Commit Graph

21 Commits

Author SHA1 Message Date
Thomas Sarkanen
16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
Thomas Sarkanen
5364bab827 Backing out CL 16071104
[CL 16071592 by Thomas Sarkanen in ue5-main branch]
2021-04-21 08:01:44 -04:00
Thomas Sarkanen
0ddbfb9894 Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Includes a thread-safety fix for 4.26 that hasnt made it over to 5.0 yet.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16071104 by Thomas Sarkanen in ue5-main branch]
2021-04-21 07:09:28 -04:00
Thomas Sarkanen
8b3709fb28 Restricted anim BP compiler subsystem APIs
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy

#rb Dan.OConnor
#jira none

[CL 14278258 by Thomas Sarkanen in ue5-main branch]
2020-09-09 08:32:25 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Thomas Sarkanen
4fe332e775 Fixed crash when moving/renaming anim blueprints
The FProperty refactor converted all UStructProperty* values into TFieldPaths, but the data is not serialized except in the case of UAnimClassData (for nativizaton). This reverts the various property arrays back to using FStructProperty*, which not only fixes some performance issues, but also prevents relocated data from pointing at incorrect locations when loaded assets are reloacated byt Link() is not subsequently called.

Fixed UAnimClassData (used in nativized builds) to correctly store and patch up anim blueprint functions.

#jira UE-91009 - [CrashReport] UE4Editor-Engine!FAnimInstanceProxy::InitializeRootNode(bool) [AnimInstanceProxy.cpp:201]
#rb Aaron.Cox,Jurre.deBaare,Robert.Manuszewski

[CL 12451001 by Thomas Sarkanen in 4.25 branch]
2020-03-26 10:47:56 -04:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Marc Audy
971962e6f4 auto removal
#rb
#rnx

[CL 7952458 by Marc Audy in Dev-Framework branch]
2019-08-12 16:56:08 -04:00
Marc Audy
278eda75dd Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 7234503
#rb
#rnx

[CL 7263339 by Marc Audy in Dev-Framework branch]
2019-07-10 13:47:03 -04:00
Marc Audy
608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
74f7654eb7 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none

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

Change 3780878 by Nick.Darnell

	UMG - Providing more information when the compile fails to find a bindable widget.


Change 3780855 by Gil.Gribb

	UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.


Change 3780803 by Thomas.Sarkanen

	Dont create animation tasks for skeletal meshes that have no anim instance

	This avoids some wasted work for non-animated attachments, such as pickaxes

	#jira FORT-61523 - Don't create anim worker tasks if no AnimBP


Change 3780741 by Yenal.Kal

	#jira FORT-60177

	Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.

Change 3780663 by Gil.Gribb

	UE4 - Batching for audio thread commands.


Change 3780466 by Ben.Marsh

	Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')

Change 3779937 by Nick.Darnell

	UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.


Change 3779858 by Sam.Zamani

	#http
	use separate "-multihomehttp" instead of "-multihome" for routing http socket

	#jira FORT-61666
	#tests none

Change 3779288 by Michael.Trepka

	Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data

	#jira FORT-59762

Change 3779062 by Mike.Fricker

	Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.

	----

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.


Change 3778954 by Nick.Darnell

	Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config.  Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.


Change 3778896 by Ben.Marsh

	Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.

	#jira

Change 3778807 by Ben.Marsh

	Fix Tencent include paths not registering if workspace directory contains a space.

	Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.

	#jira

Change 3778686 by Luke.Thatcher

	 Reduced impact of dynamic vertex buffer RHI stall in D3D12
	 - In most cases we can avoid the stall if the vertex buffer has never been used before.
	 - Only when a buffer has an existing SRV do we need to stall.

	 - Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.

	This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.

	#jira FORT-61390

Change 3778679 by Thomas.Sarkanen

	Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment

	We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.

	#jira FORT-61548

Change 3778591 by Ben.Woodhouse

	Add build config to FPSChart HTML output

	#jira FORT-56478

Change 3778175 by ben.marsh

	Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.

	Will remove all the surrounding code in a later update to a development branch.

	#jira

Change 3777750 by Chris.Gagnon

	- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
	  - This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
	  - This differs from Custom which is a full override of the navigation behavior.



Change 3777678 by Bob.Tellez

	#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath


Change 3776962 by Bob.Tellez

	#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)


Change 3776656 by Thomas.Sarkanen

	Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components

	This was causing AIs to get stuck in montage playback in some circumstances

	#jira FORT-61324, FORT-60558


Change 3776655 by Bob.Tellez

	#UE4 CIS fix after 3776629


Change 3776650 by Bob.Tellez

	Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files


Change 3776649 by Nick.Darnell

	UMG - Fixing a rare crash when destructing a widget in the designer.  It's trying to remove widgets from a half garbage collected panel.


Change 3776629 by Bob.Tellez

	#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.


Change 3776328 by James.Golding

	Add command line option (-statnamedevents) for enabling named events



Change 3776024 by Nick.Darnell

	Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.


Change 3775569 by Gil.Gribb

	UE4 - Fixed bugs with r.DelaySceneRenderCompletion


Change 3775543 by Luke.Thatcher

	 [XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
	 - Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.


Change 3775488 by Thomas.Sarkanen

	Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks

	#jira FORT-61157 - Run anim update on worker, even if not visible

Change 3775219 by Bob.Tellez

	#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking


Change 3774886 by Mike.Fricker

	Fixed occasional crash when backing out to lobby
	- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface

	#jira FORT-60863

Change 3774767 by Ori.Cohen

	Fix race condition for creating statid in test configs


Change 3774682 by Bob.Tellez

	#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.


Change 3774621 by Bob.Tellez

	#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.


Change 3774201 by Gil.Gribb

	UE4 - Fixed rare crash caused by unmounting pak files.


Change 3773920 by Gil.Gribb

	UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.


Change 3773896 by Thomas.Sarkanen

	Push non-rendered anim updates back onto the worker thread

	Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).

	#jira FORT-61157 - Run anim update on worker, even if not visible


Change 3773886 by Gil.Gribb

	UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.


Change 3773882 by Gil.Gribb

	UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.


Change 3773461 by Gil.Gribb

	UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.


Change 3773459 by Gil.Gribb

	UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.


Change 3773458 by Gil.Gribb

	UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.


Change 3773011 by Robert.Manuszewski

	Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.

	+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff


Change 3772867 by Thomas.Sarkanen

	Nativization now correctly generates and builds code for "Client" builds

	Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
	Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
	Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"

	#jira FORT-52823 - Nativizing Player Animation Blueprints

Change 3772408 by Robert.Manuszewski

	Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)


Change 3772359 by Thomas.Sarkanen

	Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively

	Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
	Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
	Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.

	#jira FORT-52823 - Nativizing Player Animation Blueprints

Change 3771975 by Zak.Middleton

	Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().

	#jira FORT-61134

Change 3771421 by Ori.Cohen

	Fix CIS


Change 3771052 by Robert.Manuszewski

	Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.


Change 3771039 by Bob.Tellez

	#UE4 Allowing use of -FPS in PGO profile builds


Change 3770747 by Ori.Cohen

	Added missing stat named events for anim bp


Change 3769616 by Arciel.Rekman

	UBT: Use response files for compiler when compiling for Linux.

	- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).

Change 3769457 by Gil.Gribb

	UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.


Change 3769136 by Michael.Noland

	Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in


Change 3768736 by Robert.Manuszewski

	More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized

	#jira FORT-60943

Change 3768634 by Robert.Manuszewski

	Small optimization to FEDLCookChecker::Verify function


Change 3768603 by Robert.Manuszewski

	Merging CL #3766740 by Steve.Robb

	TMultiMap::Append added.


Change 3768586 by Ben.Woodhouse

	csv profiler screen message


Change 3768506 by Thomas.Sarkanen

	Duplicating CL 3764661 from Paragon:

	Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
	Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.

	#jira OR-46341

	#tests LaneMinionFXTests, monolith w/ full teams.

Change 3768504 by Thomas.Sarkanen

	Duplicating CL 3758315  from Paragon:

	Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
	PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
	Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
	Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
	Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.

	#jira OR-46341

	#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.

Change 3768097 by Bob.Tellez

	#UE4 Fix non-editor CIS


Change 3767957 by Bob.Tellez


	#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)


Change 3767906 by Mike.Fricker

	Add Blueprint functions to query parameters from MIC

	- GetScalarParameterValue
	- GetTextureParameterValue
	- GetVectorParameterValue

	MIDs already had these functions, but MICs did not.


Change 3767737 by Max.Preussner

	Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached

	#author jack.porter

	#jira FORT-59777

Change 3767735 by Bob.Tellez

	#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.

	#jira FORT-60918

Change 3767244 by Ethan.Geller

	#jira FORT-60885 Merge in fix for memory leak from 4.18.1.


Change 3766567 by Marc.Audy

	Fix initialization ordering warnings

Change 3766443 by Jian.Ru

	Submit PSO locking fix again as it has passed local tests


Change 3766362 by Ori.Cohen

	Added the ability to get concurrent captures in Test configurations without having to turn full stats on


Change 3766277 by Marc.Audy

	Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup

Change 3766275 by Marc.Audy

	Better pack UTexture* classes

Change 3766272 by Thomas.Sarkanen

	Fixes to enable auto-nativization for animation blueprints

	For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
	- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
	- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
	- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.

	Disabled fast-path optimization when running a native anim BP, as native code is faster!

	#jira FORT-52823 - Nativizing Player Animation Blueprints
	#jira FORT-57378 - Perf optimization: animation blueprint improvements


Change 3766215 by Marc.Audy

	Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap


Change 3765664 by Michael.Noland

	Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty


Change 3765624 by Marc.Audy

	Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean

Change 3765200 by Nick.Darnell

	Slate - Fixing a memory leak in the invalidation panel.  It never cleared out the cached textures and materials it kept alive during retention.


Change 3764881 by Wes.Hunt

	Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
	#jira FORT-60585
	#review-3764882 @arciel.rekman

Change 3763872 by Max.Chen

	Sequencer: Set default completion mode for all sections to project default.

	Copy from Dev-Sequencer

	#jira UE-49480


Change 3763871 by Max.Chen

	Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.

	Copy from Dev-Sequencer

	#jira UE-49480


Change 3763810 by Gil.Gribb

	UE4 - remove some init timing spew in programs (i.e. UHT)


Change 3762939 by Robert.Manuszewski

	Removing all locks from FEDLCookChecker to improve SavePackage performance


Change 3762851 by Bob.Tellez

	Duplicating CL#3740778 from //UE4/Dev-Editor

	Fixed issue with content browser column sorting

	#jira UE-49460


Change 3762660 by Bob.Tellez

	#UE4 Fix a few parallelsave threading problems.



Change 3761861 by Marc.Audy

	Fix archive complaints about bitfield

Change 3761802 by Marc.Audy

	Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings

Change 3761299 by Matt.Kuhlenschmidt

	Fix levels not being lockable/unlockable if they are not checked out

	#jira FORT-60086

Change 3760422 by Bob.Tellez

	#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.


Change 3760113 by Jian.Ru

	Back out changelist 3759715 as it causes a crash on UGS autotest


Change 3759761 by Jian.Ru

	Clean up some debug comments


Change 3759715 by Jian.Ru

	Removing excessive locking when accessing PSO caches.


Change 3759285 by Nick.Darnell

	Editor - Fixing the length of the datatable row dropdown in the editor.


Change 3758334 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 3758332 by Ben.Marsh

	Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.

	#jira

Change 3758215 by Brian.Bekich

	Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers


Change 3757702 by Bob.Tellez

	#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave


Change 3757545 by ben.marsh

	Suppress Arxan warning about being unable to install a default guard at it's default location.

Change 3757452 by Aaron.McLeran

	#jira FORT-59675 Client Crash in __delayLoadHelper2()

	Fixing build error on linux.


Change 3757389 by Hongyi.Yu

	Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
	#jira FORT-58283

Change 3757229 by Aaron.McLeran

	#jira FORT-59675 Client Crash in __delayLoadHelper2()


Change 3757077 by Max.Preussner

	MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint

	#jira FORT-59774
	#jira UE-51943

	#tests none

Change 3756854 by Mike.Fricker

	Fix "double-delete" crash when using level streaming
	- Backed out unintentional network checksum change!


Change 3756790 by Bob.Tellez

	#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances


Change 3756639 by Arciel.Rekman

	Pool memory (only 64KB allocations) on servers (FORT-60342).

	- Has a fixed cost of 1GB virtual memory usage.

	#jira FORT-60342

Change 3755995 by Alexis.Matte

	Fix crash when importing morph target with "built in" tangent option

	#jira UE-52319

Change 3755896 by Arciel.Rekman

	Remove unnecessary switch for profiling (part of FORT-58878).

	- -fno-omit-stack-pointer is only needed when getting callstacks for perf.

	#jira FORT-58878

Change 3755711 by Mike.Fricker

	Fix "double-delete" crash when using level streaming
	- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)


Change 3755701 by David.Ratti

	FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.

	#jira FORT-60317
	#review-3755702 @Ryan.Gerleve

Change 3754928 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

	#jira FORT-58878

Change 3753986 by Ben.Zeigler

	#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly


Change 3753274 by Ben.Marsh

	Fix blank lines in errors and warnings being omitted from notification emails.

	#jira

Change 3753175 by Thomas.Sarkanen

	Fix hang in animation editor menus

	Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
	Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.

	#jira UE-52271 - Persona menu option locks up editor


Change 3752887 by Nick.Darnell

	Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.


Change 3752785 by Marc.Audy

	Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes

Change 3752185 by Ben.Marsh

	Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.

	#jira

Change 3751813 by Ben.Marsh

	Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.

	#jira

Change 3750413 by Ben.Zeigler

	Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
	Fix issue where refreshing tags for asset registry would do a very slow array delete/add
	Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally


Change 3750014 by Lina.Halper

	- duplicate change from following changelists

	CL 3669273 - delete all tracks option
	- allow to opt out on bone track importing
	- fixed pose preview for fullbody to select weights that has pose from asset.

	CL 3672170 Remove track support for Animation Blueprint Library

	This is required for facial pose retargeting


Change 3749714 by Brian.Bekich

	Back out changelist 3748287

	#jira FORT-60125


Change 3749377 by Robert.Manuszewski

	Improved log formatting for reporting deterministic cook issues.

	#jira FORT-59919

Change 3749360 by Robert.Manuszewski

	Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.

	#jira FORT-59919

Change 3748746 by Hongyi.Yu

	Fixed compiling error in Automation project

	#jira FORT-59621

Change 3748530 by Mike.Fricker

	Fixed non-determinism of landscape grass across platforms/compilers

	This causes bushes to be located in different places depending on what platform you were playing on.

	1)  Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows.  Fixed this bug.

	2)  Strings used for foliage CRCs could use different character sizes on different platforms.  Now we always use ANSI.

	3)  Strings used for CRCs could have possibly have different case.  Now forced lowercase.

	#jira FORT-60109

Change 3748471 by Zak.Middleton

	Added stats to NetDriver TickFlush and stats gathering within that function.


Change 3748287 by Brian.Bekich

	Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
	Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
	FInBunch defaults to prior behavior if cvar is 0
	UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
	Check for path name serialization error before tryng to read checksum

	#jira FORT-57974


Change 3747980 by Bart.Hawthorne

	In Oodle, only generate and write dictionaries on Windows, Mac, and Linux


Change 3747642 by Gil.Gribb

	Fix CIS


Change 3747635 by Zak.Middleton

	Avoid string alloc on every ServerMove() call on the server.


Change 3747560 by Gil.Gribb

	UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.


Change 3747548 by Gil.Gribb

	UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.


Change 3747544 by Bart.Hawthorne

	When detecting if Oodle is installed, use the newest version instad of the oldest one.


Change 3746440 by Robert.Manuszewski

	Dterministic cook issues reporting improvements

	- Huge performance improvements
	- Added new metric to the summary: NumberOfDifferencesInPackages
	- Diff stats have their own section now (Package.Diff)
	- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
	- Callstacks are no longer logged with instruction addresses
	- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
	- Callstacks, Serialized Object and Serialized Property are now indented
	- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
	- Replaced \r\n with \n in the callstack log to make it work better with EC

	#jira FORT-59919


Change 3746426 by Gil.Gribb

	UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.


Change 3746348 by Mike.Fricker

	Added new CVars to toggle level streaming behavior
	- No effective change to engine yet.  The defaults values enable the same default behavior.
	- New CVar:  "s.ForceGCAfterLevelStreamedOut"   (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
	- New CVar:  "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge"  (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
	- New CVar:  "s.AllowLevelRequestsWhileAsyncLoadingInMatch"  (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)


Change 3746127 by Gil.Gribb

	UE4 - Slight tweak to more agressively batch occlusion queries.


Change 3746111 by Cecil.McRae


Change 3745681 by Bob.Tellez

	#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)


Change 3745631 by Matt.Kuhlenschmidt

	Fix details panel crash after compiling blueprints that have edit conditon properties


Change 3744544 by Gil.Gribb

	UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.

	#jira FORT-59879


Change 3744419 by Matt.Kuhlenschmidt

	Fix opening color picker causing values to change.  Was due to conversion between srgb and linear color.


Change 3744270 by Ben.Marsh

	Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).

	#jira FORT-59919

Change 3743621 by Guillaume.Abadie

	Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.

	#jira UE-51569


Change 3743403 by Gil.Gribb

	UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)


Change 3743392 by Gil.Gribb

	Merged IO fixed from //UE4 (CL 3641155)


Change 3743376 by Gil.Gribb

	UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.


Change 3743372 by Gil.Gribb

	UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.


Change 3743030 by Bob.Tellez

	#UE4 Revert some code the was accidentally merged to UE4Main

	#jira UE-52032

Change 3742611 by Josh.Markiewicz

	#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called

	#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)

Change 3742187 by Nick.Darnell

	Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application.  Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.


Change 3742053 by Michael.Trepka

	Copy of CL 3713881

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3742050 by Michael.Trepka

	Copy of CL 3711085

	Reenabled UBT makefiles on Mac


Change 3741924 by Josh.Markiewicz

	#UE4 - delete EpicSurvey module
	- working toward engine/plugins/online removal from game branch

Change 3741865 by Nick.Darnell

	UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.


Change 3741442 by Ryan.Gerleve

	Fix initialization order warnings


Change 3741370 by Ryan.Gerleve

	Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.



Change 3740914 by Peter.Knepley

	Restore player name obsfuscation



Change 3740828 by Marc.Audy

	Dynamically create FKey if the char code is unknown
	#jira FORT-59735


Change 3740811 by Ben.Marsh

	UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.

	#jira

Change 3740328 by Bob.Tellez

	#UE4 Fix FullLoadAndSave cook method


Change 3740327 by Bob.Tellez

	#UE4 Minor movie scene cooking improvements


Change 3740280 by Bob.Tellez

	#UE4 Fix shipping config CIS


Change 3740232 by Bob.Tellez

	#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.


Change 3740209 by Nick.Darnell

	UMG - Finishing the ability to add a "Custom" method for Navigation.  Currently the editor implementation leaves me wanting, but it works for now.  You can put the name of a function to call (needs to match a signature that returns a UWidget).


Change 3740207 by Nick.Darnell

	Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods.  Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.


Change 3740189 by Bob.Tellez

	#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus



Change 3740171 by Marc.Audy

	Fix merge issue causing compile error for AutomationTool


Change 3739270 by Ben.Woodhouse

	Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread

	#jira FORT-56961

Change 3739244 by Ben.Woodhouse

	-statunit commandline option

Change 3738920 by peter.knepley

	Fix issue where simulated proxies had bad crouch state when re-entering relevancy


Change 3738904 by Gil.Gribb

	UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.


Change 3738378 by Ori.Cohen

	Added better profiling for scene query hitches



Change 3736984 by Ben.Woodhouse

	Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
	#jira FORT-56700

Change 3736754 by Zak.Middleton

	Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.



Change 3736282 by Hongyi.Yu

	Don't check target file while doing iterative shared prebuild cooking.

	#jira FORT-58911

Change 3736109 by Michael.Trepka

	Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.

	#jira FORT-55309

Change 3735765 by Ben.Woodhouse

	Fix GTSynctype logic when vsync is disabled. This was breaking profiling


Change 3734436 by Marcus.Wassmer

	More reliable Aftermath data.

	#jira FORT-45518

Change 3734103 by Bob.Tellez

	#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs


Change 3733985 by Saul.Abreu

	#jira FORT-58816

	"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
	Needed to workaround an issue with guillemets (weird arrow quotes).

Change 3733922 by Brian.Bekich

	Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
	Check for path name serialization error before tryng to read checksum

	#jira FORT-57974


Change 3733850 by Max.Chen

	Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.

	#jira FORT-56092


Change 3733299 by Ethan.Geller

	#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.

Change 3732907 by Gil.Gribb

	UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.


Change 3732728 by Robert.Manuszewski

	Fixing a crash when dumping stats with massive callstacks

	#jira FORT-58901

Change 3732438 by Marc.Audy

	When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
	#jira FORT-56997


Change 3730413 by Lukasz.Furman

	fixed PlayerName encryption key
	#jira FORT-59066

Change 3729588 by Bob.Tellez

	#UE4 Only calling FixupData on load. Fixes crash during parallel saving.


Change 3729475 by Marc.Audy

	Fix missing ;


Change 3729444 by Marc.Audy

	Fix cases where GetWorld() being called multiple times per function


Change 3729143 by Hongyi.Yu

	Added support to extract pak files to mount point.
	- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()

	#jira FORT-58635

Change 3728981 by Nick.Darnell

	Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.


Change 3728838 by Zak.Middleton

	Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.


Change 3728604 by Jian.Ru

	Submit one render command rather than many in FScene::UpdateParameterCollections


Change 3728434 by Marc.Audy

	PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.


Change 3728427 by Gil.Gribb

	UE4 - reduce stat overhead when not collecting stats.


Change 3728197 by Marc.Audy

	Properly call post significance on initial registration if the post significance type is sequential


Change 3726266 by Gil.Gribb

	UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.


Change 3724501 by Marc.Audy

	Fix initialization order


Change 3724411 by Ben.Woodhouse

	Point light shadow rendering optimization - Made per-triangle culling take Z into account.

	In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.

	On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.

	On PS4, GPU cost went from 2.3 to 1.9ms.

	#jira FORT-58921


Change 3724367 by Chad.Garyet

	Downgrading lock warning about still waiting to a message instead of a warning.

Change 3723903 by Max.Preussner

	MediaAssets: Merged workaround for uninitialized media sound waves from 4.17

	#jira FORT-57260


Change 3723134 by Lukasz.Furman

	added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation

Change 3722955 by Jian.Ru

	Fix a compilation warning
	#jira FORT-58749

Change 3722667 by Luke.Thatcher

	 [BUILD] [!] Fix PGO failures on build machines.
	 - The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
	 - Failure to reserve a device should not be fatal.

	#jira FORT-58001

Change 3722291 by Lukasz.Furman

	restored public access to PlayerName for now, current code will be going through accessor


Change 3721012 by Alicia.Cano

	chunk title file generation
	#jira FORT-53605

Change 3720961 by Marcus.Wassmer

	Fix bad UVDensities on objects causing texture streaming to fail.  Better fix will come with the engine merge.

	#jira FORT-58240


Change 3719318 by Lukasz.Furman

	replaced old branch name assertions

Change 3719047 by Lukasz.Furman

	added branch name assertion to core headers to avoid duplicating it

Change 3718499 by peter.knepley

	Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.


Change 3716965 by Alicia.Cano

	No sound was playing for Android.
	#jira FORT-58302

	#android

Change 3715746 by Ben.Marsh

	Hide Arxan warnings about PDB files not being present.

	#jira

Change 3715172 by Bob.Tellez

	#UE4 FullLoadAndSave now does SavePackage in parallel.


Change 3715055 by Bob.Tellez

	#UE4 Fix to actually use the precached streaming audio DDC data when cooking.


Change 3714130 by Bob.Tellez

	#UE4 Core changes to allow SavePackage to be done concurrently


Change 3714099 by Bob.Tellez

	#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions


Change 3713145 by Ben.Marsh

	Disable an Arxan warning in EC.

	#jira FORT-56926

Change 3712904 by Ben.Woodhouse

	Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)


Change 3712693 by Ben.Woodhouse

	Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.

	#jira FORT-58409


Change 3712544 by Ben.Woodhouse

	add missing skylight diffuse gpu stat

Change 3712515 by Ben.Woodhouse

	CSV profiler GPU and pre-declared stat support
	- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
	- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
	- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations

	Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats


Change 3712297 by Mike.Fricker

	Fixed huge client hitch when applying changes to in-game options
	- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed.  Now, it only re-registers components if the value changes on the fly.  (e.g. when turning Shadows off or on PC)
	#jira FORT-57661


Change 3711501 by Ben.Marsh

	Fix build failure on Linux.

	#jira

Change 3710962 by David.Ratti

	Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE


Change 3710602 by Marc.Audy

	Only create MIDs as a child of the calling object if construction script is running


Change 3710421 by Ben.Woodhouse

	Bring over a couple of XB1 rendering fixes from 4.18

	3692692: Integrate XB1 translucent lighting fix

	3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache

	#jira UE-49416


Change 3710338 by Marc.Audy

	Fix Json <-> Property converter to handle maps with struct keys
	Merged from CL# 3521195
	#jira UE-46616

Change 3710226 by Bob.Tellez

	#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit


Change 3709046 by andrew.grant

	Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds

	#jira FORT-57180

Change 3709040 by andrew.grant

	Fixed issue where this could fail if a messagebox was spawned early during initialization


Change 3708830 by Bob.Tellez

	#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"

	#jira FORT-57833

Change 3708826 by Bob.Tellez

	#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.


Change 3707905 by Ori.Cohen

	Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization

	#jira UE-51485


Change 3706450 by Chris.Bunner

	Removing illegal material set on decal component in GameplayStatics.
	Set a related JIRA, this doesn't actually fix the issue but contributes.

	#jira FORT-51597

Change 3706223 by Marc.Audy

	Shrink UPackage class size substantially

Change 3706221 by Marc.Audy

	Store CustomVersions in array rather than set

Change 3705798 by Bob.Tellez

	#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.



Change 3705613 by Uriel.Doyon

	Texture streaming integration from Main.

	#jira FORT-57376

Change 3705137 by Michael.Trepka

	Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined

	#jira FORT-55309

Change 3704310 by Marcus.Wassmer

	fix d3ddebug error with shadowcasting pointlights
	also suppress spammy d3ddebug data about texture debug names

	#jira FORT-58063

Change 3703477 by Marc.Audy

	Minor tweak to keep Padding on one cache line.


Change 3703449 by Michael.Trepka

	Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy

	#jira FORT-55309

Change 3703217 by Marcus.Wassmer

	Update PS signatures to match VS.  Fixes crashes when running witih -d3ddebug which we need to catch real problems
	#jira FORT-58021


Change 3702926 by Aaron.Eady

	#JIRA na
	Engine Code Improvements (that this project doesn't have yet);

	Added engine code for drawing a debug 2D box.
	Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.

	-- Code --
	DrawDebugHelpers:
	DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.

	RemoteConfigIni:
	SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.

Change 3701976 by Michael.Noland

	Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
	- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
	- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
	- Now shows each function as a separate button, placed in the category associated with the function
	- The button strip entry is now searchable by function name or tooltip
	- Prevented operating on functions that have parameters or return values, which would crash before
	- Removed the duplicate copies of properties placed in the Blutility section
	- Added a scoped transaction around CallInEditor execution
	- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)

	Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components

	Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main

Change 3700836 by Bob.Tellez

	Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).

	For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
	-ParamA="-ParamB=Value"

	#jira FORT-57833

Change 3700821 by Bob.Tellez

	Merging CL#3461205 from //UE4/Dev-Core

	Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
	#jira UE-33790

Change 3699584 by Chad.Garyet

	Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
	#jira FORT-0

Change 3698692 by Aaron.McLeran

	#jira FORT-57582 crash in sound mix state code
	- Removed the assert as it looks like that state is now possible.

Change 3698411 by Bob.Tellez

	#UE4 One last correctness fix for when to not save generated base ini files.

	#jira FORT-57315

Change 3698390 by Bob.Tellez

	#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)

	#JIRA FORT-57315

Change 3698369 by Bob.Tellez

	#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config


Change 3698352 by Bob.Tellez

	#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds

	#jira FORT-57315

Change 3698341 by Bob.Tellez

	#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.

	#JIRA FORT-57315

Change 3697553 by Nick.Darnell

	Slate - When setting the content of an SBox it should always invalidate.


Change 3697330 by Bart.Hawthorne

	APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.

	#jira FORT-57099
	#tests ran 100 player bot match

Change 3695578 by Bob.Tellez

	#UE4 Fix Win32


Change 3695508 by Eric.Newman

	Tweaked LogInit logging to clarify when the command line is being filtered
	* Encountered this red herring when evaluating crash logs

	#jira FORT-55839
	#tests ran shipping & debug client builds, and editor game build

Change 3694898 by Michael.Trepka

	Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361

	#jira FORT-57121

Change 3694655 by David.Ratti

	Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).

	#JIRA FORT-57298

Change 3694491 by Ben.Woodhouse

	Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)

	#jira FORT-57376

Change 3693609 by Ryan.Gerleve

	Back out CL 3689050 since it was likely causing a crash.

	#jira FORT-57298

Change 3693327 by Aaron.McLeran

	#jira FORT-57416 Fixing PS4 cook.

	Making sure zero pad bytes stays positive without a check.

Change 3693136 by David.Ratti

	fix clang warning

Change 3692703 by Thomas.Sarkanen

	Fix CIS warning on PS4/Linux


Change 3692589 by Thomas.Sarkanen

	Moved exposed value handler bound function initialization to CDO postload

	This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances

	#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
	#tests PIE PvE, 20-bot BR game on PC/PS4.

Change 3692552 by Alex.Delesky


Change 3692495 by Bart.Hawthorne

	Fix build


Change 3692488 by Bart.Hawthorne

	Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.

	#jira FORT-57104
	#tests played 100 player bot match

Change 3691819 by Bob.Tellez

	#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.


Change 3691805 by Bob.Tellez

	#UE4 CIS fix


Change 3691784 by Bob.Tellez

	#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds


Change 3691273 by Aaron.McLeran

	#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor

	Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.

Change 3691268 by Aaron.McLeran

	#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform

	Reducing log level

Change 3690547 by Ryan.Gerleve

	Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.

	#jira FORT-55763


Change 3690451 by Lukasz.Furman

	changed branch name testing in engine hacks to use case insensitive match

Change 3690270 by David.Ratti

	Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.

	#jira FORT-57156

Change 3690227 by David.Ratti

	Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.

	This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.

	#jira FORT-57156

Change 3690184 by David.Ratti

	Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.

	#jira FORT-57156

Change 3689805 by Peter.Knepley

	Make ConditionalInitAxisProperties protected instead of private

	#jira FORT-56414


Change 3689789 by Marcus.Wassmer

	Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding

	#jira FORT-56792

Change 3689702 by Peter.Knepley

	Allow games to have a custom MassageAxisInput function

	#jira FORT-56414

Change 3689687 by Bob.Tellez

	#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing


Change 3689655 by Peter.Knepley

	Make SmoothMouse virtual so games can have their own smoothing

	#jira FORT-56417

Change 3689499 by Bart.Hawthorne

	Fix Linux CIS warnings


Change 3689397 by Bart.Hawthorne

	Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time

Change 3689056 by Lukasz.Furman

	3rd attempt for branch name checking in engine code hacks

Change 3689050 by David.Ratti

	First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.

	Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.

	#jira FORT-57156

Change 3688972 by Bob.Tellez

	#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED


Change 3688864 by Ryan.Gerleve

	Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.

	#jira FORT-56553

Change 3687654 by Bob.Tellez

	#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.


Change 3686615 by Lukasz.Furman

	Back out changelist 3686610

Change 3686592 by Matt.Kuhlenschmidt

	Gave the CL description in the source control submit window more room


Change 3686020 by Ben.Marsh

	Remove debug code that prints to logs while building.

	#jira FORT-56923

Change 3684414 by Peter.Knepley

	Back out changelist 3678336

	#jira FORT-56512

Change 3683894 by Gil.Gribb

	UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.


Change 3683686 by peter.knepley

	Raise MTU from 512 to 1024

	#jira FORT-56756

Change 3683343 by Rob.Cannaday

	Fixes insert disk popup
	#jira FORT-56500

Change 3683156 by Peter.Knepley

	Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time


Change 3682234 by Guillaume.Abadie

	Cherrypick TAA refactor 3512696 and TAA fix 3668108

	#jira FORT-56303

Change 3681494 by Bob.Tellez

	#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave


Change 3681342 by Bob.Tellez

	#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory


Change 3681014 by Yenal.Kal

	#jira FORT-56209
	#jira FORT-56272

	Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.

	This was happening because we were broadcasting the event before we decrement the active count.

Change 3680739 by Michael.Trepka

	Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values

	#jira FORT-56425

Change 3679237 by Bob.Tellez

	#UE4 Remove some debug logging


Change 3679187 by Bob.Tellez

	#UE4 Dramatically imrpove speed of writing cookloadorder log file


Change 3678926 by Bob.Tellez

	#UE4 Minor savepackage speed improvements


Change 3678336 by Aaron.McLeran

	#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor

	Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.

Change 3676998 by Ben.Woodhouse

	Fix XGE shader compilation so it doesn't crash randomly


Change 3676606 by Ori.Cohen

	Update GC to be 61.1 to avoid heartbeat collision


Change 3676447 by Ori.Cohen

	Fix CIS warning


Change 3676286 by Max.Preussner

	Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)

	#jira FORT-56107

Change 3674591 by Ryan.Gerleve

	Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.

	#jira FORT-55802

Change 3674181 by Michael.Noland

	Framework: DLL export LogGameplayTags

Change 3674138 by Billy.Bramer

	#jira FORT-56138, FORT-56139

	- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes

Change 3672464 by Lukasz.Furman

	removed recast layers crash tracking code

Change 3672153 by Daniel.Lamb

	Added some debugging code to help track down why shaders are hashing poorly.


Change 3671498 by Luke.Thatcher

	 [~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
	 - Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
	 - The game thread will naturally resync with the vsync when we return to being in budget.

	#jira FORT-55842

Change 3671079 by Ryan.Gerleve

	Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.

	#jira FORT-55763


Change 3670487 by Zak.Middleton

	Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.

	#jira FORT-55999

Change 3670351 by Zak.Middleton

	Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.

	#jira FORT-55999

Change 3670344 by Josh.Markiewicz

	#UE4 - more verbose logging for SetExpectedClientLoginMsgType


Change 3670323 by Wes.Hunt

	Fix for dedicated servers not flushing events in a timely manner.
	#jira FORT-56015

	Doh, using GFrameNumber was NOT a good idea on servers... :-/

Change 3669817 by Zak.Middleton

	Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.

	#jira FORT-55999

Change 3668416 by Michael.Noland

	Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
	#jira FORT-55887

Change 3668411 by Olaf.Piesche

	Always cache depth collision particle shader

	#jira FORT-51307

Change 3668361 by Aaron.McLeran

	#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.

Change 3667892 by Rob.Cannaday

	libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
	#jira FORT-55917
	Touch LwsWebSocket.cpp to ensure the module gets built with the new libs

Change 3667308 by Uriel.Doyon

	Postponed the release of IO requests when canceling mip updates to prevent threading issue.

	#jira FORT-54491

Change 3666835 by Lukasz.Furman

	fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
	#jira UE-50370

Change 3665374 by Mike.Fricker

	Fixed server crashing after hotfixes have re-imported curve table data
	- The hotfix system is capable of replacing the content of a UCurveTable on the fly
	- If any systems had references to inner curves on that curve table, they would become invalid
	- This needs to be fixed in 1.6.4 (tonight) and also in 1.7

	#jira FORT-55792

Change 3665063 by Daniel.Broder

	Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.

	Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.

	Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.


	Michael, I'm Reviewing you on this fix since you brought this change over from Framework.  And Marc because you reviewed him on that change.

	#UE4 #NoReleaseNotes #RNX

Change 3664948 by Lukasz.Furman

	reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
	#jira FORT-51111


Change 3664916 by John.Abercrombie

	Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
	- Been testing with this for a while now
	- This change makes particle effects show up on the current frame's pose for skel meshes as well

	Removed my StopAllMontagesByGroupName temp hack

	CL 3383318
	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.

	CL 3388506

	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.

	#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName

Change 3780616 by Gil.Gribb

	Fixed and reenabled r.DelaySceneRenderCompletion

Change 3778979 by Gil.Gribb

	UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.

Change 3778200 by Nick.Darnell

	UMG - Making it possible to cancel delays and all animations on widgets.  Useful when destroying a widget and needing to stop any async state.

Change 3777612 by Zak.Middleton

	Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
	Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).

Change 3774338 by Ben.Woodhouse

	Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
	Saves up to a millsecond of frame time in CPU-bound scenarios

Change 3773462 by Gil.Gribb

	UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.

Change 3771375 by Hongyi.Yu

	Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.

Change 3771368 by Ben.Zeigler

	#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.

Change 3771173 by Seth.Weedin

	Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.

Change 3768811 by Ori.Cohen

	Change animation scale collision code so that it uses the physics asset.

Change 3768148 by Brian.Bekich

	Fix muting being unable to find remote player controller

Change 3768117 by Ori.Cohen

	Prevent pawn collision from updating during animation

Change 3766554 by Gil.Gribb

	UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.

Change 3766427 by Nick.Darnell

	Slate - Finally adding Opacity to SWidget.  Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.

Change 3761682 by nick.darnell

	Athena - Introducing a way to interrupt the request to scroll and item into view.  In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.

Change 3761416 by Ben.Zeigler

	#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
	Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
	Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
	Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful

Change 3750998 by Ethan.Geller

	#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.

Change 3749540 by Marc.Audy

	SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&

Change 3748102 by Marc.Audy

	Allow cheat cvars to work in Test builds by default
	Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files

Change 3744756 by Bart.Hawthorne

	Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.

Change 3741168 by Max.Preussner

	MediaUtils: Fixed movies not playing properly in Shipping builds

Change 3739256 by Jian.Ru

	Set distance field self-shadow bias without recreating all render states

Change 3730756 by Ben.Woodhouse

	HISM optimization:
	Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
	Change vert threshold to 2K.
	1-2ms renderthread win without impacting GPU when rendering point lights

Change 3724029 by Zak.Middleton

	Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).

Change 3723985 by Marc.Audy

	SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)

Change 3722910 by Jian.Ru

	Amortize shadow cache update caused by resolution change
	Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation

Change 3718247 by Yenal.Kal

	Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.

Change 3716343 by Jamie.Dale

	Adding Korean and Turkish to the localization automation


Change 3710534 by Uriel.Doyon

	Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
	This is used to cull irrelevant levels and reduce the async task number of iterations.
	The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.

	This requires to remove primitives with big UV density from the level data.
	Those primitives get moved to the dynamic lists.
	This is controlled by r.Streaming.MaxTextureUVDensity

Change 3707207 by David.Ratti

	Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.

	unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients

Change 3706272 by Thomas.Sarkanen

	Added utility/math functions to aid in optimizing anim blueprints

	Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
	Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.

Change 3706159 by David.Ratti

	PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update

Change 3692891 by David.Ratti

	Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.

Change 3691392 by Aaron.McLeran

	#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled

	- Fix log error in BulkData.cpp
	- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
	- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
	- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize

Change 3682683 by Zak.Middleton

	Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.

Change 3678771 by Ori.Cohen

	Added the ability to turn on stack walk during hitching vs lightweight stats

Change 3676363 by Ori.Cohen

	Added the ability to get callstacks as part of hitch detection

Change 3674877 by Keith.Judge

	Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.

Change 3672515 by Bob.Tellez

	Added code to play wind particle effects

Change 3670909 by Zak.Middleton

	Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).

[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00
Mike Beach
4578fc38d7 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3026763 on 2016/06/24 by Phillip.Kavan

	[UE-32259] Fix missing heat map coloration on pure nodes.

	change summary:
	- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.

	#jira UE-32259

Change 3026829 on 2016/06/24 by Mike.Beach

	Mirroring CL 3025832 from Release-4.12

	Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.

	#jira UE-32356

Change 3026888 on 2016/06/24 by Mike.Beach

	PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)

Change 3027245 on 2016/06/24 by Phillip.Kavan

	[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).

	change summary:
	- added SProfilerStatExpander (from BenC)
	- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA

	#jira UEBP-180

Change 3027279 on 2016/06/24 by Ryan.Rauschkolb

	Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
	#jira UE-31148

Change 3027606 on 2016/06/25 by Dan.Oconnor

	Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)

Change 3028731 on 2016/06/27 by Ben.Cosh

	Minor change to the spacing around the new expander icons for the blueprint profiler.
	#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
	#Proj Kismet

Change 3028740 on 2016/06/27 by Ben.Cosh

	This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
	#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
	#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine

Change 3028844 on 2016/06/27 by Maciej.Mroz

	#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.

	Better way to find Placeholder classes in BlueprintNativeCodeGenModule.

Change 3029573 on 2016/06/27 by Ryan.Rauschkolb

	Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
	#jira UE-32211

Change 3030335 on 2016/06/28 by Maciej.Mroz

	#jira UE-30858 Nativized Orion - Some particle effects are not rendering

	List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
	Added SearchDynamicClassCues function in GameplayCueManager.cpp

Change 3030492 on 2016/06/28 by Ben.Cosh

	CIS Mac Build fix

Change 3030494 on 2016/06/28 by Ben.Cosh

	This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
	#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
	#Proj BlueprintProfiler, CoreUObject, Engine, Kismet

Change 3030612 on 2016/06/28 by Maciej.Mroz

	typo fixed

Change 3031461 on 2016/06/28 by Dan.Oconnor

	Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
	#jira UE-32553

Change 3031537 on 2016/06/28 by Ben.Cosh

	Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
	#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
	#Proj BlueprintProfiler

Change 3031556 on 2016/06/28 by Ben.Cosh

	This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
	#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
	#Proj BlueprintProfiler, Kismet

Change 3031588 on 2016/06/28 by Ryan.Rauschkolb

	Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
	#jira UE-31148

Change 3031887 on 2016/06/28 by Dan.Oconnor

	Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
	#jira UE-32604

Change 3031932 on 2016/06/28 by Dan.Oconnor

	Fix for major regression in pin value visibility
	#jira UE-32614

Change 3032568 on 2016/06/29 by Phillip.Kavan

	[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.

	change summary:
	- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
	- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
	- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)

	additional notes:
	- should also resolve UE-32558

	#jira UE-31681

Change 3032998 on 2016/06/29 by Dan.Oconnor

	Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
	#jira UE-32634

Change 3033448 on 2016/06/29 by Ryan.Rauschkolb

	Discard Return Nodes that have no outputs when collapsing to function
	#jira UE-23381

Change 3034407 on 2016/06/30 by Phillip.Kavan

	[UE-32675] Fix no-editor compile issue.

Change 3034691 on 2016/06/30 by Ryan.Rauschkolb

	Fixed issue where Macro nodes with ambiguous links could be collapsed into a function

Change 3034701 on 2016/06/30 by Ryan.Rauschkolb

	Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans

Change 3035093 on 2016/06/30 by Maciej.Mroz

	#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date

	Temporary fix.

Change 3035440 on 2016/07/01 by Maciej.Mroz

	#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...

	Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.

Change 3035442 on 2016/07/01 by Maciej.Mroz

	Added UDynamicClass::FindArchetype

	#jira UE-30667 Ground material in Agora incorrect in Nativized Orion

Change 3036233 on 2016/07/01 by Dan.Oconnor

	Proper handling of null pin references in compiler results logs

Change 3036541 on 2016/07/01 by Dan.Oconnor

	Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
	#jira UE-32645

Change 3036581 on 2016/07/02 by Dan.Oconnor

	Non-editor fix

Change 3036632 on 2016/07/02 by Maciej.Mroz

	Removed too strict check in BlueprintNativeCodeGenModule

Change 3036715 on 2016/07/02 by Maciej.Mroz

	#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property

	- Private bitfield can be used as LHS expression in generated code.
	- Refactoring. Introduced ENativizedTermUsage.

Change 3037014 on 2016/07/04 by Maciej.Mroz

	#jira UE-32729 Orion failing to package for PS4 with Nativization

	Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.

Change 3037300 on 2016/07/05 by Maciej.Mroz

	#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend

Change 3037303 on 2016/07/05 by Maciej.Mroz

	#jira UE-31756
	Nativization - fixed hardcoded string.

Change 3037307 on 2016/07/05 by Maciej.Mroz

	AutomationTool:
	Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.

	Paths to nativized BP plugin is stored in a map.

Change 3037712 on 2016/07/05 by Mike.Beach

	Adding a non-const version of MultiFindPointer() for TMultiMap.

Change 3037790 on 2016/07/05 by Mike.Beach

	Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.

	#jira UE-32693

Change 3038014 on 2016/07/05 by Ben.Cosh

	Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
	#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
	#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd

Change 3038533 on 2016/07/05 by Mike.Beach

	PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)

Change 3038608 on 2016/07/05 by Dan.Oconnor

	Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
	#jira FORT-26495

Change 3038770 on 2016/07/05 by Dan.Oconnor

	Hiding  TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
	#jira UE-31935

Change 3038841 on 2016/07/05 by Dan.Oconnor

	Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
	#jira UE-31115

Change 3039179 on 2016/07/06 by Maciej.Mroz

	#jira UE-31987 Editor crashes when transforming actor after applying instances changes

	Selected (in Level editor) instance components are still selected after they are converted to regular components.

Change 3039216 on 2016/07/06 by Maciej.Mroz

	#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]

	FIxed unsafe code.

Change 3040046 on 2016/07/06 by Ben.Cosh

	This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
	#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
	#Proj BlueprintProfiler

Change 3040061 on 2016/07/06 by Ben.Cosh

	fix for bad unshelve before submit in CL 3040046

	- Phillip already reviewed this version of the file and not what was actually submitted.

Change 3040346 on 2016/07/06 by Maciej.Mroz

	#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings

	Fix(?)  for warning C28182

Change 3040349 on 2016/07/06 by Dan.Oconnor

	Updating test data

Change 3040473 on 2016/07/06 by Dan.Oconnor

	Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200

Change 3040536 on 2016/07/06 by Dan.Oconnor

	Call to APITestFunction

Change 3040565 on 2016/07/06 by Dan.Oconnor

	Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.

Change 3040603 on 2016/07/06 by Dan.Oconnor

	PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)

	#jira UE-32497

Change 3040798 on 2016/07/07 by Maciej.Mroz

	Fixed warning C6011: Dereferencing NULL pointer 'Object'.
	Added some comments.

	#jira UE-32840

Change 3041185 on 2016/07/07 by Ben.Cosh

	This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
	#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
	#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
	#Proj BlueprintProfiler, Kismet

	Notes:

	This attempts to continue to address fall out from CL 3040046 to improve stability.
	Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
	between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
	to locate critical path nodes using a new node search system making use of these child function contexts.

	CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
	The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
	non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.

Change 3041603 on 2016/07/07 by Dan.Oconnor

	Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
	#jira UE-31639

Change 3042058 on 2016/07/07 by Dan.Oconnor

	Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
	#jira UE-32769

Change 3042468 on 2016/07/08 by Maciej.Mroz

	#jira UE-32882, UE-32887

	Fixed Crash in UHT.
	Fixed "Ambiguous search" error, when delegate has owner class declared.

Change 3042739 on 2016/07/08 by Maciej.Mroz

	Nativization. Included headers for native subobjects.

Change 3042747 on 2016/07/08 by Maciej.Mroz

	Minor changes in Orion code, necessary to compile the project with nativized Blueprints

Change 3042758 on 2016/07/08 by Maciej.Mroz

	"OrionGame.h" is included in NativizedAssets module.

[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
Mike Beach
a9cb932f24 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2884592 on 2016/02/27 by Maciej.Mroz

	Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports

	#codereview Robert.Manuszewski

Change 2884607 on 2016/02/27 by Maciej.Mroz

	CDO of DynamicClass is postponed as a regular CDO creation.

	This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.

	#codereview Robert.Manuszewski, Mike.Beach

Change 2885915 on 2016/02/29 by Michael.Schoell

	Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.

	UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.

	Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.

	#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly

Change 2887269 on 2016/03/01 by Maciej.Mroz

	Fixes related to DisregardForGC:
	- merged 2885687 from Dev-Core branch
	- ensure CDO of newly added class is created in CloseDisregardForGC

Change 2887273 on 2016/03/01 by Maciej.Mroz

	GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();

Change 2892502 on 2016/03/03 by Maciej.Mroz

	More descriptive ensures.

Change 2892509 on 2016/03/03 by Maciej.Mroz

	Minor changes in Orion code, necessary to compile the project with nativized Blueprints

	#codereview David.Ratti

Change 2892513 on 2016/03/03 by Maciej.Mroz

	Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.

Change 2894347 on 2016/03/04 by Michael.Schoell

	Fixed crash with the Array Item Get node in the disassembler.

	#jira UE-27734 - Error in TeamLobby

Change 2895311 on 2016/03/04 by Michael.Schoell

	Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).

	#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
	PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)

Change 2896714 on 2016/03/07 by Ben.Cosh

	Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
	#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
	#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject

	#codereview Phillip.Kavan

Change 2897335 on 2016/03/07 by Dan.Oconnor

	Unshelved from pending changelist '2889006':

	We now copy UObjects that are assigned to Instance properties via  UObjectPropertyBase::ImportText_Internal

	#jira UE-26310

Change 2899151 on 2016/03/08 by Phillip.Kavan

	[UEBP-112] BP profiler - pure node timings

	change summary:
	- first-pass revisions for tracking/visualizing pure node execution timings while profiling
	- trace path debugging support (default: off)

	#codereview Ben.Cosh

Change 2901763 on 2016/03/09 by Michael.Schoell

	Can undo/redo nodes added using shortcuts.

	Also fixed issue with macro nodes added using shortcuts not being selected.

	#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts

Change 2902762 on 2016/03/10 by Phillip.Kavan

	[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.

	change summary:
	- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.

	#codereview Ben.Cosh

Change 2907961 on 2016/03/14 by Maciej.Mroz

	#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
	Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool

Change 2908013 on 2016/03/14 by Maciej.Mroz

	EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
	Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.

	#codereview Robert.Manuszewski, Steve.Robb

Change 2908033 on 2016/03/14 by Maciej.Mroz

	Various fixes and improvements related to initialization sequence of converted Dynamic Classes.

[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Mike Beach
ac76fbc5e3 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2781504 on 2015/11/25 by Mike.Beach

	Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.

	#jira UE-23371
	#codereview Dan.OConnor

Change 2781513 on 2015/11/25 by Michael.Schoell

	Find-in-Blueprints optimized gathering.

	Size of data has shrunk in the Asset Registry by up to one fifth the old size!

	Performance moderately improved.

	Load and save times of Blueprints increased, less redundant gathering of searchable data.

	#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data

Change 2781517 on 2015/11/25 by Michael.Schoell

	Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.

	#jira UE-23136 - Remove Item Node Removes All Objects in an Array

Change 2781804 on 2015/11/26 by Maciej.Mroz

	Changed ConformImplementedEvents.

	#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking

	#codereview Phillip.Kavan, Mike.Beach

Change 2781821 on 2015/11/26 by Ben.Cosh

	This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
	#UEBP-66 - Blueprint debug keymappings
	#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
	#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
	#Branch UE4
	#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate

	reviewedby chris.wood

Change 2781861 on 2015/11/26 by Maciej.Mroz

	UE-23626 Converted tower defense game - you cannot click to place towers

	CodeGenerator generates overriden exported names for events and functions.

	#codereview Dan.Oconnor, Steve.Robb

Change 2782798 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).

	#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build

	#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor

Change 2782881 on 2015/11/30 by Michael.Schoell

	Fixed ensure when promoting function graphs from interfaces during interface removal.

	#jira UE-23717 - Ensure removing an implemented interface when transfering functions

Change 2783041 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: All variables from Event Graph are listed as class properties.

	#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window

	#codereview Mike.Beach, Dan.Oconnor

Change 2783080 on 2015/11/30 by Michael.Schoell

	Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.

	Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.

	All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.

	Duplicating graphs will correct names of objects in child Blueprints.

	Function overrides of interfaces expected as an event can be deleted.

	Duplicating graphs while in PIE is no longer possible.

	When removing an interface, the operation can now be canceled.

	#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

Change 2783338 on 2015/11/30 by Michael.Schoell

	New output pins on function result nodes will properly fill out with valid default values.

	All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.

	#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function

Change 2783742 on 2015/11/30 by Phillip.Kavan

	[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.

	change summary:
	- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects

Change 2784652 on 2015/12/01 by Ben.Cosh

	Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
	#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
	#Branch UE4
	#Proj Kismet

	#CodeReview Chris.Wood

Change 2784834 on 2015/12/01 by Michael.Schoell

	Added functions to convert from string to: Vector, Vector2D, Rotator, Color.

	#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
	PR #1795
2015-12-16 17:17:43 -05:00
Mike Beach
134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00