3216970 on 2016/12/01 by Jamie.Dale
Reverting files now uses hot-reloading (if enabled)
Change 3217233 on 2016/12/01 by Jamie.Dale
You can now choose to reload dirty packages via content hot-reloading
This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor.
Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt
WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame.
Change 3217466 on 2016/12/01 by Jamie.Dale
Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date
Change 3217572 on 2016/12/01 by Jamie.Dale
Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text
Change 3217688 on 2016/12/01 by Jamie.Dale
Fixed crash reloading the active world package when it was dirty
#jira UE-39250
Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt
Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads
#jira UE-39243
Change 3218834 on 2016/12/02 by Alexis.Matte
move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options
#jira UE-38672
Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives
#jira UE-39246
Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed basic cube shape having a convex hull instead of a box for collision
Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt
Move static mesh collision properties to the collision category
Change 3219143 on 2016/12/02 by Michael.Dupuis
#jira UE-39124 We can now place single mesh at a time
#jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on
Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection
Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it
#jira UE-37452
Change 3219358 on 2016/12/02 by Alexis.Matte
Fix fbx automation tests
Change 3219362 on 2016/12/02 by Alexis.Matte
Support for MAX multisub material
#jira UE-38467
#jira UE-38471
Change 3219774 on 2016/12/02 by Jamie.Dale
PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN)
Change 3219793 on 2016/12/02 by Jamie.Dale
SWindow now restores focus back to the widget that last had focus when it was deactivated
#jira UE-38965
Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt
UI background blur tweaks
- Adjust the downsample amount for lower kernel sizes
- Flush post process memory used by the blur when switching levels
Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt
Added guards against accesing scene caching methods of the slate resource manager on the rendering thread
Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt
Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen
no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early
Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading
Change 3221831 on 2016/12/05 by Jamie.Dale
Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name
Change 3221986 on 2016/12/05 by Jamie.Dale
Added an "Inline" font loading method
This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front.
The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does.
This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded.
Change 3222065 on 2016/12/05 by Jamie.Dale
Added log warning to detect hitches when lazily loading fonts
Change 3222225 on 2016/12/05 by Jamie.Dale
Fixing style-set typo
#jira UE-39333
Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt
Fix autosaving prompting to check out built data if the built data asset was dirty during autosave
#jira UE-39295
Change 3223184 on 2016/12/06 by Alexis.Matte
Support LOD group and combine mesh
#jira UE-1088
Change 3223212 on 2016/12/06 by Alex.Delesky
#jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties.
Change 3223215 on 2016/12/06 by Alex.Delesky
#jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false.
Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt
Added back in missing code that was lost in a merge
Change 3223271 on 2016/12/06 by Alex.Delesky
#jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box).
Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt
Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials
Change 3223276 on 2016/12/06 by Alexis.Matte
Staticmesh socket fbx import.
#jira UE-38284
Change 3223363 on 2016/12/06 by Alexis.Matte
Reimport must ask for missing file when re-importing a old asset that has no source files
#jira UE-39356
Change 3223423 on 2016/12/06 by Chris.Wood
Added option to place canvas panel children in same layer using explicit ZOrder setting.
[UETOOL-935] - Figure out a solution for canvas panel batching
Change 3223551 on 2016/12/06 by Alexis.Matte
UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change
#jira UE-39383
Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt
Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default
Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt
Update doc links for maps and sets
Change 3224746 on 2016/12/07 by Michael.Dupuis
#jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
#jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
Change 3224826 on 2016/12/07 by Michael.Dupuis
#jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior
Change 3224827 on 2016/12/07 by Simon.Tourangeau
Improve search for material match on fbx mesh import
- Add option to specify material search locations on mesh import
- On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh)
- Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets)
- If option is UnderRoot or more, search recursively from root folder (search recursively in /Game)
- If option is AllAssets, search in every asset folder (Search recursively everywhere)
#jira UE-39020
Change 3224989 on 2016/12/07 by Chris.Wood
Fixed black callstack text in CrashReportClient.
[UE-38987] - CrashReportClient Callstack text is rendering Black
Change 3225142 on 2016/12/07 by Jamie.Dale
Added collapsing methods when exporting text for translation
You can now choose how to collapse your text for translation from three export modes:
- ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior).
- ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior).
- ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior).
The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior).
You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource").
Change 3225509 on 2016/12/07 by Simon.Tourangeau
Static analysis fix, false positive
Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt
Fix broken physical surface details customization
- Scrolling now works properly
- Edit boxes dont change size while editing
- properly checks out or makes file writable once an edit has been made
#jira UE-39279
Change 3226840 on 2016/12/08 by Jamie.Dale
Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself
#jira OPP-6485
Change 3226940 on 2016/12/08 by Alexis.Matte
Avoid changing the W value when playing with the color grading wheel.
#jira UE-39473
Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt
Temp disable lazy load font warnings to prevent infinite recursion crashes at startup
Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt
Fix for iOS compiling
Change 3228597 on 2016/12/09 by Jamie.Dale
Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL
#jira UE-39529
Change 3228607 on 2016/12/09 by Jamie.Dale
Fixed infinite recursion caused by logging while the output log font was still being loaded
#jira UE-39523
Change 3228770 on 2016/12/09 by Jamie.Dale
Fixed UUserDefinedEnum::GetEnumText
it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail.
#jira UE-39531
Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt
Fix static analysis warning
[CL 3229477 by Matt Kuhlenschmidt 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]