Commit Graph

36 Commits

Author SHA1 Message Date
Ryan Vance
7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00
jason bestimt
3d121a822b #CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance
Merge conflict.
jason.bestimt, please merge this change by hand.
More info at https://robomerge.epicgames.net#DEVVR

















































































































































































































































































































--------------------------------------
Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256)

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

Change 4447256 by Joe.Graf

	Added a video settings field to the debug menu so you can see your choice

	#jira: UE-65026, UE-65017

Change 4446451 by Matt.Kuhlenschmidt

	Fix inline edit conditions not supporting undo

	PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist)


	#jira UE-61432

Change 4446389 by Mieszko.Zielinski

	Fixed navmesh tiles AABB being calculated wrong for large agents #UE4

	#jira UE-65038

Change 4446171 by Matt.Kuhlenschmidt

	Fix crash resetting cascade distributions to default

	#jira UE-64458

Change 4446143 by Uriel.Doyon

	Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS

	#jira UE-64695

Change 4446071 by Jeff.Fisher

	Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh
	-Fixed run time material switching on MRMesh
	#jira UE-64942

	Files:
	//UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24
	//UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16

Change 4445939 by Joe.Conley

	#jira UE-54503 - Transparency for textures applied to the spectator screen for VR

	Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst).  It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node.

Change 4445917 by Matt.Kuhlenschmidt

	Guarad against crash when destroying asset view items

	#jira UE-61108

Change 4445911 by Matt.Kuhlenschmidt

	Guard against null objects in asset editors

	#jira UE-64499

Change 4445574 by Wyeth.Johnson

	Kill volume cleanup, helper function for cone, edge case on pendulum
	#jira none

Change 4445472 by Matt.Collins

	UE-64680

	The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now.
	In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count.

	#jira UE-64680

Change 4444917 by Bogdan.Vasilache

	UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering
	#jira UE-63963

Change 4444779 by andrew.porter

	QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls

	#jira UE-29618

Change 4444678 by Richard.Wallis

	Clone of Dev-Rendering CL 4444343:

	Fix for eyedropper in the Color Picker window not grabbing any color values on Mac.  Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code.

	#jira UE-53789

Change 4444677 by Lauren.Ridge

	Context menu opening cancels a rename
	#jira UE-64525

Change 4444321 by Michael.Dupuis

	#jira none: uncomment the lazy obj ptr warning as the integration is completed

Change 4444288 by Simon.Tourangeau

	BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing

	#jira UE-64607

Change 4444287 by JeanMichel.Dignard

	Copied 4442004 Daniel.Coelho

	Fix for being unable to trigger on variants from UMG blueprints

	#jira UE-64948

Change 4444105 by Mitchell.Wilson

	Saving assets to resolve UMeshDescription warnings
	#jira UE-64022

Change 4444080 by Ben.Marsh

	Fix path to Win64 DLLs when building DDC on Linux.

	#jira

Change 4444036 by Patrick.Boutot

	Fix crash when there are too many pending task in ImageWriteQueue.
	#jira UE-64991

Change 4443920 by Ben.Marsh

	Fix runtime dependencies not being enumerated for modules that aren't linked into a binary.

	#jira UE-65024

Change 4443889 by Ben.Marsh

	Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform.

	#jira UE-64975

Change 4443882 by Ben.Marsh

	Fix CIS compile error in UE4Game HTML5.

	#jira

Change 4443531 by Nick.Shin

	#jira UE-65015  HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported"

	this solution was based on: UE-48208

Change 4443358 by Joe.Graf

	Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped

	#jira: UE-65023

Change 4443217 by Dan.Oconnor

	Fixed crash after hitting stop when in-stack-debugging
	Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint

	#jira UE-64895, UE-65005, UE-65008

Change 4443200 by Max.Chen

	Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence.

	#jira UE-65020

Change 4443062 by Dan.Oconnor

	Fixed crash when undoing after deleting a function graph that has a math expression node

	#jira UE-62134

Change 4442903 by Lauren.Ridge

	Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant
	#jira UE-64421

Change 4442878 by Joe.Graf

	Disabled the clion ignore file generation on Windows since it isn't supported correctly there

	#jira: UE-64871

Change 4442840 by Max.Chen

	Control Rig: Fix crash tearing down sequencer object spawner

	#jira UE-65013

Change 4442810 by Ethan.Geller

	Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran

Change 4442769 by Brandon.Schaefer

	Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer

	#jira UE-64785
[at]Rolando.Caloca, [at]Arciel.Rekman

Change 4442758 by Dan.Oconnor

	"Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again
	#jira UE-65000

Change 4442729 by Uriel.Doyon

	Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load.
	This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture.

	#jira UE-64695

Change 4442724 by Max.Chen

	Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning

	#jira UE-64994

Change 4442519 by Marc.Audy

	Avoid broadcasting events that could result in invalidating the array we're iterating.
	#jira UE-64959

Change 4442460 by JeanMichel.Dignard

	Fixed crash with VRED importer
	- DataTable wasn't counting its changes properly resulting in a failed check.

	#jira UE-64982

Change 4442216 by Ethan.Geller

	Unshelved from pending changelist '4438353':

	Ensure const correctness in USoundWave cook processing.

Change 4442191 by Mitchell.Wilson

	Updating min ios version to resolve warnings.
	#jira UE-64815

Change 4442124 by Arciel.Rekman

	Another fix for lock up on starting without audio devices (UE-64506).

	#jira UE-64506

Change 4442006 by Ben.Marsh

	Fix debug info being included for Lumin binaries on Mac.

	#jira UE-65002

Change 4441939 by Ben.Marsh

	Fix inability to package Mac targets from Windows.

	#jira UE-64148

Change 4441374 by tim.gautier

	QAGame: Resaved Niagara assets.
	Rebuilt lighting / resaved TM-ShaderModels
	#jira UE-29618

Change 4441369 by Rolando.Caloca

	UE4.21 - hlslcc - Fix UAV getting removed

	#jira

Change 4441347 by Michael.Dupuis

	#jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result.

Change 4441132 by Dan.Oconnor

	Remove unused dtor

	#jira None

Change 4441108 by Dan.Oconnor

	Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap

	#jira UE-64971

Change 4441096 by tim.gautier

	Adding the VRMode_Ball asset for VRMode testing.
	#jira UE-29618

Change 4441093 by Ryan.Gerleve

	Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well.

	#Jira UE-63796, UE-64156

	#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48.

Change 4441065 by Ryan.Gerleve

	Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework.

	#Jira UE-64129

	#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37.

Change 4441052 by Ben.Zeigler

	#jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager
	It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class

Change 4441042 by Ryan.Gerleve

	Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore.

	#Jira: UE-63879

	#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09.

Change 4441005 by Ben.Zeigler

	#jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this

Change 4440944 by Ryan.Gerleve

	Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries.

	#Jira UE-63791

	#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29.

Change 4440912 by Ryan.Gerleve

	Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves.

	#Jira UE-63543

	#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39.

Change 4440861 by Ben.Zeigler

	#jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path

Change 4440850 by Michael.Dupuis

	#jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances

Change 4440514 by Ben.Marsh

	Add additional info to comment around optimization being disabled due to codegen bug.

	#jira

Change 4440501 by Ben.Zeigler

	#jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe

Change 4440479 by Rex.Hill

	Fix debug hud not rendering when swapping between PIE/SIE modes
	#jira UE-64704

Change 4440447 by Joe.Graf

	Rename/move AR samples

	#jira: UE-64944

Change 4440338 by Joe.Graf

	Cleaned up leftover files from the bad 4.20->Dev-VR merge

	#jira: UE-64957

Change 4440318 by Joe.Graf

	Fixed the bad asset merge that happened from 4.20 back to Dev-VR

	#jira: UE-64957

Change 4440237 by Ben.Zeigler

	#jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds

Change 4440157 by Mieszko.Zielinski

	Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4

	#jira UE-60987

Change 4440017 by Mitchell.Wilson

	Saving SunlightColorLUT in KiteDemo to resolve warnings.
	#jira UE-64744

Change 4439856 by Jurre.deBaare

	Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles.
	#fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes
	#jira UE-60607

Change 4439831 by Ben.Marsh

	Fix ClangEditor CIS warning.

	Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled.

	#jira

Change 4439828 by mason.seay

	Added variable to blueprint

	#jira UE-29618

Change 4439763 by Jurre.deBaare

	#jira UE-62048
	PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337)
	#fix slightly modifier fix

Change 4439731 by Joe.Graf

	Rename/move AR samples

	#jira: UE-64944

Change 4439715 by Cosmin.Sulea

	UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer)
	#jira UE-64937

Change 4439697 by Wyeth.Johnson

	Metadata errors and fixes
	#jira none

Change 4439658 by Michael.Dupuis

	#jira UE-63831: Added some guard to prevent the crash

Change 4439605 by Michael.Dupuis

	#jira UE-53944: Added some asserto help track what could be happening in this case

Change 4439516 by Ben.Marsh

	UBT: Set the permissions on directories containing scripts to be executed as part of remote builds.

	#jira UE-64860

Change 4439395 by Michael.Dupuis

	#jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances.

Change 4439197 by Michael.Dupuis

	#jira UE-63242
	#jira UE-63123:
	Integrate from Dev-Editor branch

Change 4439162 by Mieszko.Zielinski

	Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4

	#jira UE-62991

Change 4439106 by Cosmin.Sulea

	UE-64603 - Android Devices do not show up in device list for Device Output Log
	#jira UE-64603

Change 4438283 by Ben.Zeigler

	#jira UE-63825 Integrate pull request:
	PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG)

Change 4438242 by Ben.Zeigler

	Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh.
	Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata

Change 4438238 by Ben.Zeigler

	#jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code

Change 4438237 by Ben.Zeigler

	#jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode

Change 4438236 by Ben.Zeigler

	#jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent

Change 4438234 by Ben.Zeigler

	#jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect
	If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor
	They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr
	The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr

Change 4437969 by Michael.Lentine

	Fix gpu skin cache with multiple cloth sections.

	#jira ue-62951

Change 4437907 by Joe.Graf

	Rename/move AR samples

	#jira: UE-64944

Change 4437901 by Mikey.Boyd

	Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949.

	#jira UE-29618

Change 4437877 by Dan.Oconnor

	Guard against double-queuing in Macro BP gather phase

	#jira None

Change 4437615 by Sorin.Gradinaru

	UE-64624 App fails to open when packaged for Distribution - Android
	#jira UE-64624
	#Android
	#4.21

	As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation.

Change 4437541 by Andrew.Porter

	QAGame: Updating location of an animation so it can be visiblty in the sequence

	#jira UE-29618

Change 4437078 by Mitchell.Wilson

	Updating lerp tooltip based on updates by Sam Deiter.
	#jira UEDOC-8219

Change 4436943 by Bogdan.Vasilache

	UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working
	#jira UE-61698

Change 4436915 by Dan.Oconnor

	Remove debugging hook accidentally added in 4235135

	#jira None

Change 4436204 by Joe.Graf

	Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below

	#jira: UE-64932

Change 4435856 by Arciel.Rekman

	Fix CIS (UE-64925).

	#jira UE-64925

Change 4435811 by Mark.Satterthwaite

	Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS.

	#jira UE-64905

Change 4435783 by Brandon.Schaefer

	libvpx: Rebuild on centos7

	#jira UE-64887

Change 4435710 by Thomas.Sarkanen

	Fixed crash drag-dropping a variable onto a state machine

	#jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError()

Change 4435694 by Andrew.Grant

	Removed some stale Orion tests

	#jira UE-64857

Change 4435662 by Ben.Marsh

	Rework the way that custom icons are used on Windows.

	* For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step.
	* For content projects, the custom icon is set after packaging using the previous method.

	#jira UE-64527

Change 4435599 by Michael.Lentine

	Avoid crash with null materials

	#jira ue-64819

Change 4435596 by Michael.Lentine

	Account for the case where skeletal mesh doesn't exsit in the component body setup.

	#jira ue-63104

Change 4435563 by Brandon.Schaefer

	SDL2: Fix pointer barriers on resize/move and multimonitor

	Part of this change is from PR 5041 (thanks yaakuro)

	#jira UE-60461, UE-63372

Change 4435557 by Michael.Lentine

	Allow for non uniform scaling in some of the capsule functions.

	#jira ue-59651

Change 4435518 by Mitchell.Wilson

	Saving two assets to resolve empty engine version warnings in RemoteSessionApp
	#jira UE-64747

Change 4435416 by Robert.Manuszewski

	Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server

	#jira UE-64616

Change 4434780 by Uriel.Doyon

	Fixed Niagara proxy rendering in ES2 while the shaders are not available.

	#jira UE-64666

Change 4434758 by Joe.Graf

	Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods

	#jira: UE-64913

Change 4434757 by Joe.Graf

	Removed invalid plugins that were specified for the AR samples

	#jira: UE-64914

Change 4434497 by Joe.Graf

	Fixed incomplete merge of ARSharedWorld sample

	#jira:  UE-64673

Change 4434281 by Joe.Conley

	#jira UE-63793 - ARKit Crash with Session Type: Image

	Removing error logging since it's also getting logged higher up in the callstack.

Change 4434250 by Joe.Conley

	#jira UE-63793 - ARKit Crash with Session Type: Image

	Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running.

Change 4434173 by Aaron.McLeran

	Fix for audio device shutdown

	-- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5

	#jira UE-64619

Change 4434112 by Aaron.McLeran

	Bug fix pausability

	- Pausing sound while stopping can cause a crash when updating the sound

	#jira none

Change 4433986 by Michael.Lentine

	Avoid dereferencing null.

	#jira ue-63593

Change 4433954 by Michael.Lentine

	Use correct enable flag.

	#jira ue-64801

Change 4433867 by Uriel.Doyon

	Fixed integration issue from Niagara with "Collision Query" module

	#jira UE-64906

Change 4433779 by Dan.Oconnor

	Mirror 4379405 from Dev-Framework
	Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly

	#jira UE-64227

Change 4433771 by Dan.Oconnor

	Mirror 4365800 from Dev-Framework
	Avoid marking a blueprint as modified when the compiler renames a graph

	#jira UE-63942

Change 4433763 by Dan.Oconnor

	Mirror 4363197 from Dev-Framework
	Perform a placeholder resolve pass immediately after the CDO has been serialized

	#jira UE-62928

Change 4433716 by Chris.Bunner

	#author Bogdan.Vasilache
	Comitting shelf 4433043 for UE-64237.

	#jira UE-64237

Change 4433609 by Uriel.Doyon

	Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy.

	#jira UE-64898

Change 4433524 by zak.parrish

	Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen
	#JIRA UE-64681

Change 4433512 by Christina.TempelaarL

	Mirror 4373989 from Dev-Editor.
	Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor.
	#jira UE-63856

Change 4433328 by Chris.Babcock

	Fix ConfigRules.jar parsing for Linux line endings

	#jira UE-64892
	#ue4
	#android

Change 4433279 by Zachary.Wilson

	Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures.
	#jira UE-64659

Change 4433092 by Dan.Oconnor

	Fix missing include

	#jira None

Change 4433046 by Michael.Lentine

	Renamed command to relfect actual behavior.

	#jira ue-55368

Change 4433024 by Ben.Marsh

	PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist)


	#jira

Change 4432990 by Wyeth.Johnson

	Fixing issues related to particle mass and gravity
	#jira none

Change 4432979 by Uriel.Doyon

	Fixed DOF when enabling Pre-Exposure
	Added units to the intensity property of point, spot, rect, directional and sky lights.
	Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render.
	Fixed PixelInspector results being affected by pre-exposure.
	Added a pre-exposure output value to the PixelInspector.
	Moved ExposureCompensation to the Exposure tab in post-process settings.
	Changed max slider intensity for directional light to be in 120 000 lux
	Changed max slider intensity for sky light to be in 50 000 cd/m2
	Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless
	Moved light units to advanced display, now that the unit is embeded in the Intensity property
	Added Candela, Lux and CandelaPerMeterSquared units to the engine units
	Fixed meta data properties to support the "Units" keyword.

	#jira UE-64881

Change 4432953 by Chris.Gagnon

	CL 4356067 copied to Release-4.21
	#jira UE-63861

Change 4432934 by Chris.Gagnon

	CL 4399650 copied to Release-4.21
	#jira UE-64070

Change 4432913 by Dan.Oconnor

	Mirror 4363175 from Dev-Framework
	Reuse subobjects during archetype reinstancing path

	#jira UE-59135

Change 4432901 by Michael.Lentine

	Adding missing counter.

	#jira ue-59969

Change 4432895 by Dan.Oconnor

	Mirror 4344890 from Dev-Framework
	Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint
	#jira UE-54419, UE-63061

Change 4432805 by Uriel.Doyon

	Fixed error when compiling some Niagara GPU particles
	#jira UE-64885

Change 4432789 by Michael.Lentine

	Fix comments.

	#jira 58064

Change 4432766 by Ben.Marsh

	Fix issues with mismatched solution/project configurations.

	* Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration.
	* Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly.
	* Programs are now built in game and editor configurations.

	#jira UE-59288

Change 4432649 by Michael.Lentine

	Resize Temp instead of Out.

	#jira ue-62919

Change 4432540 by Chris.Bunner

	[Duplicating 4432262] - HLOD visibility state is now cleared when not in use.
	#jira UE-64432

Change 4431926 by Chad.Garyet

	Integrating changes from dev-build over to release-4.21
	- Add win64 host support to DDC Group Linux
	- Change project params split to remove empty entries
	- Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms
	#jira UE-62311

Change 4431602 by Simon.Therriault

	Merging MediaBundle fix

	#jira UE-64853

Change 4431481 by Brandon.Schaefer

	Linux: Break grabs and bring down pointer barreirs when we have crashed

	#jira UE-63981

[at]Arciel.Rekman

Change 4431456 by Jules.Blok

	Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes.

	#jira UE-64507

Change 4431310 by Robert.Manuszewski

	Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560.

	#jira UE-64844

Change 4431307 by Sorin.Gradinaru

	UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget

	#jira UE-64749
	#Android
	#iOS
	#4.21

	Moving SharedThis(this) out of the WB Window's constructor

Change 4431161 by Robert.Manuszewski

	Fixing CIS

	#jira none

Change 4431153 by Sorin.Gradinaru

	UE-63263 Startup movies are not playing on tvOS

	#jira UE-63263
	#4.21
	#tvOS

	Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS.
	Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards

Change 4430958 by Matt.Collins

	Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set.

	#jira UE-64369

Change 4430862 by Matt.Collins

	Turning GPU Command Buffer timing back on. Enables correct profiling.

	#jira UE-64841

Change 4430813 by Marcin.Undak

	Linux: fixed editor launch with no audio device

	#jira UE-64506

Change 4430783 by Ben.Marsh

	Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation.

	#jira UE-64684

Change 4430761 by Ben.Marsh

	Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time.

	#jira UE-63883

Change 4430445 by Chris.Gagnon

	Copy of CL 4416373
	Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously

	#jira None

Change 4430103 by Ben.Marsh

	Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable)

	#jira UE-64777

Change 4430050 by Ben.Marsh

	PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium)


	#jira UE-64781

Change 4430037 by Ben.Marsh

	UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory.

	#jira

Change 4430035 by Alexis.Matte

	Port a fix from cl: 4366690
	Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order.

	#jira UE-64028

Change 4429730 by Ryan.Vance

	#jira UEVR-1322

	Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering.
	This leaves the rendering infrastructure intact, but with no work to do.

Change 4429709 by Ryan.Vance

	#jira UE-64289

	Distortion correct mesh generation needs to happen on the render thread.

Change 4429690 by Ryan.Vance

	#jira UE-63538

	From 4.20.3 hotfix: 4333358
	Test render target texture size if available to ensure we don't do an extra upscale when not needed.
	The render target size is not updated when the backing render target texture is reallocated.

Change 4429671 by Ryan.Vance

	#jira UE-63333

	Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin.

Change 4429489 by Mitchell.Wilson

	Saving curve assets to resolve warnings.
	#jira UE-64744

Change 4429160 by Wyeth.Johnson

	First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates
	#jira none

Change 4429064 by Mitchell.Wilson

	Updating default iOS version to 10 in samples and templates
	#jira UE-64815

Change 4428944 by Michael.Trepka

	Fixed issues with cursor locking on window activation on Mac

	#jira UE-13768

Change 4428879 by Ben.Marsh

	Fix error generating dsyms on Mac through the remote toolchain.

	#jira UE-63883

Change 4428729 by Ben.Marsh

	Fix warning about missing expat libs when generating projects from installed build on Mac.

	#jira UE-64740

Change 4428710 by Dan.Oconnor

	When recompiling a blueprint macro library we now do a full compile of all dependent blueprints

	#jira UE-63284

Change 4428331 by frankie.dipietro

	Update TM-FocusPriority to utilize a looping Music file

	#jira UE-29618

Change 4428295 by Rex.Hill

	Fixed debug hud not drawing during simulate in editor
	#jira UE-64704

Change 4428255 by Zachary.Wilson

	Removing Bokeh and Gaussian DoF tests that were displaying a warning
	#jira UE-64659

Change 4428236 by Andrew.Rodham

	Sequencer: Fixed edge case where equvalent range bounds were not considered equal

	#jira UE-64742

Change 4428210 by zak.parrish

	#JIRA UE-64681

	Getting proper save reporting in place on AR Save Load

Change 4428146 by Ben.Marsh

	Fix CIS error.

	#jira

Change 4428046 by Chris.Babcock

	Fix bad merge

	#jira UE-64784
	#ue4
	#android

Change 4427865 by Ben.Marsh

	Add missing include causing CIS error.

	#jira

Change 4427846 by Ben.Marsh

	When we detect a hang and send an ensure crash report, include the callstack of the thread that hung.

	#jira UE-63982

Change 4427716 by Peter.Sauerbrei

	deprecate IOS 9
	#jira UE-64018

Change 4427575 by Cody.Albert

	Fixed ShooterGame best score logic

	#jira UE-64514

Change 4427537 by Frank.Fella

	Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems.
	#jira UE-64736

Change 4427273 by Stefan.Boberg

	PR #5123: Small typo in Engine.h (Contributed by Vatyx)


	#jira UE-64496

Change 4427126 by Simon.Tovey

	Merging from Dev-Niagara 4427076

	Fix for static analysis warnings.

	#jira UE-64717

Change 4427014 by Simon.Therriault

	Fix for MediaFrameworkUtilities plugin

	#jira UE-64774

Change 4426983 by Ben.Marsh

	Remove natvis file from UE4 project.

	#jira

Change 4426920 by Sorin.Gradinaru

	Unshelved from pending changelist '4398174':

	UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project

	#jira UE-54804
	#Android
	#4.21

	The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK.

	Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with:
	D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479]

Change 4426571 by Ben.Marsh

	Fix UAT compile error.

	#jira

Change 4426569 by Ben.Marsh

	UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space.

	#jira UE-64752

Change 4426529 by Ben.Marsh

	Various fixes/improvements to program plugins.

	* Runtime plugins are no longer loaded for every program (as was the case in 4.20)
	* If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is  "Program" or not.
	* The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load.
	* Restored support for the RuntimeAndProgram module type.
	* Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable.

	#jira UE-64247, UE-64595

Change 4426481 by Jeff.Fisher

	UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version
	-resaved
	#jira UE-64597

Change 4426400 by Ben.Marsh

	Fix extra blank line at the end of ManagedProcess output.

	#jira UE-64780

Change 4426398 by Arciel.Rekman

	Linux: fix ARM server build (UE-64775).

	#jira UE-64775

Change 4426126 by Dan.Oconnor

	Harden EdGraphPin serialization

	#jira UE-64500

Change 4426071 by Dan.Oconnor

	Added logging to Blueprint merge operation
	#jira UE-58891

Change 4426061 by Phillip.Kavan

	Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject.

	- Mirrored from //UE4/Dev-Framework (4413311).

	#jira UE-62514

Change 4426031 by Phillip.Kavan

	Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class.

	- Mirrored from //UE4/Dev-Framework (4365827).

	#jira UE-63757

Change 4425975 by Phillip.Kavan

	Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled.

	- Mirrored from 4371073.

	#jira UE-63647

Change 4425952 by Chris.Babcock

	Add notification channel for Android 26 compatibility

	#jira UE-62741
	#ue4
	#android

Change 4425916 by Dan.Oconnor

	Added logging to package reloading
	#jira UE-63834

Change 4425857 by Rolando.Caloca

	UE4.21 - FIx crash on html5

	#jira UE-64690

Change 4425808 by Jeff.Fisher

	Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems
	-Normals should not be world scaled.
	#jira UEVR-1333

	Files:
	//UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13

Change 4425722 by Rolando.Caloca

	UE4.21 - Android compile fix

	#jira

Change 4425408 by Phillip.Kavan

	Fix UBT warnings when building/packaging with Blueprint nativization enabled.

	- Mirrored from //UE4/Dev-Framework (4352144).

	#jira UE-62946, UE-63311

Change 4425238 by frankie.dipietro

	Update TM-FocusPriority so that tests may utilize 8 audio channels

	#jira UE-29618

Change 4425232 by Jamie.Dale

	Fixed crash when re-pointing an object referenced in Python

	#jira UE-64363

Change 4425194 by Phillip.Kavan

	Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class.

	- Mirrored from //UE4/Dev-Framework (4347635).

	#jira UE-63364

Change 4424786 by Brian.Zaugg

	Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10.

	#jira UE-51041, UE-59178

Change 4424584 by Ben.Marsh

	Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project.

	#jira UE-64733

Change 4424410 by Max.Chen

	Sequencer: Fix deprecation

	#jira UE-48190

Change 4424364 by Frank.Fella

	Niagara - Fix static analysis for SItemSelector.h - Preflight passed.
	#jira UE-64719

Change 4424291 by Shaun.Kime

	Volume texture work should not be pulled over from Dev-Niagara yet
	#jira UE-64756

Change 4424021 by Jason.Bestimt

	Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets

	#JIRA:none

Change 4423955 by Brandon.Schaefer

	Linux: Add a timer when we lose focus to check if we have lost application focus

	#jira UE-63931

Change 4422974 by Robert.Manuszewski

	Fixing CIS

	#jira UE-64741

Change 4422709 by Jason.Bestimt

	Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit

	#JIRA: none

Change 4422691 by Jamie.Dale

	Fixing localization warnings

	Added support for gathering from the newly added UI_COMMAND_EXT macro

	#jira

Change 4422394 by Sorin.Gradinaru

	UE-64066 TM-Gameplay Load Game does not work on TVOS

	#jira UE-64066 TM-Gameplay Load Game does not work on TVOS
	#tvOS
	#4.21

	Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018

Change 4422285 by Jamie.Dale

	Fixing localization warnings

	#jira

Change 4421911 by Chris.Babcock

	Fix issues with LLDB data formatters with 2 byte characters

	#jira UE-64737
	#ue4

Change 4421833 by Wyeth.Johnson

	#jira 64735
	Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors

Change 4421316 by Jamie.Dale

	Fixing localization warnings

	#jira

Change 4421223 by Ben.Marsh

	Add an experimental setting to enable support for long paths in the content browser.

	#jira

Change 4421197 by Jamie.Dale

	Fixing localization warnings

	#jira

Change 4421191 by Jamie.Dale

	Fixing localization warnings

	#jira

Change 4421179 by Rolando.Caloca

	UE4.21 - Vulkan - Add missing viewport resize function
	- Separate num buffers per usage

	#jira

Change 4420955 by Michael.Trepka

	Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac

	#jira UE-64645

Change 4420323 by Robert.Manuszewski

	Reimplementing CL #4402016 from Dev-Core:

	Fixed cooked materials not working in the editor

	#jira UE-64389

Change 4420227 by Rex.Hill

	Fix USD Linux compiler warning

	#jira UE-63658

Change 4420198 by Ben.Marsh

	UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed.

	#jira UE-42601

Change 4420194 by Mitchell.Wilson

	Saving color curve assets to resolve warnings.
	#jira UE-64724

Change 4419740 by Jamie.Dale

	Don't force LocRes files to always use Unicode strings

	The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files

	#jira

Change 4419728 by Mikey.Boyd

	Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp.

	#jira UE-29618

Change 4419646 by Ben.Marsh

	UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created.

	#jira UE-64071

Change 4419529 by Jules.Blok

	Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled.
	Add occlusion query support for Multi-View.
	Add ShowFlag to visualize occlusion query bounding meshes.

	#jira UE-62347

Change 4419528 by Jules.Blok

	Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044

	#jira UE-62738

Change 4419525 by Stefan.Boberg

	Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook.

	Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low.

	#jira UE-51348
graeme.thornton, martin.ridgers

Change 4419034 by Ben.Marsh

	Allow plugins specified on the command line to override engine plugins.

	#jira UE-64685

Change 4419015 by Frank.Fella

	Niagara - Fix linux compile error from CL 4418815.
	#jira UE-63379

Change 4418931 by Frank.Fella

	Niagara - Fix Win32 compile issue caused by cl 4418639
	#jira UE-61823

Change 4418887 by Frank.Fella

	Merging from Dev-Niagara all plugin content updates.
	#jira UE-64711

Change 4418883 by Uriel.Doyon

	Fixed GPU emitters not being ticked correctly on the renderthread.

	#jira UE-64710

Change 4418817 by Chris.Babcock

	Fix for x86 and x86_64 Android architectures with NDK14b

	#jira UE-64708
	#ue4
	#android

Change 4418815 by Frank.Fella

	Merging from Dev-Niagara 4399353 for nicholas.goldstein

	Improve discoverability of and navigability to parent Emitters in Systems
	#jira UE-63379

Change 4418709 by Frank.Fella

	Merging from Dev-Niagara 4397394 for nicholas.goldstein

	Add missing entries and param creation subcategory to Set Variables module.
	#jira UE-63373

Change 4418639 by Frank.Fella

	Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey

	Some compile time optimizations

	- Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times.
	- Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register.
	- As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf.
	- Moved some things into the VectorVM namesspace.

	#jira UE-61823

Change 4418333 by Mark.Satterthwaite

	Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569

Change 4418323 by zak.parrish

	Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen
	#JIRA UE-64681

Change 4418307 by Frank.Fella

	Merging from Dev-Niagara 4357655 for nicholas.goldstein

	Fix various capitalization inconsistencies in niagara stack menus
	#jira UE-63371
	#jira UE-63446

Change 4418242 by Frank.Fella

	Merging from Dev-Niagara 4356331 for nicholas.goldstein

	Add Spacer between Event Handler header row and added Event Handler properties
	#jira UE-63390

Change 4418222 by Dan.Oconnor

	Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint

	#jira UE-64435

Change 4418217 by Frank.Fella

	Merging from Dev-Niagara 4356318 for nicholas.goldstein

	Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString
	#jira UE-63387
	#jira UE-60349

Change 4418163 by Frank.Fella

	Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192

	Niagara - New emitter and new system dialogs

	#jira UE-63765

Change 4418114 by Mark.Satterthwaite

	Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235

Change 4417947 by Ben.Marsh

	Compile DebugGame version of the launch module for installed builds.

	#jira UE-64604

Change 4417554 by Joe.Conley

	Merging using Dev-VR_to_Release-4.21

	#jira UE-63210 - "Stereo layers persist in HMD after VR Preview"
	#jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay"

	Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null.

	Revert previous fix for UE-54565 that caused UE-63210

Change 4417553 by Joe.Conley

	Merging using Dev-VR_to_Release-4.21

	#jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices.

	Enumerate Motion Sources was getting called before the Motion Controller modular features were being added.

	Added a delay before calling Enumerate Motion Sources.

Change 4417552 by Joe.Conley

	Merging  to Release-4.21 (//UE4/Release-4.21)

	#jira UE-63579 Assert when having too many VR devices

	Increase max controllers to support more.

Change 4417533 by Ben.Marsh

	Fix IPhonePackager not being included in installed builds created on a Mac.

	#jira UE-58493

Change 4417495 by Joe.Conley

	Back out changelist 4417484

	Integrate automatically submitted this before I could convert it to an edit, back out.

	#jira UE-63579 Assert when having too many VR devices

Change 4417484 by Joe.Conley

	Merging using Dev-VR_to_Release-4.21

	#jira UE-63579 Assert when having too many VR devices

	Increase max controllers to support more.

Change 4417438 by Ben.Marsh

	Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds.

	#jira

Change 4417422 by Ben.Marsh

	PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist)

	#jira UE-62508

Change 4417362 by Ben.Marsh

	Fix compile warning when converting a blueprint project to native.

	#jira UE-63802

Change 4417357 by Jerome.Delattre

	Copying from Dev-Enterprise CL 4364256
	Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory.

	#author Martin.Sevigny

	#jira

Change 4417350 by Jerome.Delattre

	Copying from Dev-Enterprise CL 4364260
	SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame.

	#author Martin.Sevigny
	#jira UE-64686

Change 4417333 by Uriel.Doyon

	Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters.
	Now only the param required are used where as before the count was defined by the max index.
	#jira UE-63712

Change 4417318 by Dan.Oconnor

	Improve error messaging when a class creates its CDO while the class layout is being created

	#jira UE-64534

Change 4417276 by Frank.Fella

	Merging 4340773 from Dev-Niagara for nicholas.goldstein
	Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip
	#jira UE-63233

Change 4417226 by Frank.Fella

	Merging 4340719 from Dev-Niagara for nicholas.goldstein
	Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection
	#jira UE-63380

Change 4417196 by Patrick.Boutot

	Create a 10bit media texture for CharBGR10A2 media format.

	#jira UE-64682

Change 4417193 by Patrick.Boutot

	Keep a reference to the current MediaProfile's proxy to prevent GC
	Move MediaProfileSettings to default config.

	#jira UE-64475

Change 4417192 by Patrick.Boutot

	Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported.
	#jira UE-63090

Change 4416191 by zak.parrish

	Resaving Debug menu for TP_ARBP template
	#JIRA UE-64678

Change 4416030 by Marc.Audy

	Remove broken test (as best it can be told it could never have worked)
	#jira UE-64547

Change 4415784 by Marc.Audy

	PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem)
	PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist)
	#jira UE-64479
	#jira UE-64596
	#jira UE-64606

Change 4415763 by Steve.Robb

	Fixes for improperly initialized USTRUCT() members.

	#jira UE-64551
	#jira UE-64546

Change 4415723 by Rolando.Caloca

	UE4.21 - Remove Linux hack for Vulkan

	#jira

Change 4415679 by Rolando.Caloca

	UE4.21 - Copy fix from 4415584 and 4401641
	- Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR
	- This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU.

	#jira

Change 4415654 by Jamie.Dale

	Fixed the editor failing to load the native game localization data during init

	#jira UE-64097

Change 4415635 by Jamie.Dale

	Fixed null pointer access in setting helpers

	#jira

Change 4415630 by Jamie.Dale

	Ensure we GC at various points that could have left lingering references to items being content hot-reloaded

	#jira

Change 4415624 by Jamie.Dale

	Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed

	This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance.

	#jira

Change 4415620 by Jamie.Dale

	Fixed type validation of objects within containers

	#jira UE-64151

Change 4415613 by Jamie.Dale

	Fixed crash when deleting a package without an SSC state

	#jira

Change 4415592 by Marcin.Undak

	UAT: Aways create directory before saving encryption parameters

	#jira none

Change 4415590 by Jamie.Dale

	Merging CL# 4357533, CL# 4366557 and CL# 4374101

	#jira

Change 4415577 by Marcin.Undak

	Linux: fixed WebM crash

	#jira UE-64157

Change 4415340 by frankie.dipietro

	Empty M_VolumeSampler for testing

	#jira UE-29618

Change 4415334 by frankie.dipietro

	Adjust M_VolumeSample test material to use Emissive

	#jira UE-29618

Change 4415085 by Ben.Marsh

	Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks.

	#jira

Change 4415032 by Ben.Marsh

	Fix Mac compile error due to calling non-const function.

	#jira

Change 4415005 by frankie.dipietro

	Add M_VolumeSample to QAGame to aid Volume Texture testing

	#jira UE-29618

Change 4414930 by Ben.Marsh

	Include portable callstacks in ensures.

	#jira UE-64574

Change 4414631 by Graeme.Thornton

	Fix for crash when running automation tests

	#jira UE-64652

Change 4414055 by Dan.Oconnor

	Remove use of FAssetData to avoid side effects that can result in CDO creation

	#jira UE-64534

Change 4413933 by Jeff.Fisher

	Merging using Dev-VR_to_Release-4.21

	4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307]
	-Added some more logging to try to figure out why this is crashing.  Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware.  Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid.

	4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307]
	-Two more log lines for steamvr shutdown.  Maybe we are trying to get the models after shutdown and get bad data?

	#jira UE-57680


Change 4413599 by Mitchell.Wilson

	Saving SunlightColorLUT to resolve warning.
	#jira UE-64648

Change 4413343 by Ben.Marsh

	Add Rsync filters to installed build on Windows.

	#jira UE-64623

Change 4413276 by Ben.Marsh

	Remove logic that prevents UHT compiling on Mac during a remote build.

	#jira UE-64493

Change 4413205 by Ben.Marsh

	Fix missing dependencies from installed build on Mac and Linux.

	#jira UE-64629

Change 4413154 by Jason.Bestimt

	Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy

	#JIRA: UEVR-1321

Change 4413148 by Jason.Bestimt

	Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin

	#JIRA: UEVR-1319

Change 4413142 by Jason.Bestimt

	Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin

	#JIRA: UE-63556

Change 4412619 by Jason.Bestimt

	Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin)

	#JIRA: UE-62981

Change 4412526 by Jason.Bestimt

	Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid

	#JIRA: UE-62031

Change 4412517 by Jason.Bestimt

	Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete.

	#JIRA: UE-61413

Change 4412515 by Jason.Bestimt

	Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output

	#JIRA: UE-62992

Change 4412508 by Jason.Bestimt

	Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header

	#JIRA: UE-62068

Change 4412496 by Jason.Bestimt

	Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample

	#JIRA: UE-62068

Change 4412491 by Jason.Bestimt

	Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins

Change 4412425 by Mitchell.Wilson

	Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings.
	#jira UE-64228

Change 4412349 by Lauren.Ridge

	Adding custom version to linear color curve assets
	#jira UE-64228

Change 4412302 by Ben.Marsh

	Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554.

	#jira UE-64554

Change 4412161 by frankie.dipietro

	Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test

	#jira UE-29618

Change 4411692 by tim.gautier

	Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam
	#jira UE-29618

Change 4411522 by Lauren.Ridge

	PostLoad check and additional GetClampedColorValue BP function for linear color curves
	#jira  UE-64228

Change 4411494 by Francis.Hurteau

	Copied 4359025 Francis.Hurteau
	Test if have a valid continuation before running it when setting continuation on a ready future

	#jira UE-64567

Change 4411151 by Jeff.Fisher

	Merging using Dev-VR_to_Release-4.21

	4345353 UE-62255 Google 6DOF Motion Controller Support
	-Added support for 6DOF controller tracking on daydream.
	-Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller.
	-Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation.  A future API should make it explicit when a controller is 3dof or 6dof.
	-Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left.  A future api should let us query for controller handedness.

	4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h

	4349142 Fixing GoogleVRController build warning

	4349742 Fixing AndroidRuntimeSettings build errors.

	4350977 Fix for static analysis warning

	4351170 Build fix for bad assert

	#jira UE-62255

Change 4410947 by Lina.Halper

	#DUPEMERGE

	Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move

	- mainly execution can be disabled by button, and  we will mark to compile when it needs recompile due to hierarchy change
	- added quick warning to log when hierarchy is missing
	- still lots of things need more iteration
	- fixed assets

	#jira: UE-63136

Change 4410550 by Lauren.Ridge

	Fix for ListView not propagating selection change events
	#jira UE-64118

Change 4410527 by Lauren.Ridge

	Adding condition to guard against crash when pasting comments
	#jira UE-63214

Change 4410512 by Marcin.Undak

	UAT: Create manifest directory, before writing to it

	#jira none

Change 4410511 by Lauren.Ridge

	Fix for crash on spamming trigger presses in VR mode
	#jira UE-63608

Change 4410489 by Lauren.Ridge

	Fix for disappearing UI handle in VR mode
	#jira UE-63622

Change 4410364 by Ben.Marsh

	PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque)

	#jira UE-64611

Change 4410086 by Ben.Marsh

	UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents.

	(Originallly CL 4343393 in Dev-Build)

	#jira

Change 4410018 by Lina.Halper

	#DUPE MERGe
	Merging using Dev-Anim<->Release4.21

	fix motion blur issue on poseable mesh component

	#jira: UE-62296

Change 4409981 by Simon.Tourangeau

	SunPosition plugin

	#jira UE-64075

Change 4409913 by Michael.Kirzinger

	Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication

	#jira UE-63326
[at]josh.markiewicz

Change 4409838 by Simon.Tourangeau

	Integrate misc nDisplay fixes from Dev-Enterprise

	- nDisplayLauncher: Removed useless no-val command line arguments
	- Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint
	- Use quotation marks for paths
	- A lot of nDisplay warings "wand not found"
	- nDisplayLauncher passes custom arguments at beginning
	- Update blueprints (resubmit + comments)
	- Single view for monoscipic devices
	- Move swap eye attribute to [cluster_node]
	- Removed viewport flip feature
	- Disable input on slave nodes
	- Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'.
	- Removed custom swap_int
	- Fixed demo blueprints
	- Fixed crash in DC components when the DC is not initialized
	- Fixed visibility of some inherited members
	- Fixed Editor crash on second PIE session start
	- Fix for viewport positioning
	- BP API docs (comments)
	- Turn off some screen effects in the nDisplay template project

	#jira UE-64170

Change 4409812 by Simon.Tourangeau

	USD SDK updated to v18.09

	Merged from Dev-Enterprise

	#author Rex.Hill
	#jira UE-64140

Change 4409754 by Graeme.Thornton

	Copy of CL 4385549 from Dev-Core

	Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error
	Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one

	#jira none

Change 4409671 by Jeff.Fisher

	Merging using Dev-VR_to_Release-4.21

	4392743 UE-63646 MagicLeap 4.21 redirects need updating
	-Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow.

	#jira UE-63647

Change 4409395 by Ben.Marsh

	Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC.

	#jira

Change 4408881 by Max.Chen

	Sequencer: Added missing ini change for 4395032

	#jira UE-64258

Change 4408670 by Max.Chen

	Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap.

	#jira none

Change 4408662 by Max.Chen

	Sequencer: Removed derived blueprint type for level sequence director blueprints

	#jira UE-64258

Change 4408661 by Max.Chen

	Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled.

	This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed.

	#jira UE-63336
	#jira UE-62873

Change 4408660 by Max.Chen

	Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting.

	#jira none

Change 4408354 by Marc.Audy

	Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking
	#jira UE-62444

Change 4408286 by Joe.Conley

	#jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391]

	MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device.

	This had been fixed previously but somehow the fix got lost merging between streams.

Change 4408252 by Brandon.Schaefer

	Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room

	#jira UE-64582

Change 4408076 by Mike.Erwin

	UAT: fix Iterative Deploy leaving behind old files on Android
	(copy 4369737 from Dev-Build)

	For iterative deploy on Android, files & directories not in staging will be zapped from the device.

	The following directories are spared, to maintain config & logs on device:
	Engine/Saved
	Engine/Config
	ProjectName/Saved
	ProjectName/Config

	Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0)

	#android
	#jira UE-61686

Change 4408070 by Mike.Erwin

	UAT: iterative deploy no longer prevents cleaning of staging directory
	(copy 4369732 from Dev-Build)

	Partial fix for
	#jira UE-58838 UE-61686 UE-62879

	Might need additional work to reduce file copies from Build to Stage.

Change 4407741 by Ben.Marsh

	UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes.

	#jira

Change 4407632 by Jamie.Dale

	Removed pyc files from Python SDK

	#jira UE-64531

Change 4407622 by Jamie.Dale

	Updated Python SDK copy script to exclude pyc files

	#jira UE-64531

Change 4407431 by Anousack.Kitisa

	Copied 4392037 Anousack.Kitisa
	Modified API for UV map generation.

	#jira UE-63814

Change 4407427 by Ben.Marsh

	Suppress warning for missing DebugNonUFS files when staging installed build.

	#jira UE-64579

Change 4407401 by Anousack.Kitisa

	Copied 4383601 Anousack.Kitisa
	[StaticMeshEditor]:
	* Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh.
	* Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh.

	#jira UE-62480

Change 4407274 by Joe.Graf

	Over merge reverted

	#jira: fix

Change 4407268 by Anousack.Kitisa

	Copied 4369800 Anousack.Kitisa
	Import/export FBX metadata on SkeletalMesh and Skeleton assets.

	#jira UEENT-1881

Change 4407220 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - AR samples updated

	#jira: UE-64673

Change 4407213 by Rolando.Caloca

	UE4.21 - Copy 4403346
	DR - Fix post opaque extension running before lights

	#jira

Change 4407208 by Anousack.Kitisa

	Copied 4369604 JeanLuc.Corenthin
	- Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object:
	    - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances.
	   - Updated BuildVertexBuffer to take this new logic in account.
	- Fixed crash in FMeshDescriptionOperations::CreateMikktTangents:
	   - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons.

	#jira UE-62478, UE-63758

Change 4407188 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds

	#jira: UE-64673

Change 4407179 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads

	#jira: UE-64673

Change 4407178 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance

	#jira: UE-64673

Change 4407174 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images

	#jira: UE-64673

Change 4407165 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images

	#jira: UE-64673

Change 4407162 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Reverted premature merge

	#jira: merge

Change 4407156 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21

	#jira: merge

Change 4407146 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions

	#jira: UE-64673

Change 4407134 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering

	#jira: UE-64673

Change 4407128 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef

	#jira: UE-64673

Change 4407127 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added

	#jira: UE-64673

Change 4407119 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample

	#jira: UE-64673

Change 4407113 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present

	#jira: UE-64673

Change 4407109 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash

	#jira: UE-64673

Change 4407105 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample

	#jira: UE-64673

Change 4407101 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve

	#jira: UE-64673

Change 4407098 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21

	#jira: merge

Change 4407093 by Francis.Hurteau

	Copied 4372687 Francis.Hurteau
	Fix potential assert when changing ProtocolVersion based on ping messages

	#jira UE-64035

Change 4407088 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample

	#jira: UE-64673

Change 4407082 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407078 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system

	#jira: UE-64673

Change 4407074 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407064 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407061 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407052 by JeanLuc.Corenthin

	Copy CL #4392021
	  - Fixed crash when importing model thru VRED importer
	  - Includes changes to StaticMeshBuilder.cpp made in CL #4369604

	#jira UE-64152

Change 4407051 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407045 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds

	#jira: UE-64673

Change 4407039 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample

	#jira: UE-64673

Change 4407032 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Improved AR template

	#jira: UE-64673

Change 4407030 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR

	#jira: UE-64673

Change 4407017 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes

	#jira: UE-64673

Change 4407012 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes

	#jira: UE-64673

Change 4407007 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample

	#jira: UE-64673

Change 4407006 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample

	#jira: UE-64673

Change 4407003 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample

	#jira: UE-64673

Change 4406999 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds

	#jira: merge

Change 4406994 by Anousack.Kitisa

	Copied 4362955 JeanMichel.Dignard
	Static Mesh Library : SetLodFromStaticMesh
	- Assign materials to new LOD sections based on source mesh LOD.
	- Copy LOD build settings from source.

	#jira UE-63659, UE-64016

Change 4406992 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage

	#jira: merge

Change 4406987 by Joe.Graf

	Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes

	#jira: UE-64673

Change 4406944 by Max.Chen

	Sequencer: Stop all sounds on tear down

	#jira UE-63501

Change 4406942 by Mark.Satterthwaite

	Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS.

	#jira N/A

Change 4406880 by Anousack.Kitisa

	Copied 4356072 Anousack.Kitisa
	[StaticMeshEditor]:
	* Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu.

	#jira UEENT-1827

Change 4406826 by Francis.Hurteau

	Copied 4366928 Jeremie.Roy
	Fix crashes related to the UndoHistory.
	Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction

	#jira UE-64096

Change 4406820 by Anousack.Kitisa

	Copied 4350474 Johan.Duparc
	Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name

	#jira UE-62333

Change 4406783 by Anousack.Kitisa

	Copied 4348861 Anousack.Kitisa
	[StaticMeshEditor]:
	* Fixed vertices being merged even though they don't share mergeable attributes.

	#jira UE-62980

Change 4406752 by Anousack.Kitisa

	Copied 4348838 Anousack.Kitisa
	Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package.

	#jira UE-62333

Change 4406721 by Brandon.Schaefer

	Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions

	#jira UE-62804

Change 4406461 by Francis.Hurteau

	Copied 4382276 Francis.Hurteau
	Fix syncing streaming level visibility state with undo/redo

	#jira UE-64315

Change 4406459 by Ben.Marsh

	Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead.

	#jira

Change 4406451 by Brandon.Schaefer

	Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed

	#jira UE-64211

Change 4406440 by Chris.Babcock

	Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled

	#jira UE-64350
	#ue4
	#android

Change 4406382 by Anousack.Kitisa

	Copied 4393087 Patrick.Boutot

	Add a shader source directory for the OpenCVLensDistortion plugin.

	#jira UE-64568

Change 4406345 by Joe.Graf

	Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21

	#jira: merge

Change 4405792 by JeanMichel.Dignard

	Copied 4393315 JeanMichel.Dignard
	Better telemetry for plugin warden
	- Added more event attributes to track potential issues.

	#jira UE-64280

Change 4405776 by JeanMichel.Dignard

	Copied 4392578 JeanMichel.Dignard
	Fixed actors not saving properly on a reimport when moved to a sublevel.
	The issue is that they were being parented to actors from another level which isn't supported.
	Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package.

	#jira UE-62070

Change 4405738 by Mark.Satterthwaite

	Duplicate CL #4396224: Remove another broken bit of legacy Metal code.

	#jira UE-64128

Change 4405733 by Mark.Satterthwaite

	Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS.

	#jira UE-64355

Change 4405630 by JeanMichel.Dignard

	Copied 43737703 Johan.Duparc
	Prevent crash for old datasmith assets
	Clear transactional flag in user asset data that could cause a crash for Blueprint assets.

	#jira UE-63349

Change 4405481 by Sorin.Gradinaru

	UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session

	#jira UE-61699
	#Android
	#4.21

	From //UE4/Dev-Mobile CL4360704

	Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini

Change 4405276 by Frankie.DiPietro

	Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage

	#jira UE-29618

Change 4405138 by JeanMichel.Dignard

	Copied 4350470 Johan.Duparc
	Fix crash on property edition for blueprint actors with templated asset user data

	#jira UE-63349

Change 4404967 by Mikey.Boyd

	Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats.

	#jira UE-29618

Change 4404909 by Robert.Manuszewski

	When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them.

	(re-implemented CL #4400327 from Dev-Core)

	#jira UE-64389

Change 4404901 by Robert.Manuszewski

	Fixed a hang when entering PIE when Background Streaming is disabled

	#jira UE-63320

Change 4404816 by Ben.Marsh

	Fix "Non-void function should return a value" warning in CIS.

	#jira

Change 4404621 by Stefan.Boberg

	Re-enabled LLM on Editor builds since the performance issue has been addressed

	#jira UE-60020

Change 4404491 by Max.Chen

	Sequencer: Use cached object bindings when drawing motion trails.

	FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache.

	#jira UE-63347

Change 4404490 by Max.Chen

	Sequencer: Fix key reduction not working on imported fbx channel.

	Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed).

	The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate)

	#jira UE-62353

Change 4404488 by Max.Chen

	Sequencer: Changed HandleSingleNode fallback check for collapsed parents.

	#jira UE-64394

Change 4404486 by Max.Chen

	Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks.

	#jira UE-63415

Change 4404472 by Max.Chen

	Sequencer: Restore drawing paths for selected nodes and channels

	#jira UE-64204

Change 4404468 by Max.Chen

	Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created.

	#jira UE-64278

Change 4404439 by Keli.Hlodversson

	Merging critical SteamVR fixes from Dev-VR
	#jira UE-63198
	#jira UE-64098
	#jira UEVR-1250

Change 4403717 by Marc.Audy

	Inline templated version of GetGameInstance

	#jira UE-62591

Change 4403702 by Marc.Audy

	PR #4944: Added template cast versions of multiple methods. (Contributed by francoap)
	#jira UE-62591

Change 4403699 by Marc.Audy

	Make reregistering an object in the significance manager an ensure not a check
	#jira

Change 4403697 by Marc.Audy

	PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin)
	#jira UE-63893

Change 4403695 by Marc.Audy

	Fix crash pasting timeline with external curve that has been force deleted
	#jira UE-64504

Change 4403693 by Marc.Audy

	PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae)
	#jira UE-63927

Change 4403691 by Marc.Audy

	PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist)
	#jira UE-63895

Change 4403689 by Marc.Audy

	PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist)
	#jira UE-63894

Change 4403686 by Marc.Audy

	PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist)
	#jira UE-64109
	#jira UE-64019

Change 4403662 by Marc.Audy

	Ensure that objects created via duplication in PIE are correctly constructed
	#jira UE-63505

Change 4403462 by tim.gautier

	Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212
	#jira UE-29618

Change 4403308 by Michael.Trepka

	Update mouse position on NSDraggingUpdate event on Mac

	#jira UE-60800

Change 4403290 by Michael.Trepka

	Fixed issues with window position and size when toggling between fullscreen and windowed modes

	#jira UE-63212

Change 4403270 by Michael.Trepka

	Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac

	#jira UE-57506

Change 4403216 by Ben.Marsh

	Fix null reference exception when resolving paths.

	#jira

Change 4403213 by Ben.Marsh

	Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH.

	#jira

Change 4403209 by Ben.Marsh

	Prevent null dereference when tagging a set of files.

	#jira

Change 4403200 by Ben.Marsh

	BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters.

	#jira

Change 4403188 by Mikey.Boyd

	Adding content for Data Table test coverage.

	#jira UE-29618

Change 4403163 by Ben.Marsh

	Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute.

	#jira UE-56424

Change 4403151 by Ben.Marsh

	UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor.

	#jira UE-64248

Change 4403136 by Ben.Marsh

	Fix IWYU issues with SQLite support.

	#jira UE-64523

Change 4403116 by Ben.Marsh

	UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed.

	#jira UE-62726

Change 4403074 by Ben.Marsh

	UBT: Fix a couple of edge cases when parsing output from child processes.

	* If a single line was larger than 32kb, the process would be treated as having terminated.
	* If the last output line did not have a trailing newline, the line would be dropped.

	#jira UE-64234

Change 4403066 by Ben.Marsh

	Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list.

	#jira UE-63724


#lockdown Nick.Penwarden
#rb none

#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
jason bestimt
1c6e00adc2 Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782)
============================
  MAJOR FEATURES & CHANGES
============================

Change 4112782 by Mitchell.Wilson

	Resaving some cloth assets and fixing material compile warnings.
	#jira UE-59946

Change 4112762 by Max.Chen

	Sequence Recorder: Fix case where first recording is null but there are other valid recordings.

	StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set.

	#jira UE-58688

Change 4112738 by Michael.Dupuis

	#jira none:
	Fixed Editor instance count, to only include placed instances.
	Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data.
	When deleting procedural foliage, we can now specify if we want to rebuild the tree.

Change 4112696 by Matt.Kuhlenschmidt

	Prevent GC of material editor active preview expression

	#jira UE-49777

Change 4112611 by Michael.Dupuis

	Fixed Instance count when Alt+Dragging instance
	#jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost

Change 4112536 by Thomas.Sarkanen

	Fixed static analysis warning caused by CL 4109096

	#jira none

Change 4112139 by Phillip.Kavan

	Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset.

	- Mirrored from //UE4/Dev-Framework (4111638).

	#jira UE-53747

Change 4112138 by Phillip.Kavan

	Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class.

	- Mirrored from //UE4/Dev-Framework (4111613).

	#jira UE-59182

Change 4111630 by Matt.Collins

	#jira UE-59934

	Rolling back the previous integration of CL 4080446

Change 4111526 by Mike.Beach

	Guarding against bad settings pointers internal to Oculus.

	#jira UE-59778

Change 4111525 by Daniel.Wright

	UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources.  This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component).  However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction.
	#jira UE-59333

Change 4111518 by Mike.Beach

	Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded.

	#jira UE-53643

Change 4111482 by Matt.Kuhlenschmidt

	Fix blend sample context menu appering offset on high dpi monitors

	#jira UE-59925

Change 4111362 by Ben.Marsh

	Fix warnings building samples due to missing paths.

	#jira

Change 4111299 by James.McNatton

	Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404

Change 4111153 by Max.Chen

	Sequencer: Fix dereferencing null pointer - CameraNode

	#jira UE-59347

Change 4111143 by Matt.Collins

	#jira UE-59934

	CL 4107446 from Dev-Rendering.
	Always force a commandbuffer submission during EndFrame.

Change 4111106 by Matt.Collins

	#jira UERNDR-406
	Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20)

	---
	Some fixes for semaphore handling.

	Moved the completion handler to EndFrame (out of FlushFreeList())

	FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal()

	Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport.

	---

Change 4111099 by Ben.Zeigler

	#jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed
	This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings

Change 4111039 by Ben.Zeigler

	#jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing

Change 4111013 by Steve.Robb

	Fix for adding a new module to a project.

	#jira UE-59770

Change 4110907 by Marc.Audy

	Add required redirectorfor moving classes from TimeManagement to  CoreUObject

	#jira

Change 4110897 by Ben.Zeigler

	#jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead

Change 4110868 by Ben.Zeigler

	#jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first

Change 4110704 by Ben.Zeigler

	#jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind

Change 4110686 by Andrew.Grant

	Resaved to fix empty engine version warning
	#jira UE-59695

Change 4110466 by Ben.Zeigler

	#jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments
	Delete unused logo images

Change 4110418 by Ben.Zeigler

	#jira UE-58025
	Fix non editor builds

Change 4110258 by Max.Chen

	Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer.

	- Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto.
	- Added a user toggle to match by name only. The default is true.
	- When importing onto a selected node, disable the creation of cameras.
	- Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range.
	- Remove any existing sections/keys when importing onto existing tracks.

	#jira UE-59347

Change 4109923 by Michael.Dupuis

	#jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing

Change 4109916 by mason.seay

	Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times

	#jira UE-29618

Change 4109849 by Michael.Dupuis

	#jira none: Removed PRAGMA_ENABLE_OPTIMISATION

Change 4109835 by Lukasz.Furman

	added OnTaskFinished call when behavior tree's subtree is deactivated
	#jira UE-48353

Change 4109829 by Ben.Zeigler

	#jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect

Change 4109820 by Michael.Dupuis

	#jira UE-59533: Update the LOD Distribution settings to fix the landscape popping

Change 4109813 by Michael.Dupuis

	#jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before.

Change 4109780 by Alexis.Matte

	Add the tps file for the levenshtein distance algorithm
	#jira none

Change 4109567 by Ben.Marsh

	Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray.

	#jira UE-55093

Change 4109542 by mason.seay

	Updated timeline on BP

	#jira UE-29618

Change 4109474 by Marc.Audy

	Fix shadow variable warning

	#jira UE-59895

Change 4109420 by Michael.Dupuis

	#jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit,  do not assume it must always be valid, and simply skip it instead of crashing.

Change 4109397 by Ben.Marsh

	Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly.

	#jira UE-59222

Change 4109395 by Lauren.Ridge

	Removing legacy uses of GetEditorIcon from UMG
	#jira UE-59038

Change 4109390 by Zachary.Wilson

	Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05
	#jira UE-59409

Change 4109373 by Michael.Dupuis

	#jira UE-58664
	Restrict the Paint/Unpaint Density to 1.0
	Restrict the Foliage Density type to 10000
	Restrict the Grass Density type to 1000
	Fixed a NAN that could be generated when adding instances
	These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click.

Change 4109348 by Lauren.Ridge

	Removing engine content that used a material attribute layers node inside a material function
	#jira UE-55739

Change 4109296 by Lauren.Ridge

	Fix for crash on adding OnClicked event to button in Widget BP
	#jira UE-59846

Change 4109193 by Matt.Kuhlenschmidt

	Fixed crash when construction scripts are rerun during the details panel calling posteditchange

	#jira UE-59649

Change 4109096 by Thomas.Sarkanen

	Fixed crash when running in standalone editor build using sub-instances that copy properties

	Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances.
	DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost.

	#jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable

Change 4109078 by Ben.Marsh

	Fix warnings building PlatformerGame due to incorrect include path.

	#jira

Change 4109066 by Matt.Kuhlenschmidt

	Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times

	#jira UE-59866

Change 4109020 by Ben.Marsh

	Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries).

	(This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.)

	#jira UE-59641

Change 4108991 by Martin.Wilson

	Fix crash when trying to extract transform from raw track with no track data.

	#jira UE-58025

Change 4108987 by Martin.Wilson

	Make sure rotations are normalized before creating blended transform

	#jira UE-53971

Change 4108932 by Thomas.Sarkanen

	Back out changelist 4108877

	This was causing a 100% crash in an automated test

	#jira none

Change 4108930 by Danny.Bouimad

	Fixing testcase content #Jira UEQATC-405

Change 4108883 by Danny.Bouimad

	Fixing Automated LodCurveLinkingTest1 #Jira UE-59763

Change 4108877 by Thomas.Sarkanen

	Fixed crash when running in standalone editor build using sub-instances that copy properties

	DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost.

	#jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable

Change 4108874 by Thomas.Sarkanen

	Fixed incorrect preview mesh being applied after retargeting

	On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback

	#jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept

Change 4108834 by Thomas.Sarkanen

	Pressing enter when selecting an object from a Blueprint node now works

	#jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes

Change 4108833 by Thomas.Sarkanen

	Fixed crash caused by retargeting a skeleton when some of its animations are still open

	Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it.
	Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match.

	#jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211]

Change 4108808 by Dmitriy.Dyomin

	Fixed: ARPG crashes on Vulkan PC and Android
	#jira UE-59781

Change 4108719 by Max.Chen

	Sequencer: Fix CIS
	#jira UESEQ-355

Change 4108675 by Max.Chen

	Sequencer: Added audio support to FCP XML import/export

	#jira UESEQ-355

Change 4108674 by Max.Chen

	Sequencer: Upon export, log warnings when filename format is not '{shot}'

	#jira UESEQ-358

Change 4108673 by Max.Chen

	Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog.

	Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings.

	#jira UESEQ-358

Change 4108418 by Mark.Satterthwaite

	Fix Shipping iOS builds.

	#jira UE-59883

Change 4108118 by Alexis.Matte

	Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets.
	#jira UE-59854
	#jira UE-57861

Change 4108059 by Ben.Marsh

	Merge latest UGS fixes (up to 1.140) to 4.20 branch.

	#jira

Change 4107719 by Mark.Satterthwaite

	Duplicate 4107661:

	Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use.

	#jira UE-59883

Change 4107443 by Lauren.Ridge

	Fix for crash on connecting curve param node with no texture set
	#jira UE-59880

Change 4107248 by Dan.Oconnor

	Explicitly close floating Blueprint Debugger controls when the master tab is closed

	#jira UE-59835

Change 4107137 by Jason.Bestimt

	Removing ML Analytics Plugin to fix regressions

	#JIRA: UE-59874, UE-59873

Change 4107125 by paulo.souza

	#jira UE-59806 - ARPG - Goblin death not running all destroy logic

Change 4107113 by Phillip.Kavan

	Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning.

	- Mirrored from //UE4/Dev-Framework (4081432).

	#jira UE-59125

Change 4106736 by Jamie.Dale

	Fixed content browser filter failing to match certain names if asset paths were omitted from the search

	#jira UE-59849

Change 4106581 by Martin.Wilson

	Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation.

	#jira UE-54851

Change 4106475 by Jason.Bestimt

	Fix for Lumin Linux dependency in a better way

	#JIRA: CIS

Change 4106201 by Michael.Trepka

	Don't allow invalid cursor clip rects when locking the cursor on Mac

	#jira UE-59842

Change 4106188 by Jason.Bestimt

	Wrapping Lumin call with PLATFORM_LUMIN

	#JIRA: CIS

Change 4106179 by Michael.Dupuis

	#jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view
	#4714

Change 4106176 by Martin.Wilson

	Fix for crash introduced in 4105998

	#jira UE-56395

Change 4106103 by Ben.Marsh

	UBT: Fix intellisense search paths not being set correctly for modules which are not built by default.

	#jira

Change 4106081 by Marc.Audy

	Fix shadow variable
	#jira UE-59848

Change 4106078 by Jason.Bestimt

	Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist

	#JIRA: none

Change 4106015 by Martin.Wilson

	Make sure that animations that have transform curves are up to date on loading.

	#4320
	#jira UE-53392

Change 4106005 by Anthony.Bills

	[Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll

	#jira UE-59382

Change 4105998 by Martin.Wilson

	Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones

	#Jira UE-56395

Change 4105962 by Jeff.Fisher

	Duplicating for 4.20:
	Change: 4097595 and 4104555
	UE-59359 Mr Mesh Crash at startup
	-Vulkan does not work correctly unless we fill in all of the vertex buffers.  MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary.
	-Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'.

	#jira UE-59359

Change 4105952 by Ben.Marsh

	Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered.

	#jira

Change 4105946 by Ben.Marsh

	Disable debug info for IOS and TVOS in installed builds.

	#jira UE-59816

Change 4105939 by Michael.Dupuis

	#jira UE-59256: Properly take into account the scale of the instances when determining LOD transition
	Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu

Change 4105915 by Jamie.Dale

	Implemented negative indexing for Python wrapped arrays

	#jira UE-59841

Change 4105896 by Richard.Wallis

	Another macOS TIS non-MainThread spam warning fix.

	#jira UE-54623

Change 4105813 by Michael.Dupuis

	#jira none: Prevent a possible crash if using world offset with a landscape without sub sections

Change 4105764 by Ben.Marsh

	Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed.

	#jira

Change 4105747 by Ben.Marsh

	Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop)

	#jira UE-59838

Change 4105642 by Jason.Bestimt

	Disabling Lumin Platform Editor modules on linux

	#JIRA: UE-59543

Change 4105553 by Matt.Kuhlenschmidt

	PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran)


	#jira UE-57283

Change 4105486 by Michael.Dupuis

	#jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias

Change 4105474 by Michael.Dupuis

	#jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord)
	#jira UE-58995:

Change 4105427 by Sorin.Gradinaru

	UE-59698 Cannot load youtube URLs on Android

	#jira UE-59698
	#Android
	#4.20

	The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param

Change 4105308 by Mieszko.Zielinski

	Merge of 4077826 over from Dev-Framework #UE4

	#jira UE-59186

Change 4105050 by Ben.Marsh

	Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging.

	#jira UE-59816

Change 4104584 by Mike.Beach

	Mirroring CL 4103694 from Dev-VR

	Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set).

	#jira UE-56511

Change 4104538 by Alexis.Matte

	Fix crash when reloading a skeletal mesh actor with some vertex painting
	#jira UE-57891

Change 4104534 by Mike.Beach

	Mirroring CL 4090670/4094620 from Dev-VR

	MR Calibration - Fixing an issue where the alignment models would disappear.
	MR Calibration - Saving garbage mattes when exiting using escape.

	#jira UEVR-24

Change 4104381 by Alexis.Matte

	Fix a render thread crash when reimporting skeletal mesh
	#jira UE-51935

Change 4104365 by Mike.Beach

	Mirroring CL 4064903 from Dev-VR

	Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references.

	#jira UE-58914

Change 4104341 by Alexis.Matte

	Support non uniform scale scene transform for fbx skeletal mesh exporter
	#jira UE-57733

Change 4104328 by Alexis.Matte

	Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence
	#jira UE-58027

Change 4104318 by Phillip.Kavan

	Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting.

	- Mirrored from //UE4/Dev-Framework (4082035).

	#jira UE-59125

Change 4104305 by Mike.Beach

	Mirroring CL 4098493 from Dev-VR

	Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms).

	#jira UE-58953

Change 4104274 by Mike.Beach

	Mirroring CL 4088048 from Dev-VR

	Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning.

	#jira UE-59275

Change 4104259 by Mike.Beach

	Mirroring CL 4084827/4085071 from Dev-VR

	MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process).

	#jira UEVR-847

Change 4104246 by Mike.Beach

	Mirroring CL 4084289 from Dev-VR

	MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20).

	#jira UE-58187

Change 4104240 by Mike.Beach

	Mirroring CL 4083160 from Dev-VR

	Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set).

	#jira UE-56511

Change 4104233 by Mike.Beach

	Mirroring CL 4081823 from Dev-VR

	Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped).

	#jira UE-58190

Change 4104196 by Alexis.Matte

	Unshelved from pending changelist '4075677':

	Fix fbx scene re-import crash when the user re-import more then one time with some override material.
	#jira UE-57937

Change 4104191 by Mike.Beach

	Mirroring CL 4080389 from Dev-VR

	Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future.

	#jira UE-57680

Change 4104177 by Mike.Beach

	Mirroring CL 4080119 from Dev-VR

	CIS fix - circumventing vs2015 errors/warnings

	#jira UE-59326, UE-59324

Change 4104170 by Mike.Beach

	Mirroring CL 4078631 from Dev-VR

	Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience).

	Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this.

	#jira UE-55499

Change 4104167 by Jostin.Bilyeu

	Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature

	#jira UE-29618

Change 4104158 by Peter.Sumanaseni

	#jira

Change 4104057 by Wes.Hunt

	Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events.
	#jira UE-59790

	SOURCE CL 4101872 in //UE4/Main/...

Change 4104031 by Dan.Oconnor

	Update assert to handle subobjects nested in components
	#jira UE-56422

Change 4103946 by Dan.Oconnor

	No need to load AnimationBlueprintEditor so early
	#jira UE-59669

Change 4103859 by Brandon.Schaefer

	Vulkan on Linux does not allow debugging with markers

	This is required for debugging wtih Render Doc or anything that uses VK debug markers

	#jira none

Change 4103677 by Sorin.Gradinaru

	UE-59052 Can't use touch to interact with Web Browser on iPhoneX

	#jira UE-59052
	#iOS
	#4.20

	from CL4077699 on Dev-Mobile

	Fixed crash on some iOS 11 devices (addSubview before setting WebView's params)
	Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller)

Change 4103637 by Sorin.Gradinaru

	UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android

	#UE-39451
	#Android
	#4.30

	from CL 4067204 on Dev-Mobile
	Adding a proguard exception for the WebViewControl.FrameUpdateInfo

Change 4103619 by Marc.Audy

	Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created

	#jira UE-58875

Change 4103590 by mason.seay

	Added Show Mouse Cursor

	#jira UE-29618

Change 4103469 by paulo.souza

	#jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly.

Change 4103459 by mason.seay

	Updated maps so users can toggle UI-only input

	#jira UE-29618

Change 4103423 by paulo.souza

	#jira UE-59808 - Projectile abilities collision blocking on the camera trace

Change 4103280 by Jason.Bestimt

	Fixing copyright in Lumin Plugins

	#JIRA: 59192

Change 4103238 by JeanMichel.Dignard

	Copied cl 4077328 from dev-enterprise

	Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package.

	#jira UEENT-1423

Change 4103138 by Richard.Wallis

	Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open.  FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor.  Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor

	1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again.
	2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds.
	3) Keep Editor and Game menu startup behaviour the same as before.

	#jira UE-59704

Change 4102958 by mason.seay

	Test map update

	#jira UE-29618

Change 4102847 by Marc.Audy

	Try and find the full path name for default value of class parameters

	#jira UE-59746

Change 4102449 by Ben.Marsh

	PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu)

	#jira UE-58275

Change 4102431 by Ben.Marsh

	UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH).

	#jira UE-54979

Change 4102328 by Guillaume.Abadie

	Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR.

	#jira none

Change 4102318 by Emil.Persson

	Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649.
	#jira UE-59217

Change 4102310 by Dmitriy.Dyomin

	Fixed: UMG element clipping does not work on Android with Mali GPUs
	#jira UE-56058

Change 4101920 by Ben.Marsh

	Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway.

	#jira

Change 4101538 by Mark.Satterthwaite

	Duplicate 4073368

	Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way.

	#jira NA

Change 4101500 by Mark.Satterthwaite

	Duplicate 4098091

	On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU.

	#jira NA

Change 4101453 by Mark.Satterthwaite

	Duplicate 4078874 & 4079396

	Make LPV visualisation work on macOS to aid debugging.

	#jira UE-58937

	Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data.

	#jira UE-58937

Change 4101448 by Max.Chen

	Sequencer: Fix uninitialized default completion mode

	#jira UE-58335

Change 4101417 by Sam.Deiter

	#JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file.

Change 4101412 by Mark.Satterthwaite

	Duplicate 4075868

	Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so.

	#jira N/A

Change 4101393 by Mark.Satterthwaite

	Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL.

	#jira N/A

Change 4101390 by Marc.Audy

	Placed Editor Utility Base once again ticks in the editor as intended

	#jira UE-59743

Change 4101367 by Brandon.Schaefer

	Avoid printing when in a signal handler.
	Put that off until the end

	#jira UE-36663

Change 4101362 by Mark.Satterthwaite

	Duplicate 4091485
	PR - Fixed potential memory leak.
	#4751
	#jira UE-59490

Change 4101349 by Brandon.Schaefer

	VHACD Needs to be recompiled

	#jira UE-59506

Change 4101335 by Brandon.Schaefer

	Cache files that are invalid or the wrong case sensitivity

	#jira UE-58250

Change 4101325 by Dan.Oconnor

	SA fix, remove unneeded null check

	#jira UE-46834

Change 4101278 by Brandon.Schaefer

	Set our location to Linux/Mac GenerateProject.sh if we are not running from that location

	#jira UE-59127, UE-57928

Change 4101219 by Brandon.Schaefer

	If RunUAT gets a signal while running mono bring mono down as well

	#jira UE-56041

Change 4101169 by Dan.Oconnor

	Mirror 4094297 from Dev-Framework
	Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them
	#jira UE-59642

Change 4101157 by Sam.Deiter

	#jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens.

Change 4101132 by Jamie.Dale

	Fixed some places that were running asset registry queries inside a loop and causing performance issues

	#jira UE-59766

Change 4101125 by Jamie.Dale

	Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values

	#jira UE-59766

Change 4101102 by Dan.Oconnor

	Mirror 4090824 from Dev-Framework
	Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu
	#jira UE-59530

Change 4101017 by Brandon.Schaefer

	Add a pop up message box for Linux to check if we want to or not submit crash report data

	#jira UE-59617

Change 4100961 by Michael.Trepka

	Updated Mac VHACD libs

	#jira UE-59506

Change 4100703 by Dan.Oconnor

	Mirror 4090523 from Dev-Framework
	Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry

	#jira UE-59526

Change 4100697 by Dan.Oconnor

	Merge 4083850 from Dev-Framework
	Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction

	#jira UE-59036

Change 4100687 by Dan.Oconnor

	Mirror 4086666 from Dev-Framework
	Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session

	#jira UE-58916

Change 4100658 by Jostin.Bilyeu

	Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity

	#jira UE-29618

Change 4100600 by Max.Chen

	Sequencer: Fix uninitialized default completion mode

	#jira UE-58335

Change 4100576 by Dan.Oconnor

	Mirror 4081417 from Dev-Framework
	Enum literals are now more similar to byte literals, which  makes them safer to pass by reference

	#jira UE-58473

Change 4100559 by Dan.Oconnor

	Mirror 4081153 from Dev-Framework
	Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager
	#jira UE-59313

Change 4100540 by Dan.Oconnor

	Mirror 4078822 from Dev-Framework
	Continue trying to finish reinstancing when instances of the old class are being async loaded
	#jira UE-58123

Change 4100527 by Dan.Oconnor

	Mirror 4092349 from Dev-Framework
	Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down

	#jira UE-57763

Change 4100478 by Mike.Zyracki

	weighted, non-weighted fix typo fix for issue found by AndrewP

	#jira UE-58573

Change 4100445 by Mike.Zyracki

	Fix for build warning, order of initialization.
	#jira UE-58712

	#trivial

Change 4100438 by Dan.Oconnor

	Mirror 4083455 from Dev-Framework
	Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up

	#jira UE-46834

Change 4100374 by Mike.Zyracki

	Fix for bad Camera Rotation Imported From Maya

	Main issue was that we don't support RotationOrders that aren't XYZ.
	We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation.
	Currently recommendation is to always just zero everything out.
	Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space.

	#jira  UE-59116

Change 4100310 by Jamie.Dale

	Fixed ExecutePythonScript failing when passing file arguments

	#jira none

Change 4100305 by Mike.Zyracki

	Fix for performance issues with motion trails.

	Found that the main issue was the GetRefTM call.  Refactored the code so that we only call that once per tick, instead of up to  4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys.  Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly.

	Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow.

	#jira UE-58712

Change 4100290 by Ben.Marsh

	Prevent schema being added as a build product twice.

	#jira UE-59757

Change 4100259 by Jeff.Fisher

	Duplicating in Release-4.20:
	Change: 4087159
	UE-58249 Late update has FP precision issues on PSVR
	-In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation.  This doesn't work because the translation numerical innacuracy is already in the ViewMatrix.
	-I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference.

	#review-4087096
	#jira UE-58249

	Files:
	//UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71

Change 4100170 by Brandon.Schaefer

	Need dump_syms and BreakpadSymbolEncoder in installed builds

	#jira UE-59500

Change 4100070 by Richard.Wallis

	Speculative fix for crash in macOS AppKit NSPersistentUIManager.  Disable NSWindow application resume feature per window - we are not using it anyway.  OS system may still be called but hopefully this reduces the amount of work it is doing.  There still seems to be some generic data getting written however.

	There is also an undocumented *NSDisablePersistence* plist key.  Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future.

	#jira UE-52294

Change 4099999 by James.McNatton

	Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none

Change 4099996 by Ben.Marsh

	Build: Merge changes to support AutoSDKs on Mac.

	#jira UE-59574

Change 4099991 by Jamie.Dale

	Updated wrapped enums to be more consistent with native Python enums

	 - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums).
	 - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown).
	 - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python).
	 - Wrapped enums may now be iterated (like native Python enums).
	 - Wrapped enums now return a length based on their number of entries (like native Python enums).
	 - ScriptName meta-data can now be used with enum entries.

	#jira none

Change 4099973 by Mitchell.Wilson

	Removing some more content that got duplicated into the main project from the virtualcamera plugin content.
	#jira UE-59744

Change 4099913 by Jamie.Dale

	Fixed some places that were calling LoadModuleChecked during shutdown

	#jira UE-59482

Change 4099905 by Jamie.Dale

	Fixed InitializeAvailableCultures missing some languages

	#jira UE-59349

Change 4099879 by Jamie.Dale

	Fixed a crash when a Blueprint with variable watches was destroyed

	#jira UE-59117

Change 4099874 by Mitchell.Wilson

	Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info.
	#jira UE-59745 UE-59744

Change 4099860 by Benn.Gallagher

	Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport.

	#jira UE-57337

Change 4099819 by Richard.Wallis

	Fix for Timed Notifies scrub incorrectly on timeline on Mac.  This is also an issue if running in Hi DPI on windows.

	#jira UE-55678

Change 4099808 by Jamie.Dale

	Fixed crash when content hot-reloading the build data for the currently loaded world

	#jira UE-59163

Change 4099773 by Jamie.Dale

	Fixed crash after attempting to load a package that is too new

	#jira UE-58121

Change 4099759 by Jamie.Dale

	Fixed material editor crash if reloading a texture used by the material

	#jira UE-57762

Change 4099744 by Jamie.Dale

	Fixed placeholder string table entries being considered identical as their entry may appear in the future

	#jira UE-58987

Change 4099735 by Jurre.deBaare

	Crash importing specific Alembic file
	#fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before
	#misc default constructor for FTrackRenderData which could cause jittering/invisible geometry
	#jira UE-59095

Change 4099612 by Michael.Trepka

	Reverted change that delays crash reporting initialization for CEF on Mac

	#jira UE-57378

Change 4099564 by Guillaume.Abadie

	Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass.

	#jira none

Change 4099557 by Guillaume.Abadie

	Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU.

	#jira none

Change 4099549 by Guillaume.Abadie

	Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles.

	#jira none

Change 4099544 by Guillaume.Abadie

	Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03)


	#jira UE-58051

Change 4099540 by Richard.Wallis

	Fix for PIE HighDPI touch location.

	#jira UE-59015

Change 4099516 by Richard.Wallis

	speculative fix for FSlateMacMenu::UpdateMenu() crashes.  I've not been able to reproduce this.  All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q.  I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map.  This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node.

	Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items.

	My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then.

	#jira UE-57012

Change 4099511 by Max.Chen

	Fix CIS
	#jira UE-59739

Change 4099486 by Richard.Wallis

	Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges().  I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd.  This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState().

	#jira UE-55071

Change 4099392 by Andrew.Rodham

	Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled

	#jira UE-59138

Change 4099386 by Ben.Marsh

	Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build.

	#jira UE-58692

Change 4099382 by Benn.Gallagher

	Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object.
	#jira UE-55780

Change 4099363 by Jason.Bestimt

	Fix for HMD errors
	#jira UEVR-1191

Change 4099307 by Richard.Wallis

	Clone of CL 4077664:  Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>().  Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter().

	#jira UE-51698

Change 4099289 by Richard.Wallis

	Clone of CL 4059587:  Fix for Sequencer window opening behind Main Window.  FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window.  On Mac this makes the world outliner / main window move back in front of the sequencer window.  This change swaps around those operations.  Reopen the world outliner then add the sequencer window.  Outliner info still changes it's visible data as before.

	Tested with World Outliner docked and undocked.

	#jira UE-55280

Change 4099279 by Richard.Wallis

	Fix for crash in Mac editor copying unusual characters in the output log.

	Current operation is unsafe.  String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing.

	#jira UE-57774

Change 4099256 by Richard.Wallis

	Fix for menu options not updating immediatly after creating or removing collision on Mac.  We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up.  However these can be missed on a mouse menu selection (mouse up doesn't cover this case).  This change makes sure that the menu cache updates after a menu item execute operation has been called.

	#jira UE-57049

Change 4098972 by Max.Chen

	Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds.

	#jira UE-59726

Change 4098967 by Mike.Zyracki

	Turn off turning off optimization for geometry sequencer tracks.

	#trivial
	#jira UESEQ-372

Change 4098942 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098906 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098881 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098667 by Marcus.Wassmer

	Duplicate 4098665.  Fix d3ddebug error on launch
	#jira UE-59693

Change 4098542 by Mike.Zyracki

	Geometry Cache Sequencer Support for 4.20
	#jira UESEQ-372

Change 4098373 by Jason.Bestimt

	Misc Vulkan/Lumin fixes from Dev-VR

	CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015

	#JIRA: UE-59722

Change 4098334 by Ethan.Geller

	[Release 4.20] #jira UE-54812 fix up include path.

Change 4098286 by Matt.Kuhlenschmidt

	Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared.

	#jira UE-55792

Change 4098284 by Brandon.Schaefer

	Missing header in Monolithic builds

	Fixed indent issues, was using spaces vs tabs

	#jira UE-59705

Change 4098247 by Michael.Trepka

	Fixed a crash in FMacApplication::ProcessMouseUpEvent()

	#jira UE-57859

Change 4098219 by Matt.Hoffman

	Linux CIS Fixes for TOptional

	#trivial
	#jira  None

Change 4098209 by Matt.Kuhlenschmidt

	Disable "restart detection" reimport test until we can reproduce the issue.  Its not detecting a legit issue

	#jira UE-59710

Change 4098132 by Ben.Marsh

	Add "Nuget Package Manager" to the list of required components for compiling the engine.

	#jira UE-59376

Change 4098110 by Ben.Marsh

	Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain.

	#jira UE-59150

Change 4098088 by Matt.Kuhlenschmidt

	Fix ensure starting tutorials in any editor project

	#jira UE-59714

Change 4098011 by Ben.Marsh

	Fix editor targets not being rebuilt when packaging from an installed engine build.

	#jira UE-58652

Change 4098006 by Matt.Hoffman

	Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI.

	#jira UE-58270

Change 4097995 by Ryan.Vance

	#jira UEVR-1190

	Disable rhi thread when running with vulkan on oculus android platforms.

Change 4097981 by Ben.Marsh

	Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build.

	#jira

Change 4097963 by Ben.Marsh

	Write the exception callstack to the UBT log when thrown reading a makefile.

	#jira UE-59222

Change 4097940 by Ben.Marsh

	Prevent source folder being added as a private include path if it does not exist.

	#jira UE-59145

Change 4097927 by Ethan.Geller

	[Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran

Change 4097905 by Krzysztof.Narkowicz

	Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile.
	#jira UE-59709

Change 4097898 by Ryan.Vance

	#jira UEVR-1191

	Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence.

Change 4097855 by Ben.Marsh

	Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints.

	#jira UE-58593

Change 4097850 by Ben.Marsh

	Fix UE4Game compile errors.

	#jira UE-58593

Change 4097849 by Marcin.Undak

	Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues)

	- Fixed by BrandonS.

	#jira UE-59484

	(merged from Dev-Console)

Change 4097844 by Ben.Marsh

	TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor.

	#jira UE-58593

Change 4097840 by Ben.Marsh

	Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default).

	#jira UE-58593

Change 4097831 by Ben.Marsh

	TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots.

	#jira UE-58593

Change 4097825 by Marcin.Undak

	UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console)

	#jira UE-58923

Change 4097783 by Ethan.Geller

	[Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran

Change 4097767 by Matt.Kuhlenschmidt

	Fix crash processing mainframe keybindings during slow tasks

	#jira UE-55765

Change 4097745 by Ben.Marsh

	Fixes to UpdateCopyright for latest source.

	#jira

Change 4097743 by mason.seay

	Test map for Virtual Camera Focus testing

	#jira UE-29618

Change 4097723 by Matt.Kuhlenschmidt

	Fix crash when importing assets in a folder containing an invalid character for a package name

	#jira UE-59166,UE-44071

Change 4097713 by Max.Chen

	Sequencer: Fix missing buttons in the particle toggle track.

	Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy.

	#jira UE-59542

Change 4097683 by Max.Chen

	Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin

	#jira UE-59568

Change 4097681 by Krzysztof.Narkowicz

	Missing file for CL 4097655: "Added subsurface profile for eye shading model."
	#jira UE-59708

Change 4097655 by Krzysztof.Narkowicz

	Added subsurface profile for eye shading model.
	#jira UE-59708

Change 4097634 by Max.Chen

	Sequencer: Add checks for valid sequencer.

	#jira UE-59287

Change 4097627 by Max.Chen

	Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange

	#jira UE-58343

Change 4097625 by Max.Chen

	Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels.

	#jira UE-58688

Change 4097620 by Max.Chen

	Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence

	#jira UE-53186
	#jira UE-59664

Change 4097616 by Max.Chen

	Text Render Component: Fix crash on shutdown.

	#jira UE-58116

Change 4097607 by Max.Chen

	Sequencer: Use non-throttled spin box for numeric key editor

	#jira UE-59219

Change 4097606 by Max.Chen

	Sequencer: Check for a valid segment ID in EvaluateStatic

	#jira UE-57596

Change 4097538 by Marc.Audy

	PR #4755: Fix minor typo in comment (Contributed by Marenz)
	#jira UE-59671

Change 4097518 by Marcin.Undak

	UBT: fix for platforms overriding project generation (merge from Dev-Console)

	#jira UE-59485

Change 4097417 by Benn.Gallagher

	Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes.

	#jira UE-57097

Change 4097407 by Jason.Bestimt

	Changing MLSDK missing callback to launch MagicLeap URL

	#JIRA: UE-58631

Change 4097404 by Jason.Bestimt

	Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu)

	#JIRA: UE-58864

Change 4097296 by Matt.Kuhlenschmidt

	Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi

	#jira UE-58983

Change 4097284 by Matt.Kuhlenschmidt

	PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts)


	#jira UE-57562

Change 4097275 by Matt.Kuhlenschmidt

	Fix crash if slate shuts down while a drag drop operation is in progress

	#jira UE-58888

Change 4097261 by Matt.Kuhlenschmidt

	Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249

	#jira 0

Change 4097249 by Matt.Kuhlenschmidt

	Fix crash if slate shuts down while a drag drop operation is in progress

	#jira UE-58888

Change 4097165 by Nick.Shin

	#jira UE-58441  HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS

Change 4097163 by Nick.Shin

	#jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception

Change 4096984 by Ben.Marsh

	Merging changes to //UE4/Main after 4.20 stream was created.

	#jira

Change 4096873 by Ben.Marsh

	Fix compile errors for UE4Editor when Oodle SDK is not available.

	#jira

Change 4095992 by Ben.Marsh

	Update stream for analytics.

	#robomerge none
	#jira

Change 4111924 by Ben.Marsh

	Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT.

	#jira UE-59891

Change 4106160 by Ben.Marsh

	UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel.

	#jira UE-59691

Change 4101702 by Mark.Satterthwaite

	Duplicate 4098660 & 4101604

	Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs.
	- Changing the GPU will ask you to restart.
	- Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled.

	Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed.

	#jira UERNDR-404

Change 4101598 by Andrew.Grant

	Changed RemoteSession background to something more generic.

	#jira UE-59062

Change 4101553 by Mark.Satterthwaite

	Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647

	- Fixes LLM double-counting in MetalRHI.
	- MetalProfiler improvements.

	#jira NA

Change 4099406 by Ben.Marsh

	Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain.

	#jira UE-57801

[CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
Marc Audy
d5628cd986 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx

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

Change 3804281 by Fred.Kimberley

	Improve contrast on watches in blueprints.

Change 3804322 by Fred.Kimberley

	First pass at adding a watch window for blueprint debugging.

Change 3804737 by mason.seay

	Added some Descriptions to tests that didn't have any, and fixed some typos

Change 3806103 by mason.seay

	Moved and Renamed Timers test map and content appropriately

Change 3806164 by Fred.Kimberley

	Add missing property types to GetDebugInfoInternal.

	#jira UE-53355

Change 3806617 by Dan.Oconnor

	Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator

	#jira UE-31754, UE-42431, UE-53315, UE-53172

Change 3808541 by Fred.Kimberley

	Add support for redirecting user defined enums.
	This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html

Change 3808565 by mason.seay

	Added a few more struct tests

Change 3809840 by mason.seay

	Renamed CharacterMovement.umap to CharacterCollision.  Fixed up content to reflect this change.

Change 3809847 by mason.seay

	Added Object Timer tests.  Fixed up existing timer test to remove delay dependency

Change 3811704 by Ben.Zeigler

	Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical

Change 3811946 by Ben.Zeigler

	#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations

Change 3812061 by Dan.Oconnor

	Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'

	#jira UE-52854

Change 3812259 by Dan.Oconnor

	Fix asset broken by removal of an unkown enum

	#jira UE-51419

Change 3812904 by Ben.Zeigler

	Make ResolveRedirects on StreamableManager public as it can be used to validate things

Change 3812958 by Ben.Zeigler

	#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts

Change 3812975 by Mieszko.Zielinski

	Added contraptions to catch a rare eidtor-time EQS crash #UE4

	#jira UE-53468

Change 3818530 by Phillip.Kavan

	Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
	- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.

	#jira UE-52167

Change 3819733 by Mieszko.Zielinski

	Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4

	#jira UE-15089

Change 3821776 by Marc.Audy

	Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class

Change 3823851 by mason.seay

	Moved and renamed blueprints used for Object Reference testing

Change 3824165 by Phillip.Kavan

	Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.

	Change summary:
	- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.

	#jira UE-53111

Change 3830309 by mason.seay

	Created Literal Gameplay Tag Container test

Change 3830562 by Phillip.Kavan

	Blueprint nativization bug fixes (reviewed/taken from PR).

	Change summary:
	- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
	- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
	- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
	- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
	- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
	- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
	- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.

	#4202

	#jira UE-52188

Change 3830579 by Fred.Kimberley

	Add support for turning off multiple watches at once in the watch window.

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	Change summary:
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

	Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
	Copy of CL #3849610

Change 3850426 by Ben.Zeigler

	Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
	Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
	Copy of CL #3850389

Change 3853449 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	Change summary:
	- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
	- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
	- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
	- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
	- Fixed a few typos.

	#jira UE-53960

Change 3853465 by Phillip.Kavan

	Fix plugin module C++ source template to conform to recent public include path changes.

Change 3857599 by Marc.Audy

	PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
	#jira UE-54281
	#jira UE-54399

Change 3863259 by Zak.Middleton

	#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.

	#jira UE-46293

Change 3863491 by Zak.Middleton

	#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.

	Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.

	#jira UE-21264

Change 3865325 by Zak.Middleton

	#ue4 - Fix static analysis warning about possible null PC pointer.

	#jira none

Change 3869828 by Ben.Zeigler

	#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

	Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
	We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

	Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

	#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

	#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

	*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4

Change 3881547 by Mieszko.Zielinski

	Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4

	Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

	Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4

Change 3884503 by Mieszko.Zielinski

	Fixed TopDown code template to make it compile after navsys refactor #UE4

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

	Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4

	It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

	Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

	The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

	Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

	Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

	PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

	Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

	Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4

	Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).

Change 3893395 by Mieszko.Zielinski

	Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4

	The message is printed as an error-level log line and it says what should the offending section be renamed to.

Change 3895563 by Dan.Oconnor

	Mirror 3895535
	Append history from previous branches in source control history view

	#jira none

Change 3896930 by Mieszko.Zielinski

	Added an option to tick navigation system while the game is paused #UE4

	Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

	Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4

Change 3897556 by Mieszko.Zielinski

	Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

	Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

	Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4

	Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.

Change 3901733 by Mieszko.Zielinski

	Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4

Change 3901925 by Ben.Zeigler

	#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

	Fix it so pressing refresh button in asset audit window actually refreshes the asset management database

Change 3902763 by Ben.Zeigler

	#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only

Change 3905578 by Phillip.Kavan

	The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

	Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.

Change 3910628 by Ben.Zeigler

	Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
	This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child

Change 3912470 by Ben.Zeigler

	#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged

Change 3913045 by Marc.Audy

	Fix issues where recursion in to child actors wasn't being handled correctly

Change 3913398 by Fred.Kimberley

	Fixes a misspelled name for one of the classes in the ability system.

	PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
	#github

	#jira UE-54327

Change 3918016 by Fred.Kimberley

	Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.

	#jira UE-52668

	PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
	#github

Change 3924653 by Mieszko.Zielinski

	Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4

	#jira UE-55378

Change 3925614 by Phillip.Kavan

	Fix ForEachEnum node to skip over hidden enum values in new placements by default.

	Change summary:
	- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
	- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
	- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

	PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
	#github

Change 3928780 by Marc.Audy

	PR #4309: The display names of the functions. (Contributed by SertacOgan)
	#jira UE-53334

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

	Fix Compositing plugin source files to conform to updated relative include path specifications.

	- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.

Change 3932196 by Dan.Oconnor

	Resetting a property to default now uses the same codepath as assigning the value from the slate control

	#jira UE-55909

Change 3932408 by Lukasz.Furman

	fixed behavior tree services attached to task nodes being sometimes recognized as root level
	#jira nope

Change 3932808 by Marc.Audy

	PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
	#jira UE-50871

Change 3934101 by Phillip.Kavan

	Revise ForEachEnum node expansion logic to exclude hidden values at compile time.

	Change summary:
	- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.

	#jira UE-34563

Change 3934106 by Phillip.Kavan

	Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.

	Change summary:
	- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.

Change 3934116 by Phillip.Kavan

	UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.

	Change summary:
	- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.

Change 3934382 by Phillip.Kavan

	Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.

Change 3936387 by Mieszko.Zielinski

	Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4

Change 3936905 by Ben.Marsh

	Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.

Change 3940537 by Marc.Audy

	Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
	#jira UE-55938

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

	Fix world context functions not being able to be used in CheatManager derived blueprints
	#jira UE-55787

Change 3943075 by Mieszko.Zielinski

	Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

	Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
	The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
	Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

	Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays

	#jira UE-55482

Change 3952086 by Marc.Audy

	PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
	#jira UE-54974

Change 3952720 by Marc.Audy

	PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
	#jira UE-56248

Change 3952804 by Richard.Hinckley

	Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.

Change 3952962 by Marc.Audy

	UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
	#jira UE-49610

Change 3952977 by Phillip.Kavan

	Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.

	Change summary:
	- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
	- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
	- Fixed a few typos in existing API names.

	#jira UE-48233

Change 3953658 by Marc.Audy

	(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
	#jira UE-56270

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

	(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
	#jira UE-56313

Change 3954997 by Marc.Audy

	Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type

Change 3955091 by Marc.Audy

	Do not register subcomponents that are not auto register
	#jira UE-52878

Change 3955943 by Marc.Audy

	Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed

Change 3956185 by Zak.Middleton

	#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.

	This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().

	#jira none

Change 3958102 by Marc.Audy

	Clean out dead code path from k2node_select
	Select node now resets pins to wildcard if none of the pins are in use

Change 3958113 by Lukasz.Furman

	added OnSearchStart call to root level behavior tree services
	#jira UE-56257

Change 3958361 by Marc.Audy

	Fix literal input pins on select being set to wildcard during compilation

Change 3961148 by Dan.Oconnor

	Mirror 3961139 from Release 4.19
	Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
	#jira UE-55742

Change 3961640 by Marc.Audy

	Select node now displays Add Pin button
	Undo of changing select node index type now works correctly.
	Connections to option pins now maintained across change of index pin type
	#jira UE-20742

Change 3962262 by Marc.Audy

	Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"

Change 3962795 by Phillip.Kavan

	Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.

	- Mirrored from //UE4/Release-4.19 (3962782)

	#jira UE-56316

Change 3962991 by Marc.Audy

	Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
	Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
	#jira UE-54807

Change 3963114 by Marc.Audy

	Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

	PR #4599: : Working category for timelines (Contributed by projectgheist)
	#jira UE-56460
	#jira UE-26053

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

	Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

	PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)

	#jira UE-56435

Change 3965173 by Marc.Audy

	(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
	#jira UE-56431

Change 3966117 by Marc.Audy

	Fix select nodes inside macros using wildcard array inputs having issues resolving type.
	#jira UE-56484

Change 3878901 by Mieszko.Zielinski

	NavigationSystem's code refactored out of the engine and into a new separate module #UE4

	The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.

Change 3879409 by Mieszko.Zielinski

	Further fallout fixes after ripping out NavigationSystem out of the engine #UE4

	- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
	- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)

Change 3897655 by Ben.Zeigler

	#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
	It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references

	Change 3962780 by Marc.Audy

	When preventing a split pin from being orphaned, all sub pins must also be prevented.
	#jira UE-56328
	Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

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

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -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
Marc Audy
0921857803 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3755980)
#lockdown Nick.Penwarden
#rb none
#rnx

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

Change 3718627 by Phillip.Kavan

	Add plugin dependencies to the NativizedAssets plugin descriptor file in order to mute UBT warnings at build time.

	Change summary:
	- Modified BlueprintNativeCodeGenUtilsImpl::GenerateModuleBuildFile() to gather the set of plugin dependencies from the module dependencies.
	- Modified BlueprintNativeCodeGenUtilsImpl::GeneratePluginDescFile() to add plugin dependencies to the generated NativizedAssets plugin descriptor file.
	- Removed 'bIsBetaVersion' from the generated NativizedAssets plugin descriptor file (since we're no longer experimental).

	#jira UE-50975

Change 3723482 by mason.seay

	Resaving blueprints that generate cook warnings

Change 3723992 by Fred.Kimberley

	Added a nullptr check to stop a crash in GameplayTagQueryCustomization.

	#jira UE-51689

Change 3728207 by mason.seay

	Resaving maps to fix cook warnings - UE-51723

Change 3729293 by Phillip.Kavan

	Fix missing DSO outer mapping on nested subobjects instanced with NewObject() during Blueprint nativization.

	#jira UE-51685

Change 3730740 by Marc.Audy

	Don't use the values returned by BlueprintUpdateCamera if it returns false.
	#jira UE-51765

Change 3731616 by Dan.Oconnor

	Mirror 3731432 from Fortnite-Staging
	Make sure SuperFuncMap is cleared when relinking skeleton classes
	#jira UE-51825

Change 3732707 by mason.seay

	Test content for testing nativization with interfaces

Change 3733727 by Ben.Zeigler

	#jira UES-5554 Disable force synchronize scan flag for Asset Manager refresh after PIE is started. This was overly paranoid and can be very slow

Change 3733736 by Phillip.Kavan

	Fix for a potential crash that could occur prior to initiating a global FiB indexing operation with source control disabled.

	#jira UE-51927

Change 3734303 by Ben.Zeigler

	#jira UE-51180 Fix issue where newly-created unsaved objects are not correctly cooked with launch on until the editor is restarted. It was caching an invalid path for those packages which broke cooking them later

Change 3736184 by Ben.Zeigler

	#jira UE-51860 Fix it so Load Asset nodes can correctly be called from a loop with differing inputs, it now queues a load for each call.
	Update test to handle this case

Change 3736295 by Ben.Zeigler

	#jira UE-51214 Integrate PR #4114: BP Validated Get for Soft Objects (Contributed by projectgheist). I also changed a few category names to use the define instead of class name

Change 3736388 by Ben.Zeigler

	#jira UE-48366 Fix small icon mode for blueprint merge

Change 3736516 by Ben.Zeigler

	#jira UE-45653 Fix it so the Add Asset Class button in the audit browser works for blueprint classes.
	Move logic to check an asset data against a blueprint base class list to a utility function in AssetManager

Change 3738770 by Ben.Zeigler

	Static analysis fix

Change 3739177 by mason.seay

	Small improvements to nativization test content

Change 3739463 by Phillip.Kavan

	Use relative paths for generated plugin header file include lines in nativized Blueprint codegen.

	Previously, we relied on public include paths exposed to UBT by the plugin, but as with engine/project modules, this will fail if a type found during the dependency gather phase is declared in a private header file.

Change 3744198 by Marc.Audy

	Make clear why engine is crashing if viewport world interaction asset container fails to load
	#jira UE-52087

Change 3744469 by Mieszko.Zielinski

	PR #4193: Added capability for NavLinkComponent to be used in BP (Contributed by vikhik)


Change 3744488 by Michael.Noland

	Engine: Added actual tracking of IdleSeconds to IPerformanceDataConsumer::FFrameData

Change 3747845 by Dan.Oconnor

	Add an option to disable navigation to native functions from call function nodes

	#jira None

Change 3750475 by Dan.Oconnor

	Tick source control module when the perforce control settings is active and a dialog is displayed. This allows you to select a workspace when the save dialog is open

	#jira None

Change 3750866 by Mason.Seay

	Updated disabled tests.  Deleted some assets/maps that need complete re-evaluation

Change 3754841 by Ben.Zeigler

	#jira UE-51932 Add bShouldManagerDetermineTypeAndName option to AssetManagerSettings, when enabled this uses the ini settings to determine what the PrimaryAssetId should be a for a PrimaryAsset, instead of relying on the asset to implement the GetPrimaryAssetId native function.
	If you enable this option, both the editor and cooked builds will support blueprint-only Primary Assets without having to subclass PrimaryDataAsset, but in a large game determining the PrimaryAssetId can be slow.
	Update EngineTests to cover this case

Change 3755743 by Marc.Audy

	PR #4218: Corrected Invalidate FTimerHandle tooltip (Contributed by projectgheist)
	#jira UE-52355
	#jira UE-52296

Change 3755980 by Marc.Audy

	Go back to using function local statics for tickable arrays because some modules will start using them prior to the unrealed module getting initialized so any entries at that point will be wiped out.
	#jira UE-51955

[CL 3756414 by Marc Audy in Main branch]
2017-11-14 13:54:34 -05:00
Ben Marsh
f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden

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

Change 3494741 by Steve.Robb

	Generated code size savings.

	#jira UE-43048

Change 3495484 by Steve.Robb

	Fix for generated indices of static arrays when saving configs.

Change 3497926 by Robert.Manuszewski

	Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.

Change 3498077 by Robert.Manuszewski

	Only use the recursion guard in async loading code when the event driven loader is enabled.

Change 3498112 by Ben.Marsh

	UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.

Change 3500239 by Robert.Manuszewski

	Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.

Change 3500395 by Steve.Robb

	Extra codegen savings when not in hot reload.

Change 3501004 by Steve.Robb

	EObjectFlags now have constexpr operators.

Change 3502079 by Ben.Marsh

	UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.

Change 3502527 by Steve.Robb

	Fix for zero-sized array compile error in generated code when all functions are editor-only.

Change 3502542 by Ben.Marsh

	UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.

Change 3502868 by Steve.Robb

	Workaround for inefficient generated code with stateless lambdas on Clang.

Change 3503550 by Steve.Robb

	Another generated code lambda optimization.

Change 3503582 by Ben.Marsh

	BuildGraph: Add support for nullable parameter types.

Change 3504424 by Steve.Robb

	New AllOf, AnyOf and NoneOf algorithms.

Change 3504712 by Ben.Marsh

	UAT: Less spammy log and error output from UAT.

	* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
	* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
	* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
	* Name of the calling function is not included in console output by default, but still included in the log.

Change 3504808 by Ben.Marsh

	UAT: Suppress P4 output when running a recursive instance of UAT.

Change 3505044 by Steve.Robb

	Code generation improved for TCppClassType code.

Change 3505485 by Ben.Marsh

	Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.

Change 3505699 by Ben.Marsh

	Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.

Change 3506055 by Ben.Marsh

	UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.

Change 3507745 by Robert.Manuszewski

	Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).

Change 3507911 by Ben.Marsh

	Plugins: Minor changes to plugin descriptors.

	* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
	* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.

Change 3508669 by Ben.Marsh

	EC: Parse multi-line messages from UBT and UAT.

Change 3508691 by Ben.Marsh

	Fix double-spacing of cook stats.

Change 3509245 by Steve.Robb

	UHT makefiles removed.
	Flag audit removed.

Change 3509275 by Steve.Robb

	Fix for mismatched stat categories in AudioMixer.

	#jira UE-46129

Change 3509289 by Robert.Manuszewski

	Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.

Change 3509294 by Robert.Manuszewski

	UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.

Change 3509312 by Steve.Robb

	GitHub# 3679: Add TArray constructor that takes a raw pointer and a count

	Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.

	#jira UE-46136

Change 3509396 by Steve.Robb

	GitHub# 3676: Fix TUnion operator<< compile error

	#jira UE-46099

Change 3509633 by Steve.Robb

	Fix for line numbers on multiline macros.

Change 3509938 by Gil.Gribb

	UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.

Change 3510593 by Daniel.Lamb

	Fixed up unsoilicited files getting populated with files which aren't finished being created yet.

	#test None

Change 3510594 by Daniel.Lamb

	Fixed up temp files directory for patching.

	Thanks David Yerkess @ Milestone
	#review@Ben.Marsh

Change 3511628 by Ben.Marsh

	PR #3707: Fixed UBT stack size (Contributed by gildor2)


Change 3511808 by Ben.Marsh

	Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)

	#jira UE-46540

Change 3512017 by Ben.Marsh

	Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.

Change 3513935 by Steve.Robb

	Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.

Change 3514142 by Steve.Robb

	MemoryProfiler2 added to generated solution.

Change 3516463 by Ben.Marsh

	Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.

Change 3517860 by Ben.Marsh

	PR #3727: FString Dereference Fixes (Contributed by jovisgCL)


Change 3517967 by Ben.Marsh

	Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.

Change 3518070 by Steve.Robb

	Disable Binned2 stats in shipping non-editor builds.

Change 3520079 by Steve.Robb

	Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.

	#jira UE-24034

Change 3520080 by Robert.Manuszewski

	Made max package summary size to be configurable with ini setting

Change 3520083 by Steve.Robb

	Force a GC after hot reload to clean up reinstanced objects which may still tick.

	#jira UE-40421

Change 3520480 by Robert.Manuszewski

	Improved assert message when the initial package read request was too small.

Change 3520590 by Graeme.Thornton

	SignedArchiveReader optimizations
	 - Loads more stats
	 - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
	 - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
	 - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries

Change 3521023 by Graeme.Thornton

	Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing

Change 3521787 by Ben.Marsh

	PR #3736: Small static code analysis fixes (Contributed by jovisgCL)


Change 3521789 by Ben.Marsh

	PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)


Change 3524721 by Ben.Marsh

	Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.

Change 3524741 by Ben.Marsh

	Move PumpMessages() into FPlatformApplicationMisc.

Change 3525399 by Ben.Marsh

	UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.

Change 3525743 by Ben.Marsh

	UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.

Change 3525746 by Ben.Marsh

	EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.

Change 3526453 by Ben.Marsh

	UGS: Do not generate project files when syncing precompiled binaries.

Change 3527045 by Ben.Marsh

	Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.

Change 3527420 by Ben.Marsh

	UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).

	Config files are now read from:

	Engine/Programs/UnrealGameSync/UnrealGameSync.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini

	If a project is selected:

	<ProjectDir>/Build/UnrealGameSync.ini
	<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini

	If the .uprojectdirs file is selected:

	Engine/Programs/UnrealGameSync/DefaultProject.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini

Change 3528063 by Ben.Marsh

	Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.

Change 3528415 by Ben.Marsh

	UAT: Remove \r characters from the end of multiline log messages.

Change 3528427 by Ben.Marsh

	EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.

Change 3528485 by Ben.Marsh

	EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.

Change 3528505 by Steve.Robb

	PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)


	#jira UE-46819

Change 3528772 by Robert.Manuszewski

	Enabling actor and blueprint clustering in ShooterGame

Change 3528786 by Robert.Manuszewski

	PR #3760: Fix typo (Contributed by jesseyeh)


Change 3528792 by Steve.Robb

	PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)


	#jira UE-46962

Change 3528941 by Robert.Manuszewski

	Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.

	#jira UE-44996

Change 3530241 by Ben.Marsh

	UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.

Change 3531377 by Ben.Marsh

	Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.

	This has several advantages over the per-module platform whitelist/blacklist:

	* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
	* References to dependent plugins from platform-specific plugins can now be eliminated.
	* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
	* The editor can load any plugins without having to whitelist supported editor host platforms.

	UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.

	Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.

Change 3531502 by Jin.Zhang

	Add support for GPUCrash #rb

Change 3531664 by Ben.Marsh

	UBT: Change output format from C# JSON writer to match output by the engine.

Change 3531848 by Ben.Marsh

	UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.

Change 3531869 by Ben.Marsh

	UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.

Change 3532474 by Ben.Marsh

	UBT: Use the same mechanism as UAT for logging exceptions.

Change 3532734 by Graeme.Thornton

	Initial VSCode Support
	 - Tasks generated for building all game/engine/program targets
	 - Debugging support for targets on Win64

Change 3532789 by Steve.Robb

	FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
	Set_Add and Map_Add no longer have a return value.
	FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
	FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.

Change 3532845 by Steve.Robb

	Obsolete UHT settings deleted.

Change 3532875 by Graeme.Thornton

	VSCode
	 - Add debug targets for different target configurations
	 - Choose between VS debugger (windows) and GDB (mac/linux)

Change 3532906 by Graeme.Thornton

	VSCode
	 - Point all builds directly at UBT rather than the batch files
	 - Adjust mac build tasks to run through mono

Change 3532924 by Ben.Marsh

	UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.

Change 3535234 by Graeme.Thornton

	VSCode - Pass intellisense system a list of paths to use for header resolution

Change 3535247 by Graeme.Thornton

	UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation

Change 3535376 by Graeme.Thornton

	VSCode
	 - Added build jobs for C# projects
	 - Linked launch tasks to relevant build task

Change 3537083 by Ben.Marsh

	EC: Change P4 swarm links to start at the changelist for a build.

Change 3537368 by Graeme.Thornton

	Fix for crash in FSignedArchiveReader when multithreading is disabled

Change 3537550 by Graeme.Thornton

	Fixed a crash in the taskgraph when running single threaded

Change 3537922 by Steve.Robb

	Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.

Change 3539691 by Graeme.Thornton

	VSCode - Various updates to get PC and Mac C++ projects building and debugging.
	 - Some other changes to C# setup to allow compilation. Debugging doesn't work.

Change 3539775 by Ben.Marsh

	Plugins: Various fixes to settings for enabling plugins.

	* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
	* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
	* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.

Change 3540788 by Ben.Marsh

	UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).

	Example usage:

	public class UnrealPakTarget : TargetRules
	{
		public UnrealPakTarget(TargetInfo Target) : base(Target)
		{
			Type = TargetType.Program;
			LinkType = TargetLinkType.Monolithic;
			LaunchModuleName = "UnrealPak";

			if(HostPlatform == UnrealTargetPlatform.Win64)
			{
				PreBuildSteps.Add("echo Before building:");
				PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");

				PostBuildSteps.Add("echo After building!");
				PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
			}
		}
	}

Change 3541664 by Graeme.Thornton

	VSCode - Add problemMatcher tag to cpp build targets

Change 3541732 by Graeme.Thornton

	VSCode - Change UBT command line switch to "-vscode" for simplicity

Change 3541967 by Graeme.Thornton

	VSCode - Fixes for Mac/Linux build steps

Change 3541968 by Ben.Marsh

	CRP: Pass through the EnabledPlugins element in crash context XML files.

	#jira UE-46912

Change 3542519 by Ben.Marsh

	UBT: Add chain of references to error messages when configuring plugins.

Change 3542523 by Ben.Marsh

	UBT: Add more useful error message when attempt to parse a JSON object fails.

Change 3542658 by Ben.Marsh

	UBT: Include a chain of references when reporting errors instantiating modules.

Change 3543432 by Ben.Marsh

	Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.

Change 3543436 by Ben.Marsh

	UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.

Change 3543536 by Ben.Marsh

	UBT: Downgrade message about redundant plugin references to a warning.

Change 3543871 by Gil.Gribb

	UE4 - Fixed a critical crash bug with non-EDL loading from pak files.

Change 3543924 by Robert.Manuszewski

	Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
	+Small optimization to token stream generation code.

Change 3544469 by Jin.Zhang

	Crashes page displays the list of plugins from the crash context #rb

Change 3544608 by Steve.Robb

	Fix for nativized generated code.

	#jira UE-47452

Change 3544612 by Ben.Marsh

	Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().

	#jira UE-47449

Change 3545954 by Gil.Gribb

	Fixed a critical crash bug relating to a race condition in async package summary reading.

Change 3545968 by Ben.Marsh

	UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.

	#jira UE-47419

Change 3545976 by Ben.Marsh

	EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.

Change 3546185 by Ben.Marsh

	Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.

Change 3547084 by Gil.Gribb

	Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.

Change 3547968 by Gil.Gribb

	Fixed critical race which potentially could cause a crash in the pak precacher.

Change 3504722 by Ben.Marsh

	BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.

	For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:

	ERROR: Unable to write to foo.txt
	         while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
	         at Engine\Build\InstalledEngineBuild.xml(91)
	       (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)

Change 3512255 by Ben.Marsh

	Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.

Change 3512332 by Ben.Marsh

	Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.

Change 3512393 by Ben.Marsh

	Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().

Change 3513452 by Ben.Marsh

	Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.

Change 3516262 by Ben.Marsh

	Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.

	* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
	* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).

Change 3517565 by Ben.Marsh

	Remove fixed engine version numbers from OSS plugins.

Change 3518005 by Ben.Marsh

	UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.

Change 3518054 by Ben.Marsh

	UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.

Change 3524496 by Ben.Marsh

	Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.

Change 3524641 by Ben.Marsh

	Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.

Change 3528723 by Steve.Robb

	MoveTemp now static asserts if passed a const reference or rvalue.
	MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
	Fixes to violations of these new rules.

Change 3528876 by Ben.Marsh

	Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.

Change 3529073 by Ben.Marsh

	Add script to package ShooterGame for any platforms.

Change 3531493 by Ben.Marsh

	Update platform-specific plugins to declare the target platforms they support.

Change 3531611 by Ben.Marsh

	UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.

Change 3531868 by Ben.Marsh

	Resaving project descriptors to remove invalid fields.

Change 3531983 by Ben.Marsh

	UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.

	* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
	* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
	* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
	* An error is output if any restricted folder names other than the output platform are in the staged output.

Change 3540315 by Ben.Marsh

	UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.

Change 3542410 by Ben.Marsh

	UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.

Change 3543018 by Ben.Marsh

	UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.

Change 3544371 by Steve.Robb

	Fixes to TSet_Add and TMap_Add BPs.

	#jira UE-47441

[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
Marc Audy
22f58737f9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none

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

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3381178 on 2017/04/05 by Dan.Oconnor

	Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
	#jira UE-43616

Change 3381532 on 2017/04/05 by Marc.Audy

	(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
	#jira UE-43553

Change 3381586 on 2017/04/05 by Mike.Beach

	Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).

	#jira UE-42676, UE-43257

Change 3381682 on 2017/04/05 by mason.seay

	Some more changes to test map

Change 3381844 on 2017/04/05 by Dan.Oconnor

	Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager

Change 3382054 on 2017/04/05 by Zak.Middleton

	#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.

	#jira UE-30998

Change 3382703 on 2017/04/06 by Lukasz.Furman

	fixed missing links between navmesh polys when there are more than 4 neighbor connections
	#jira UE-43524

Change 3383357 on 2017/04/06 by Marc.Audy

	(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
	#jira UE-43709

Change 3383359 on 2017/04/06 by Dan.Oconnor

	Fix last errant SKEL reference when cooking Odin

Change 3383591 on 2017/04/06 by Mike.Beach

	Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.

	#jira UE-42085

Change 3384762 on 2017/04/07 by Zak.Middleton

	#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.

	Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.

	#jira UE-24850

Change 3384948 on 2017/04/07 by Dan.Oconnor

	Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad

Change 3385267 on 2017/04/07 by Michael.Noland

	Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)

	#jira UE-21724

Change 3385473 on 2017/04/07 by Phillip.Kavan

	#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.

	Change summary:
	- Fixed to use correct string for "Expand Node" transaction name.
	- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
	- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.

Change 3385583 on 2017/04/07 by Dan.Oconnor

	Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)

	#jira UE-43746

Change 3386581 on 2017/04/10 by Michael.Noland

	Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
	#jira UE-43824

Change 3386615 on 2017/04/10 by Marc.Audy

	Instanced properties can now properly be set on a per-instance basis in blueprint added components.
	#jira UE-42066

Change 3387000 on 2017/04/10 by Marc.Audy

	Fix includes for CIS

Change 3387229 on 2017/04/10 by mason.seay

	More changes to TM-Gameplay

	Added Save Game test (with blueprint)

	Tick Interval test (with blueprint)

	BP logic cleanup

	Level organization

Change 3388437 on 2017/04/11 by Mike.Beach

	Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).

	#jira UE-42617

Change 3388532 on 2017/04/11 by mason.seay

	Submitting latest changes for crash repro

Change 3389026 on 2017/04/11 by Ben.Zeigler

	Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
	Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
	Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created

Change 3389163 on 2017/04/11 by Ben.Zeigler

	#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883

Change 3389205 on 2017/04/11 by Marc.Audy

	Protect against a handful of GEditor usages that can now be hit in standalone

Change 3389220 on 2017/04/11 by Marc.Audy

	Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately

Change 3389222 on 2017/04/11 by Michael.Noland

	Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
	- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
	- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors

	This CVar will be removed in a future version, defaulting to on

	#jira UE-43661

Change 3389276 on 2017/04/11 by Marc.Audy

	Spelling fix and NULL to nullptr

Change 3389303 on 2017/04/11 by Mieszko.Zielinski

	Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4

	#jira UE-43873

Change 3390215 on 2017/04/12 by mason.seay

	Removed some tests, will need further review

Change 3390638 on 2017/04/12 by Mike.Beach

	Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.

	NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').

	#jira UE-42747

Change 3390774 on 2017/04/12 by Ben.Zeigler

	#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
	Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags

Change 3390778 on 2017/04/12 by Ben.Zeigler

	Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package

Change 3390782 on 2017/04/12 by Ben.Zeigler

	Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
	Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
	Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=

Change 3390859 on 2017/04/12 by Mike.Beach

	T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.

	#jira UE-28048

Change 3390914 on 2017/04/12 by Lukasz.Furman

	fixed missing navlink component's transform in exported navigation data
	#jira  UE-43688

Change 3391122 on 2017/04/12 by Ben.Zeigler

	Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
	Fix crash calling GetAssetDataForPath with null path

Change 3391494 on 2017/04/12 by Dan.Oconnor

	Fix bad references in deep object (widget) hierarchies

	#jira UE-43802

Change 3391529 on 2017/04/12 by Dan.Oconnor

	Fix log spam, accidently submitted

	#rnx

Change 3391756 on 2017/04/12 by Dan.Oconnor

	LinkExternalDependencies needs to be performed before we RefreshVariables

	#jira UE-43843

Change 3392542 on 2017/04/13 by Marc.Audy

	Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
	#jira UE-43879

Change 3392746 on 2017/04/13 by Marc.Audy

	(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
	Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
	#jira UE-40218
	#jira UE-42086

Change 3393253 on 2017/04/13 by Dan.Oconnor

	Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)

	#jira UE-43883

Change 3393509 on 2017/04/13 by Mike.Beach

	Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.

	#jira UE-37284

Change 3394350 on 2017/04/14 by Michael.Noland

	Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
	#jira UE-39921

Change 3395985 on 2017/04/17 by Phillip.Kavan

	#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.

	Change summary:
	- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.

Change 3396152 on 2017/04/17 by Marc.Audy

	TickableGameObjects that have IsTickableInEditor false should not tick in the editor
	#jira UE-40421

Change 3396279 on 2017/04/17 by Phillip.Kavan

	#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.

Change 3396299 on 2017/04/17 by Dan.Oconnor

	Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.

	#jira UE-43859

Change 3396712 on 2017/04/17 by Marc.Audy

	Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
	#jira UE-38234

Change 3396718 on 2017/04/17 by Mike.Beach

	Adding a search bar to the components tree for Blueprints.

	#epicfriday
	#jira UE-17620

Change 3396999 on 2017/04/17 by Mike.Beach

	In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).

	#jira UE-44018

Change 3397700 on 2017/04/18 by Marc.Audy

	UT struct BlueprintType fixups

Change 3397701 on 2017/04/18 by Marc.Audy

	Odin struct BlueprintType fixups

Change 3397703 on 2017/04/18 by Marc.Audy

	Ocean struct BlueprintType fixups

Change 3397704 on 2017/04/18 by Marc.Audy

	WEX struct BlueprintType fixups

Change 3397705 on 2017/04/18 by Marc.Audy

	Additional UT blueprint type struct fixups

Change 3397706 on 2017/04/18 by Marc.Audy

	Fortnite struct BlueprintType fixups

Change 3397708 on 2017/04/18 by Marc.Audy

	Fixup Engine BlueprintType markup of structs

Change 3397709 on 2017/04/18 by Marc.Audy

	Sample Game struct BlueprintType fixups

Change 3397711 on 2017/04/18 by Marc.Audy

	Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly

Change 3397712 on 2017/04/18 by Marc.Audy

	Paragon struct BlueprintType fixups

Change 3397735 on 2017/04/18 by Marc.Audy

	Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it

Change 3397912 on 2017/04/18 by Mike.Beach

	Fix for CIS warnings about shadowed variables (fallout from CL 3396718).

Change 3398455 on 2017/04/18 by Marc.Audy

	Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile

Change 3398491 on 2017/04/18 by Marc.Audy

	BPRW/BPRO in a non-BlueprintType is now a UHT error

Change 3398539 on 2017/04/18 by Marc.Audy

	Fixup live link struct markups

Change 3399412 on 2017/04/19 by Marc.Audy

	Fix Match3 blueprint type struct markups

Change 3399509 on 2017/04/19 by Phillip.Kavan

	#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.

	Change summary:
	- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
	- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
	- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.

Change 3399749 on 2017/04/19 by Mike.Beach

	Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).

Change 3399774 on 2017/04/19 by Marc.Audy

	ConditionalPostLoad is already called on StaticMesh earlier in the function

	#rnx

Change 3400313 on 2017/04/19 by Mike.Beach

	Mirroring CL 3398673 from 4.16

	Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).

	#jira UE-44124

Change 3400328 on 2017/04/19 by Mike.Beach

	Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)

	#jira UE-44124

Change 3400415 on 2017/04/19 by Chad.Garyet

	adding physx switch build to framework

Change 3400514 on 2017/04/19 by Mike.Beach

	Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.

Change 3400552 on 2017/04/19 by Marc.Audy

	Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
	#jira UE-44150

Change 3400815 on 2017/04/19 by Marc.Audy

	Spelling fix (part of PR #3490)

	#rnx

Change 3400918 on 2017/04/19 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
	This portion brings in the exposure of the bindings to blueprint
	#jira UE-44122

Change 3401550 on 2017/04/20 by Marc.Audy

	fix kitedemo blueprint type markup

	#rnx

Change 3401702 on 2017/04/20 by Mike.Beach

	Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).

Change 3401720 on 2017/04/20 by Mike.Beach

	Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.

Change 3401725 on 2017/04/20 by Mike.Beach

	Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).

Change 3401800 on 2017/04/20 by Ben.Zeigler

	Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
	Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
	Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
	Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
	Add RemoveCurrent and SetToEnd to ArrayIterator

Change 3401849 on 2017/04/20 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)

	This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
	#jira UE-44122

Change 3402088 on 2017/04/20 by Marc.Audy

	Focus the search box when expanding the map value type
	#jira UE-44211

Change 3402251 on 2017/04/20 by Ben.Zeigler

	Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out

Change 3402335 on 2017/04/20 by Ben.Zeigler

	Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
	Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
	Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
	Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
	Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
	Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
	Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
	Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
	Add AssetRegistry::GetAllocatedSize and add to MemReport output

Change 3402457 on 2017/04/20 by Ben.Zeigler

	Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test

Change 3402498 on 2017/04/20 by Ben.Zeigler

	CIS fix. Why did this compile locally?

Change 3402537 on 2017/04/20 by Ben.Zeigler

	Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases

Change 3402600 on 2017/04/20 by Ben.Zeigler

	Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
	Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
	AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
	Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
	Add Primary Name to asset audit window by default

Change 3403556 on 2017/04/21 by Marc.Audy

	Fix Orion input key selector override class

	#rnx

Change 3404090 on 2017/04/21 by mason.seay

	Applying Forcefeedback to test map

Change 3404093 on 2017/04/21 by mason.seay

	Changing text in level

Change 3404139 on 2017/04/21 by mason.seay

	Added Force Feedback test and made some tweaks.

Change 3404146 on 2017/04/21 by mason.seay

	Added source reference to Instanced Variable test

Change 3404154 on 2017/04/21 by mason.seay

	More minor tweaks

Change 3404155 on 2017/04/21 by Marc.Audy

	Remove auto

	#rnx

Change 3404188 on 2017/04/21 by Marc.Audy

	Fixed crash changing variable type when any type other than map
	#jira UE-44249

	#rnx

Change 3404463 on 2017/04/21 by Ben.Zeigler

	Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
	Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened

Change 3404465 on 2017/04/21 by Ben.Zeigler

	Fix issue with trying to load editor-only asset classes in a cooked build
	Fix issues with renaming or changing template Ids of assets from the editor
	Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once

Change 3404481 on 2017/04/21 by Dan.Oconnor

	Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children

Change 3404510 on 2017/04/21 by Phillip.Kavan

	#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.

Change 3404590 on 2017/04/21 by Michael.Noland

	Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)

Change 3404593 on 2017/04/21 by Marc.Audy

	Fixed another crash to do with input pin secondary combo box
	#jira UE-44269

	#rnx

Change 3404600 on 2017/04/21 by Michael.Noland

	Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
	#rnx

Change 3404602 on 2017/04/21 by Michael.Noland

	Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
	#rnx

Change 3404608 on 2017/04/21 by Michael.Noland

	Core: Marked TNumericLimits as constexpr so they can be used in static asserts

Change 3404659 on 2017/04/21 by Michael.Noland

	Engine: Adding includes back to two UDeveloperSettings subclasses

Change 3405289 on 2017/04/24 by Marc.Audy

	Remove auto

	#rnx

Change 3405446 on 2017/04/24 by Marc.Audy

	Fix Win32 unsigned compile issue

Change 3405512 on 2017/04/24 by Mike.Beach

	Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).

Change 3406080 on 2017/04/24 by Ben.Zeigler

	Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
	Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
	Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this

Change 3406381 on 2017/04/24 by Ben.Zeigler

	#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over

Change 3406438 on 2017/04/24 by Ben.Zeigler

	Fix deprecation warning

Change 3406519 on 2017/04/24 by Phillip.Kavan

	#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.

	Change summary:
	- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.

Change 3406565 on 2017/04/24 by Dan.Oconnor

	Make sure all interface functions are added to skeleton

	#jira UE-44152

Change 3407489 on 2017/04/25 by Ben.Zeigler

	#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE

Change 3407558 on 2017/04/25 by Ben.Zeigler

	Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
	Fix issue with renaming a BP primary asset not finding the old name

Change 3407701 on 2017/04/25 by Dan.Oconnor

	Remove unneeded null check, static analysis doen't like the inconsistency

Change 3407995 on 2017/04/25 by Marc.Audy

	Fixed maps and sets not working correctly with split pin.
	#jira UE-43857

Change 3408124 on 2017/04/25 by Ben.Zeigler

	#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
	Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions

Change 3408134 on 2017/04/25 by Marc.Audy

	Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
	FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
	UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively

Change 3408256 on 2017/04/25 by Michael.Noland

	Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety

Change 3408282 on 2017/04/25 by Marc.Audy

	(4.16) Fix incorrect positioning of instance components after duplication
	#jira UE-44314

Change 3408404 on 2017/04/25 by Mike.Beach

	Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).

Change 3408445 on 2017/04/25 by Marc.Audy

	Fix up missed deprecation cases

	#rnx

Change 3409354 on 2017/04/26 by Marc.Audy

	Fix Linux CIS failure

	#rnx

Change 3409487 on 2017/04/26 by Marc.Audy

	When dragging assets in to the SCS create them as siblings, not nested
	#jira UE-43041

Change 3409776 on 2017/04/26 by Ben.Zeigler

	#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well

Change 3410168 on 2017/04/26 by Dan.Oconnor

	Avoid calling virtual functions in the middle of compile
	#jira UE-44243

Change 3410252 on 2017/04/26 by Lukasz.Furman

	adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
	#ue4

Change 3410385 on 2017/04/26 by Marc.Audy

	ChildActorComponent SetClass no longer fails when setting at runtime.
	#jira UE-43356

Change 3410466 on 2017/04/26 by Michael.Noland

	Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
	#rnx

Change 3410476 on 2017/04/26 by Michael.Noland

	Automation: Deleting some commented out methods
	#rnx

Change 3411070 on 2017/04/27 by Marc.Audy

	Properly complete deprecation of old attachment API

Change 3411338 on 2017/04/27 by mason.seay

	Map for Latent Action Tick Bug

Change 3411637 on 2017/04/27 by Ben.Zeigler

	Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to

Change 3412052 on 2017/04/27 by mason.seay

	Updated jump test map and pawn

Change 3412231 on 2017/04/27 by Ben.Zeigler

	Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
	Duplicate of CL #3411860

Change 3412233 on 2017/04/27 by Ben.Zeigler

	Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
	Duplicate of CL #3411778

Change 3412235 on 2017/04/27 by Ben.Zeigler

	Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
	Make RedirectCollector threadsafe to avoid issues with async loading asset references
	Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
	Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
	Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
	Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
	Duplicate of CL #3412080

Change 3412352 on 2017/04/27 by Marc.Audy

	Refix lighting getting wrong position when getting component instance data

Change 3412426 on 2017/04/27 by Marc.Audy

	Take first steps to making ComponentToWorld private and force use of accessor
	Make bWorldToComponentUpdated private
	Make ComponentToWorld and bWorldToComponentUpdated mutable
	Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.

Change 3412468 on 2017/04/27 by Marc.Audy

	Remove last remnants of deprecated (4.11) custom location system

Change 3413398 on 2017/04/28 by Marc.Audy

	Fix up missed deprecated attachment API  uses

Change 3413403 on 2017/04/28 by Marc.Audy

	Fix Orion compile error

	#rnx

Change 3413448 on 2017/04/28 by Marc.Audy

	Fix up kite demo component to world privataization warnings

	#rnx

Change 3413792 on 2017/04/28 by Ben.Zeigler

	Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
	Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
	#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
	#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
	#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes

Change 3413839 on 2017/04/28 by samuel.proctor

	Added some Blueprint focused tests for TM-Gameplay

Change 3414030 on 2017/04/28 by Ben.Zeigler

	Enable use of AssetPtr variables with Config, for native and blueprint
	This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch

Change 3414229 on 2017/04/28 by Marc.Audy

	Fixup virtuals not calling their Super
	Remove some autos

	#rnx

Change 3414451 on 2017/04/28 by Lukasz.Furman

	static analysis fix for gameplay debugger

Change 3414482 on 2017/04/28 by Ben.Zeigler

	Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it

Change 3414609 on 2017/04/28 by Ben.Zeigler

	#jira UE-18146 Refresh graph when disconnecting a resolve asset id node

Change 3415852 on 2017/05/01 by Marc.Audy

	Remove unused code

	#rnx

Change 3415856 on 2017/05/01 by Marc.Audy

	auto removal

	#rnx

Change 3415858 on 2017/05/01 by Marc.Audy

	Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking

	#rnx

Change 3415946 on 2017/05/01 by Marc.Audy

	Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)

	#rnx

Change 3415988 on 2017/05/01 by Lukasz.Furman

	renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
	#jira UE-44544

Change 3416030 on 2017/05/01 by Ben.Zeigler

	Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.

Change 3416230 on 2017/05/01 by Marc.Audy

	Fix spelling error

	#rnx

Change 3416419 on 2017/05/01 by Phillip.Kavan

	#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.

	Change summary:
	- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
	- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
	- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.

Change 3416425 on 2017/05/01 by Phillip.Kavan

	#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.

	- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
	- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.

	Notes:
	- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.

Change 3416570 on 2017/05/01 by mason.seay

	Added UMG test to map.  Tweaked force feedback test

Change 3416580 on 2017/05/01 by mason.seay

	Resubmitting sub levels

Change 3416597 on 2017/05/01 by Dan.Oconnor

	Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code

Change 3416636 on 2017/05/01 by Phillip.Kavan

	#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.

	Change summary:
	- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.

Change 3416960 on 2017/05/01 by Dan.Oconnor

	Use compilation manager when clicking the compile button, PIE'ing, etc

Change 3417207 on 2017/05/01 by Ben.Zeigler

	Fix issue with None strings causing default value parsing failures
	Add SetPinDefaultValueAtConstruction needed by some other changes

Change 3417519 on 2017/05/01 by Ben.Zeigler

	Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
	There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.

Change 3418659 on 2017/05/02 by Ben.Zeigler

	#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
	#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
	Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
	Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
	Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
	I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin

Change 3418700 on 2017/05/02 by Ben.Zeigler

	Actually fix None object paths for real this time. I did not test sufficiently before

Change 3418811 on 2017/05/02 by Ben.Zeigler

	Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games

Change 3419165 on 2017/05/02 by Dan.Oconnor

	Add misc. functionality from FKismetEditorUtilities::CompileBlueprint

Change 3419202 on 2017/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825

	#rnx

Change 3419236 on 2017/05/02 by mason.seay

	Removed OnPressed event from Widget BP

Change 3419314 on 2017/05/02 by Marc.Audy

	Fix bad auto-resolve

	#rnx

Change 3419524 on 2017/05/02 by Marc.Audy

	PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
	#jira UE-44587
	#rn Improved Input BP library node display names

Change 3419570 on 2017/05/02 by Zak.Middleton

	#ue4 - Fix typo in TFunctionRef comment/example.

Change 3419709 on 2017/05/02 by Dan.Oconnor

	Fix missing category metadata on SkeletonGeneratedClass when using compilation manager

Change 3419756 on 2017/05/02 by Dan.Oconnor

	Remove unintentional verbosity increase

Change 3420875 on 2017/05/03 by Marc.Audy

	Make IsExecPin static
	Minor optimization to IsMetaPin

	#rnx

Change 3420981 on 2017/05/03 by Marc.Audy

	Change tagging temporarily until other changes are done so that we don't have warnings in the meantime

	#rnx

Change 3421367 on 2017/05/03 by Marc.Audy

	Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.

	#rnx

Change 3421685 on 2017/05/03 by Ben.Zeigler

	#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
	Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
	Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
	Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
	Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
	Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9

Change 3421728 on 2017/05/03 by Phillip.Kavan

	Mirror CL 3408285 from //UE4/Release-4.16.

	#jira UE-44124

	#rnx

Change 3422370 on 2017/05/03 by Dan.Oconnor

	Mirror 3422359

	Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.

	This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.

	#jira UE-44659

Change 3423192 on 2017/05/04 by Ben.Zeigler

	CIS Fix

Change 3423305 on 2017/05/04 by Ben.Zeigler

	Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform

Change 3423358 on 2017/05/04 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809

	#rnx

Change 3423766 on 2017/05/04 by Ben.Zeigler

	#jira UE-44680 Delete some corrupted redirectors that are no longer in use

Change 3423804 on 2017/05/04 by Dan.Oconnor

	Honor SaveIntermediateCompilerResults when using compilation manager

Change 3424010 on 2017/05/04 by Marc.Audy

	Validate that switch string cases are unique

Change 3424011 on 2017/05/04 by Marc.Audy

	Re-fix switch node default pin not appearing as an exec output
	Remove unused boolean

Change 3424071 on 2017/05/04 by Ben.Zeigler

	Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
	Removed some hacky bits in Core that only existed to support FixupRedirects
	Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does

Change 3424313 on 2017/05/04 by Dan.Oconnor

	Address missing property flags on SkeletonGeneratedClass when using compilation manager
	#jira UE-44705

Change 3424325 on 2017/05/04 by Phillip.Kavan

	#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.

	Change summary:
	- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
	- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
	- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
	- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
	- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
	- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.

Change 3424359 on 2017/05/04 by Ben.Zeigler

	Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
	Port of CL #3424159

Change 3424367 on 2017/05/04 by Ben.Zeigler

	Fix some asset manager warnings to not go off in invalid cases

Change 3425270 on 2017/05/05 by Marc.Audy

	Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty

	#rnx

Change 3425696 on 2017/05/05 by Ben.Zeigler

	#jira UE-44672 Fix it so select node option pins get populated with default values properly
	#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
	#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index

Change 3425833 on 2017/05/05 by Ben.Zeigler

	#jira UE-31749 Fix it so Undo works properly when modifying a local variable
	#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value

Change 3425890 on 2017/05/05 by Marc.Audy

	Fix Copy/Paste of child actor components losing the template
	#jira UE-44566

Change 3425947 on 2017/05/05 by Ben.Zeigler

	This was meant to be part of last checkin

Change 3425959 on 2017/05/05 by Ben.Zeigler

	#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one

Change 3425979 on 2017/05/05 by Dan.Oconnor

	PVS fix

Change 3425985 on 2017/05/05 by Phillip.Kavan

	Fix an uninitialized variable.

	#rnx

Change 3426043 on 2017/05/05 by Ben.Zeigler

	#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard

Change 3426174 on 2017/05/05 by Zak.Middleton

	#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.

Change 3426621 on 2017/05/05 by Phillip.Kavan

	#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.

	Change summary:
	- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.

	#rnx

Change 3426906 on 2017/05/05 by Ben.Zeigler

	#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
	Types that don't have a customization (most structs) will now show any more, they did not work before either
	#jira UE-21754 Hide function default values if pass by reference is set
	Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables

Change 3426941 on 2017/05/05 by Dan.Oconnor

	Fix determinstic cooking of LoadAssetClass nodes in macros

Change 3427021 on 2017/05/05 by Dan.Oconnor

	Build fix, make initialization order in source match artifact

	#rnx

Change 3427135 on 2017/05/05 by Phillip.Kavan

	#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.

	Change summary:
	- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
	- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.

	#rnx

Change 3427144 on 2017/05/06 by Marc.Audy

	Fix init order

	#rnx

Change 3427146 on 2017/05/06 by Marc.Audy

	remove stray semicolon

	#rnx

Change 3427242 on 2017/05/06 by Phillip.Kavan

	#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.

	Change summary:
	- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.

	#rnx

Change 3427720 on 2017/05/08 by Dan.Oconnor

	Backing out 3419202

	#rnx

Change 3427725 on 2017/05/08 by Dan.Oconnor

	SA fix

	#rnx

Change 3427734 on 2017/05/08 by Dan.Oconnor

	More exhaustive GEditor null checks, to appease SA

	#rnx

Change 3427882 on 2017/05/08 by Marc.Audy

	Properly order all booleans in intialization

	#rnx

Change 3428049 on 2017/05/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804

	#rnx

Change 3428523 on 2017/05/08 by Ben.Zeigler

	#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away

Change 3428563 on 2017/05/08 by Ben.Zeigler

	#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.

Change 3428595 on 2017/05/08 by Dan.Oconnor

	Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)

	#jira UE-44777

Change 3428599 on 2017/05/08 by Ben.Zeigler

	#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag

Change 3428609 on 2017/05/08 by Dan.Oconnor

	Improved fix for UE-44777

	#jira UE-44777
	#rnx

Change 3429176 on 2017/05/08 by Phillip.Kavan

	#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.

	- Mirrored from //UE4/Release-4.16 (CL# 3429030).

	#rnx

Change 3429198 on 2017/05/08 by Phillip.Kavan

	CIS fix.

	#rnx

Change 3429583 on 2017/05/08 by Ben.Zeigler

	Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
	Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background

Change 3429640 on 2017/05/08 by Marc.Audy

	Fix issues with select nodes in macros connected to wildcard pins.
	#jira UE-44799

	#rnx

Change 3429890 on 2017/05/08 by Ben.Zeigler

	Fix function/macro defaults to properly propagate when changed using the new edit UI
	Refactor some code out of the details customization into the k2 schema
	Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler

Change 3429947 on 2017/05/08 by Michael.Noland

	Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
	There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
	#jira UE-44418

	#reimplementing 3411681 from Release 4.16

Change 3429987 on 2017/05/08 by Ben.Zeigler

	#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
	At load time clear invalid default value for local variables
	Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject

Change 3430392 on 2017/05/09 by Marc.Audy

	Fix SA CIS error

	#rnx

Change 3430747 on 2017/05/09 by Ben.Zeigler

	#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
	Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed

Change 3431027 on 2017/05/09 by Marc.Audy

	Fix BPRW mark up causing Ocean warnings

	#rnx

Change 3431353 on 2017/05/09 by Marc.Audy

	Fix UHT error due to exposing FJsonObjectWrapper to blueprints

	#rnx

[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Ben Marsh
d062937f27 Merging //UE4/Release-4.16@3415560 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3419284 by Ben Marsh in Staging-4.16 branch]
2017-05-02 16:06:37 -04:00
Ben Marsh
9bf24bb276 Merging //UE4/Release-4.16@3405315 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3409211 by Ben Marsh in Staging-4.16 branch]
2017-04-26 08:28:56 -04:00
Dan Oconnor
e29126385f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068)
#lockdown Nick.Penwarden

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

Change 3358702 on 2017/03/22 by Marc.Audy

	Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
	#jira UE-42679

Change 3358737 on 2017/03/22 by Mieszko.Zielinski

	Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4

Change 3359062 on 2017/03/22 by Michael.Noland

	Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)

	#jira UE-30748

Change 3359066 on 2017/03/22 by Michael.Noland

	PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)

	#jira UE-42620

Change 3359069 on 2017/03/22 by Michael.Noland

	PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)

	#jira UE-42250

Change 3359108 on 2017/03/22 by Michael.Noland

	Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
	#jira UE-36232

Change 3359235 on 2017/03/22 by Marc.Audy

	Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
	#jira UE-17286

Change 3359324 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.

	(Integrate CL 3249525 from Odin).

Change 3359326 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.

	(Integrate CL 3261262 from Odin).

Change 3359327 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.

	(Integrate CL 3231908 from Odin)

Change 3359328 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.

	(Integrate CL 3259985 from Odin)

Change 3359329 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.

	(Integrate CL 3260001 from Odin)

Change 3359330 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.

	- Added CharacterMovementComponent::ClearAccumulatedForces()
	- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
	- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
	- ClearAccumulatedForces() now also clears pending launch velocity.
	- Exposed ClearAccumulatedForces() to blueprints.
	- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
	- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
	- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
	- Inlined ActorComponent::IsActive().

	(Integrate CLs 3259933, 3266018 from Odin)

Change 3359338 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.

	(Integrate CL 3271928 from Odin)

Change 3359345 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.

	(Integrate CL 3273026 from Odin)

Change 3359381 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".

	(Integrate CLs 3275415, 3276810 from Odin).

Change 3359422 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix build (CollisionProfile included).

Change 3359442 on 2017/03/22 by Michael.Noland

	Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position

Change 3359445 on 2017/03/22 by Michael.Noland

	PR #2989: Improved BP comment nodes (Contributed by projectgheist)

	#jira UE-36788
	#jira UE-39118

Change 3359446 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.

	(Integrate CL 3278307 from Odin)

Change 3359494 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().

	(Integrated CL 3280775 from Odin).

Change 3359506 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).

	(Integrate CL 3287026 from Odin).

Change 3359514 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.

	(Integrate CL 3293322 from Odin)

Change 3359553 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.

	(Integrate CL 3299098 from Odin).

Change 3359554 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.

	(Integrate CL 3296254 from Odin).

Change 3359555 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.

	(Integrate CL 3295744 from Odin)

Change 3359561 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.

	(Integrate CL 3299111 from Odin)

Change 3359573 on 2017/03/22 by dan.reynolds

	Added BP log to the Passive Mix Modifier test platform BP

Change 3359593 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).

	(Integrate CL 3299118 from Odin)

Change 3359595 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.

	(Integrate CL 3299116 from Odin)

Change 3359602 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.

	(Integrate CL 3340622 from Odin)

Change 3359616 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.

	(Integrate CL 3340635 from Odin)

Change 3359864 on 2017/03/23 by Mieszko.Zielinski

	Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4

	#jira UE-43120

Change 3360884 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.

	(Integrate CL 3310724 from Odin)

Change 3361045 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: new cvars to help with optimization:

	- au.DisableReverbSubmix
	- au.DisableEQSubmix
	- au.DisableParallelSourceProcessing
	- au.SetAudioChannelCount

	Also checked in some code to cut down on the amount of parameter setting in EQ

	(Integrate of CL 3303165 in Odin by Aaron.Mcleran)

Change 3361172 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: added stat for HRTF.

	(Integrate CL 3310728 from Odin)

Change 3361189 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.

	(Integrate CL 3310926 from Odin).

Change 3361914 on 2017/03/23 by Aaron.McLeran

	UE-42649 Fixing crash in cleaning up active sound in sound concurrency

	-Handling edge case of an active sound not have a sound base ptr, which is possible.

Change 3361924 on 2017/03/23 by Aaron.McLeran

	UE-41378 Fixing passive mix modifier bug

Change 3361978 on 2017/03/23 by Aaron.McLeran

	UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock

Change 3361989 on 2017/03/23 by Aaron.McLeran

	PR #3010: Check for null GEngine on sound processing

Change 3362053 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.

	(Integrate CL 3311120 from Odin)

Change 3362102 on 2017/03/23 by Aaron.McLeran

	PR #3182:  Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel

Change 3362153 on 2017/03/23 by Aaron.McLeran

	UE-43286 Oculus audio plugin not working/available

Change 3362162 on 2017/03/23 by Aaron.McLeran

	UE-42252  Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener

Change 3362206 on 2017/03/23 by Aaron.McLeran

	UE-43287 Fixing HRTF spatialization in editor viewport

	- Steam Audio doesn't support multiple audio devices at the moment
	- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device

Change 3362775 on 2017/03/24 by mason.seay

	Replaced deprecated node

Change 3363024 on 2017/03/24 by Ben.Zeigler

	Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error

Change 3363030 on 2017/03/24 by Zak.Middleton

	#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.

Change 3363036 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.

	(Integrate CL 3311158 from Odin)

Change 3363541 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().

	(Integrate CL 3311169 from Odin)

Change 3363642 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".

	- Removed function call overhead to updating channel map. 64,000 function calls...
	- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
	- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.

	(Integrate CL 3311235 from Odin)

Change 3364441 on 2017/03/24 by Ben.Zeigler

	Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
	This fixes issue where iterative cooking would fail on plugin config files
	Add FindConfigFileWithBaseName to GConfig

Change 3364652 on 2017/03/25 by Phillip.Kavan

	#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.

	Change summary:
	- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.

Change 3365609 on 2017/03/27 by Richard.Hinckley

	#jira UEDOC-4720
	Fixed global enums being dropped from documentation after being extracted by Doxygen.

Change 3365737 on 2017/03/27 by Marc.Audy

	Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.

Change 3365795 on 2017/03/27 by Marc.Audy

	Fix compile error

Change 3365894 on 2017/03/27 by Phillip.Kavan

	#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.

	Change summary:
	- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.

Change 3366067 on 2017/03/27 by Marc.Audy

	Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
	#jira UE-40228

Change 3366097 on 2017/03/27 by Marc.Audy

	Fixed missed deprecation disable pairing for PostLadMap

Change 3366170 on 2017/03/27 by Aaron.McLeran

	Fixing div by zero

Change 3366221 on 2017/03/27 by Aaron.McLeran

	UE-43240 Removing dependency on component visualizers in runtime Phonon module.

Change 3366698 on 2017/03/27 by Marc.Audy

	Fix Orion compile errors

Change 3366782 on 2017/03/27 by Aaron.McLeran

	Bringing over optimizations from Odin to Dev-framework.

	Original CL 3311435

Change 3366818 on 2017/03/27 by Aaron.McLeran

	Bringing fix from Odin to Dev-Framework from CL 3304533

	Fix for rare condition that stomps memory during source recycling.

Change 3366984 on 2017/03/27 by Michael.Noland

	Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
	#jira UE-41638

Change 3367085 on 2017/03/27 by Brent.Pease

	 - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
	 - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
	 - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)

Change 3367434 on 2017/03/28 by Marc.Audy

	Fix UT compile error

Change 3368587 on 2017/03/28 by Mike.Beach

	Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).

Change 3368724 on 2017/03/28 by Zak.Middleton

	#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).

	#jira UE-41613, UE-28610

Change 3368748 on 2017/03/28 by Dan.Oconnor

	Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references

Change 3368852 on 2017/03/28 by Mike.Beach

	Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.

Change 3368873 on 2017/03/28 by Dan.Oconnor

	Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.

Change 3368998 on 2017/03/28 by Dan.Oconnor

	Setting  CLASS_Interface early in the compilation process

Change 3369494 on 2017/03/29 by Marc.Audy

	Fix UAT compile error

Change 3369924 on 2017/03/29 by Zak.Middleton

	#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.

	#jira UE-36973

Change 3369932 on 2017/03/29 by Ben.Zeigler

	#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
	Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
	Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
	Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
	Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
	Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
	Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
	Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time

Change 3370028 on 2017/03/29 by Ben.Zeigler

	CIS fix

Change 3370360 on 2017/03/29 by Mike.Beach

	Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).

Change 3370363 on 2017/03/29 by Ben.Zeigler

	Fix issue where loading out of date editor asset registry cache would throw pointless errors

Change 3370414 on 2017/03/29 by Marc.Audy

	Remove autos

Change 3370428 on 2017/03/29 by Ben.Zeigler

	Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators

Change 3370453 on 2017/03/29 by Marc.Audy

	CIS fix

Change 3370548 on 2017/03/29 by Marc.Audy

	#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.

Change 3370564 on 2017/03/29 by Mieszko.Zielinski

	PR #3429: fix comment typo (Contributed by kayama-shift)

Change 3370602 on 2017/03/29 by Mieszko.Zielinski

	Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4

Change 3370615 on 2017/03/29 by Phillip.Kavan

	#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.

	Change summary:
	- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).

Change 3370693 on 2017/03/29 by Michael.Noland

	Fixing some bad indentation
	#rnx

Change 3370740 on 2017/03/29 by Ben.Zeigler

	DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
	Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers

Change 3370792 on 2017/03/29 by Michael.Noland

	Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE

Change 3370794 on 2017/03/29 by Michael.Noland

	PR #3190: Reduce some output logging
	- Reduced an Oculus log from Log to Verbose because it spams quite a bit
	- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
	- Treat UInputComponent::GetAxisValue(None) as not a warning
	- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer

	#jira UE-41446

Change 3370831 on 2017/03/29 by Dan.Oconnor

	Iteration on compilation manager
	 - Fix Skeleton class compilation order
	 - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
	 - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly

Change 3370923 on 2017/03/29 by Michael.Noland

	Blueprints: Added an icon to indicate whether or not a macro contains latent actions
	- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
	- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified

Change 3371039 on 2017/03/29 by Dan.Oconnor

	Hacky fix for dropping return params when a function's return node is culled

Change 3371750 on 2017/03/30 by Richard.Hinckley

	Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.

Change 3372513 on 2017/03/30 by Ben.Zeigler

	#jira UE-43475 Fix cooker issues with string asset references to null packages.
	Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.

Change 3372565 on 2017/03/30 by Richard.Hinckley

	Rolling back stencil change, will be moved to Dev-Rendering.

Change 3372764 on 2017/03/30 by Marc.Audy

	Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
	#jira UE-43328

	#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.

Change 3372847 on 2017/03/30 by Marc.Audy

	Fix missing include

Change 3372994 on 2017/03/30 by Zak.Middleton

	#ue4 - Fix build in Debug (checkSlow using incorrect function params).

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3373320 on 2017/03/30 by mason.seay

	Basic for TM-Gameplay map (WIP)

Change 3373448 on 2017/03/30 by Ben.Zeigler

	Fix recursive size display in audit window
	Improve asset manager comments

Change 3373576 on 2017/03/30 by dan.reynolds

	AEOverview Update:

	Updated Passive Mix Modifier Test based on recent changes in behavior

	Also added Initial Delay Time timer to test

Change 3373589 on 2017/03/30 by dan.reynolds

	AEOverview Passive Mix Mod Test Map update

Change 3373624 on 2017/03/30 by Zak.Middleton

	#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.

	#jira UE-40420

Change 3374271 on 2017/03/31 by Marc.Audy

	Fix deprecation warning in new UT code

Change 3374320 on 2017/03/31 by Marc.Audy

	Fix HTML5 compile.

Change 3374413 on 2017/03/31 by Jeff.Farris

	Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.

	(Copied CL 3276454 from Robo Recall to Dev-Framework)

Change 3374414 on 2017/03/31 by Jeff.Farris

	Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange

	(Copied CL 3267903 from RoboRecall to Dev-Framework)

Change 3374616 on 2017/03/31 by Ben.Zeigler

	Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this

Change 3374664 on 2017/03/31 by Jeff.Farris

	Consted AIController::GetBrainComponent()

	(Copied 3239101 from Robo Recall to Dev-Framework)

Change 3374665 on 2017/03/31 by Jeff.Farris

	PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.

	(Coped CL 3242355 from Robo Recall to Dev-Framework)

Change 3374779 on 2017/03/31 by Jeff.Farris

	Exposed SetAllPhysicsAngularVelocity to blueprints

	(Copied CL 3228390 from Robo Recall to Dev-Framework)

Change 3374792 on 2017/03/31 by Ben.Zeigler

	#jira UE-42618
	PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)

Change 3374844 on 2017/03/31 by Ben.Zeigler

	#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles

Change 3374925 on 2017/03/31 by Marc.Audy

	Don't throw warning about missing world context for inactive worlds.
	#jira UE-42679

Change 3374927 on 2017/03/31 by Michael.Noland

	Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects

Change 3374995 on 2017/03/31 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

	Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.

Change 3375005 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include
	#rnx

Change 3375015 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include (for real)
	#rnx

Change 3375045 on 2017/03/31 by Marc.Audy

	Only calculate the streaming levels prefix during seamless travel if it is a PIE world
	#jira UE-43485

Change 3375053 on 2017/03/31 by Ben.Zeigler

	#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen

Change 3375057 on 2017/03/31 by Ben.Zeigler

	#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player

Change 3375121 on 2017/03/31 by Michael.Noland

	Added missing include for FScopedTransaction
	#rnx

Change 3375222 on 2017/03/31 by mason.seay

	Submitting work done to TM-Gameplay.  Still WIP

Change 3375308 on 2017/03/31 by Michael.Noland

	Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor.  May consider allowing opt-in behavior when we revisit Blutilities

Change 3375321 on 2017/03/31 by Ben.Zeigler

	#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
	Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event

Change 3375372 on 2017/03/31 by Ben.Zeigler

	#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set

Change 3375380 on 2017/03/31 by Marc.Audy

	Modify IsMainAudioDevice to deal with the case where no audio device has been created.

Change 3375402 on 2017/03/31 by Marc.Audy

	Fix DuplicateWorldForPIE in the case that the OwningWorld is null.

Change 3376037 on 2017/04/02 by Phillip.Kavan

	#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.

	Change summary:
	- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
	- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
	- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
	- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
	- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.

Change 3376364 on 2017/04/03 by Richard.Hinckley

	UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.

Change 3376366 on 2017/04/03 by Richard.Hinckley

	UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.

Change 3376517 on 2017/04/03 by Marc.Audy

	PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
	#jira UE-41499

Change 3376708 on 2017/04/03 by Mike.Beach

	Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.

	Summary of changes:
	- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
	- corresponding manifest files get saved inside the module and named to match the platform
	- nativized modules now whitelisted only for the platform they were generated for
	- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
	- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).

Change 3376826 on 2017/04/03 by Phillip.Kavan

	#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.

	Change summary:
	- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
	- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
	- Switched 'NULL' to 'nullptr' in a few spots.

Change 3376831 on 2017/04/03 by Ben.Zeigler

	#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package

Change 3376846 on 2017/04/03 by Ben.Zeigler

	#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node

Change 3376850 on 2017/04/03 by Dan.Oconnor

	Use authoritative class to mitigate compilation order issues

Change 3376961 on 2017/04/03 by Ben.Zeigler

	#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
	Fix Box2d variable name in NoExportTypes

Change 3376985 on 2017/04/03 by Ben.Zeigler

	#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead

Change 3377009 on 2017/04/03 by Ben.Zeigler

	#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them

Change 3377054 on 2017/04/03 by Zak.Middleton

	#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.

	#jira UE-40344
	#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html

Change 3377061 on 2017/04/03 by Dan.Oconnor

	Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.

	Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.

Change 3377073 on 2017/04/03 by Mike.Beach

	CIS fix - proper initialization ordering.

Change 3377371 on 2017/04/03 by Ben.Zeigler

	#jira UE-43144 Disallow creating map of FText, like bool it is not hashable

Change 3377395 on 2017/04/03 by Dan.Oconnor

	Build fix - make order in source match initialization order in artifact

Change 3377417 on 2017/04/03 by Dan.Oconnor

	Speculative SA fix

Change 3377496 on 2017/04/03 by Aaron.McLeran

	#jira UE-43558 Cleaning up shutdown code with audio plugins.

Change 3377608 on 2017/04/03 by Zak.Middleton

	#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.

	#jira UE-38966

Change 3377880 on 2017/04/03 by Aaron.McLeran

	Audio bug fixes

	#jira UE-43600  Fixing sounds played by playsoundatlocation for audio volume calculations
	#jira UE-43601 Fixing listener volume interpolation
	#jida UE-43602 Fixing reverb/eq interpolation

Change 3377908 on 2017/04/03 by Phillip.Kavan

	#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.

	Change summary:
	- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
	- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.

Change 3377912 on 2017/04/03 by Dan.Oconnor

	Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath

Change 3377946 on 2017/04/03 by Ben.Zeigler

	#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
	Lower some error verbosity now that I believe I have tracked down the issue

Change 3377950 on 2017/04/03 by Michael.Noland

	Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
	(May still not work correctly, but it won't crash; full fix covered by UE-43603)
	#jira UE-22428

Change 3377981 on 2017/04/03 by Michael.Noland

	PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)

	#jira UE-43291
	#jira UE-43005

Change 3378039 on 2017/04/04 by Michael.Noland

	PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)

Change 3378041 on 2017/04/04 by Michael.Noland

	Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent

Change 3378081 on 2017/04/04 by Dan.Oconnor

	Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
	3x because of copy/paste

Change 3378094 on 2017/04/04 by Dan.Oconnor

	Add missing preload call for compilation manager

Change 3378917 on 2017/04/04 by Marc.Audy

	Fix static analysis (which is very dumb)

Change 3378986 on 2017/04/04 by Dan.Oconnor

	Fix bad merge

Change 3379100 on 2017/04/04 by Dan.Oconnor

	Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
	#jira UE-43629

Change 3379102 on 2017/04/04 by Ben.Zeigler

	Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
	Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over

Change 3379147 on 2017/04/04 by Zak.Middleton

	#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.

Change 3379254 on 2017/04/04 by Aaron.McLeran

	Fixing sounds in audio mixer when no EQ has been set.

Change 3379760 on 2017/04/04 by Ben.Zeigler

	#jira UE-43647 Don't delete failed async packages that are rooted

[CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
Ben Marsh
7c77078af1 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden

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

Change 3315219 on 2017/02/21 by Steve.Robb

	Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.

Change 3315285 on 2017/02/21 by Steve.Robb

	Explicitly pass string builder into code generation functions.

Change 3315341 on 2017/02/21 by Ben.Marsh

	UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.

Change 3315350 on 2017/02/21 by Ben.Marsh

	Fix shared resource files not being rebuilt if the version header changes.

Change 3315823 on 2017/02/21 by Ben.Marsh

	UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.

Change 3315826 on 2017/02/21 by Ben.Marsh

	UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.

Change 3315857 on 2017/02/21 by Ben.Marsh

	UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.

Change 3315942 on 2017/02/21 by Ben.Marsh

	UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.

Change 3316236 on 2017/02/22 by Maciej.Mroz

	#jira UE-42045

	Nativization
	Fixed Warning: TEnumAsByte is not intended for use with enum

Change 3316253 on 2017/02/22 by Robert.Manuszewski

	Fixes for the async log file writer hangs and crashes.

	- potential fix for the logging system hang when running out of disk space while flushing log
	- fix for unexpected concurrency assert when flushing the log buffer to disk

Change 3316293 on 2017/02/22 by Steve.Robb

	GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.

Change 3316342 on 2017/02/22 by Maciej.Mroz

	Nativization: Wrappers (stubs) required only by other wrappers are properly generated.

	#codereview: Mike.Beach

Change 3316344 on 2017/02/22 by Maciej.Mroz

	Fixed crash in nativized Odin
	Async loading properly handles nativized structs.

Change 3316359 on 2017/02/22 by Steve.Robb

	GitHub #3287 : Ignore #pragma in USTRUCTs

	#jira UE-42248

Change 3316389 on 2017/02/22 by Matthew.Griffin

	Switched Installed Engine Filters to multiline properties to make them more readable
	Added Oodle to list of excluded plugins
	#jira UE-42030

Change 3316392 on 2017/02/22 by Ben.Marsh

	UBT: Split out FileReference/DirectoryReference classes into their own file.

Change 3316394 on 2017/02/22 by Ben.Marsh

	UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.

Change 3316411 on 2017/02/22 by Ben.Marsh

	UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.

Change 3316446 on 2017/02/22 by Ben.Marsh

	UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.

Change 3316575 on 2017/02/22 by Ben.Marsh

	UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.

Change 3318481 on 2017/02/22 by Steve.Robb

	Use of FMath::IsPowerOfTwo in check.
	Static assert to ensure that an inline set allocator will have a hash size of a power of two.

Change 3318496 on 2017/02/22 by Steve.Robb

	Fix for TSet visualizers.

Change 3318919 on 2017/02/23 by Steve.Robb

	Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.

	#jira UE-42178

Change 3318942 on 2017/02/23 by Steve.Robb

	Removal of a redundant insertion which can cause problems on reallocation of the map.

Change 3319010 on 2017/02/23 by Ben.Marsh

	UBT: Fix exception when a file that was previously part of the working set is deleted.

Change 3319134 on 2017/02/23 by Robert.Manuszewski

	Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.

Change 3319249 on 2017/02/23 by Matthew.Griffin

	Added a function to check if running with debug game libs instead of checking command line in multiple places
	Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
	Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
	Removed -Shipping argument from VCProject generation as it's not used anymore

Change 3319253 on 2017/02/23 by Maciej.Mroz

	#jira UE-41846

	New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.

Change 3319591 on 2017/02/23 by Ben.Marsh

	Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.

Change 3320357 on 2017/02/23 by Steven.Hutton

	Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.

Change 3320361 on 2017/02/23 by Steven.Hutton

	Performance improvements subsequent to the recent database changes.

Change 3320446 on 2017/02/23 by Steven.Hutton

	adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.

Change 3320479 on 2017/02/23 by Ben.Marsh

	Fix CIS errors.

Change 3320576 on 2017/02/23 by Jin.Zhang

	Update CrashReporter to use AWS

Change 3320742 on 2017/02/23 by Jin.Zhang

	Merging crash caching

Change 3321119 on 2017/02/24 by Robert.Manuszewski

	DLL injection protection support for non-monolithic builds

Change 3323308 on 2017/02/27 by Matthew.Griffin

	Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future

Change 3323423 on 2017/02/27 by Chad.Garyet

	Adding a script to check and warn about csproj targeted .net versions being mismatched

	#JIRA UE-39624

Change 3323442 on 2017/02/27 by Ben.Marsh

	UBT: Output an error if an engine module references a game module.

Change 3323743 on 2017/02/27 by Ben.Marsh

	PR #3303: Resolved PVS scan issues (Contributed by projectgheist)

Change 3323748 on 2017/02/27 by Ben.Marsh

	Convert whitespace to tabs.

Change 3324851 on 2017/02/28 by Chris.Wood

	Add Odin symbol locations to engine config for MDD on CR server.

	NotForLicensees

Change 3324979 on 2017/02/28 by Gil.Gribb

	Fixed bad merge of priority change in the EDL.

Change 3326889 on 2017/03/01 by Steven.Hutton

	Update to buggs controller to generate faster queries.

Change 3326910 on 2017/03/01 by Robert.Manuszewski

	Removing legacy #if from PackageFileSummary.

Change 3327118 on 2017/03/01 by Gil.Gribb

	UE4 - Fixed race that resulted in a memory leak when reading compressed paks.

Change 3327633 on 2017/03/01 by Gil.Gribb

	UE4 - Added a cvar to control the pak precacher thottle.

Change 3327674 on 2017/03/01 by Steve.Robb

	Unified boilerplate between all generated code files.

Change 3328544 on 2017/03/01 by Chris.Wood

	CrashReportProcess.config update (CRP v1.2.17)

	Tweaks to a few values.
	Update website URL to explicitly point to old, non-cloud site on devweb-02.

Change 3328714 on 2017/03/01 by Chris.Wood

	Correct CRP config regression. Point website at new cloud site. Still v1.2.17

Change 3329192 on 2017/03/02 by Matthew.Griffin

	Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build

Change 3329285 on 2017/03/02 by Ben.Marsh

	UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.

Change 3330636 on 2017/03/02 by Ben.Marsh

	UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.

Change 3331262 on 2017/03/03 by Robert.Manuszewski

	Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)

	- Improved GC multithreading
	- Improved BeginDestroy performance
	- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
	- A few improvements to AddReferencedObjects functions
	- Misc improvements to GC code
	- Garbage Collector now properly handles clusters which had their objects marked as pending kill
	- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)

Change 3331285 on 2017/03/03 by Robert.Manuszewski

	A few fixes for the previous check-in.

Change 3332001 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.

Change 3332022 on 2017/03/03 by Ben.Marsh

	Update documentation for where to find the BuildConfiguration settings.

Change 3332031 on 2017/03/03 by Ben.Marsh

	Remove documentation for Windows XP support; it has been removed in the 4.16 release.

Change 3332256 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN page containing module and target settings.

Change 3332458 on 2017/03/03 by Ben.Marsh

	UBT: Improvements to generated documentation.

Change 3332459 on 2017/03/03 by Ben.Marsh

	Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.

Change 3332460 on 2017/03/03 by Ben.Marsh

	UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.

Change 3332899 on 2017/03/06 by Robert.Manuszewski

	Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)

	#jira UE-42548

Change 3332955 on 2017/03/06 by Maciej.Mroz

	Nativization distinguishes client and server platform:
	- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
	- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
	- Wrappers (for unconverted BPs) are created only when they are directly called.

	- Fortnite dedicated server can be nativized

Change 3332990 on 2017/03/06 by Ben.Marsh

	UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.

Change 3333032 on 2017/03/06 by Ben.Marsh

	Documentation for build tools

Change 3333037 on 2017/03/06 by Ben.Marsh

	Add a build step to extract UAT and UBT documentation from XML comments.

Change 3333089 on 2017/03/06 by Ben.Marsh

	UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.

Change 3333651 on 2017/03/06 by Gil.Gribb

	UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.

Change 3335236 on 2017/03/07 by Ben.Marsh

	UGS: Set the sync changelist separately to the compatibility changelist.

Change 3335261 on 2017/03/07 by Gil.Gribb

	UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.

Change 3335740 on 2017/03/07 by Gil.Gribb

	maybe fix static analysis warning

Change 3335945 on 2017/03/07 by Steve.Robb

	Move FFindInstancedReferenceSubobjectHelper code out of header.
	Add map/set property support to allow instanced members of these container types to be handled during CPFUO.

	https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html

Change 3336693 on 2017/03/07 by Ben.Marsh

	UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

Change 3336694 on 2017/03/07 by Steve.Robb

	Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
	Fixes to types which relied on implicit conversions when calling GetTypeHash.
	Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.

	#jira UE-42441

Change 3336698 on 2017/03/07 by Steve.Robb

	Hardcoded endpoint handling replaced with a generic string.
	Obsolete .proto and .java code generation removed.

Change 3336811 on 2017/03/07 by Wes.Hunt

	Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.

Change 3336973 on 2017/03/08 by Steve.Robb

	Fix for missing GetTypeHash in a plugin.

Change 3336996 on 2017/03/08 by Steve.Robb

	Significant refactor of code generation, to try and make data flow more apparent.

Change 3337571 on 2017/03/08 by Steve.Robb

	CIS fixes for missing GetTypeHash functions.
	Non-unity fix.

Change 3337588 on 2017/03/08 by Gil.Gribb

	UE4 - Fixed obscure check with flushing rhi resources.

Change 3337620 on 2017/03/08 by Steve.Robb

	WITH_HOT_RELOAD_CTORS macros removed.
	UseVTableConstructors config option removed.

Change 3339369 on 2017/03/09 by Steve.Robb

	GetTypeHash overload for nn::account::Uid.

Change 3339464 on 2017/03/09 by Daniel.Lamb

	Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
	#jira UE-42583
	#test Editor + Cook + Run shootergame

Change 3339465 on 2017/03/09 by Maciej.Mroz

	Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.

Change 3339469 on 2017/03/09 by Maciej.Mroz

	Fixed Nativization problem, when default value is passed as non-const reference.

Change 3340178 on 2017/03/09 by Daniel.Lamb

	Added support for in memory only packages.  The Cooker ignores these and added core functions to recognize these packages.
	Other systems will need to add support where nessisary.

Change 3341002 on 2017/03/10 by Maciej.Mroz

	Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.

Change 3341076 on 2017/03/10 by Steve.Robb

	Fix for FBakedTextureSourceInfo move semantics.

	#jira UE-42658

Change 3341160 on 2017/03/10 by Gil.Gribb

	UE4 - Fix hazard with SetMaterialUsage from a thread.

Change 3341409 on 2017/03/10 by Steve.Robb

	Reduction of the generated code size for StaticRegisterNatives functions.

Change 3341523 on 2017/03/10 by Steve.Robb

	Code generation simplified.

Change 3341800 on 2017/03/10 by Ben.Marsh

	UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.

Change 3342034 on 2017/03/10 by Ben.Marsh

	Fix compiler setting not being loaded correctly into the Windows target settings dialog.

	#jira UE-42746

Change 3342041 on 2017/03/10 by Ben.Marsh

	Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.

Change 3342094 on 2017/03/10 by Steve.Robb

	Fix to deteministic name order during code generation.

Change 3342251 on 2017/03/10 by Daniel.Lamb

	Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
	#thanks Tim.Hagberg

	#test None

Change 3342961 on 2017/03/13 by Robert.Manuszewski

	Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.

	#jira FORT-38977

Change 3343022 on 2017/03/13 by Steve.Robb

	GetTypeHash fixes for FUniqueNetIdLive.

	#jira UE-42788

Change 3343448 on 2017/03/13 by Steve.Robb

	Compiled-in defer object order fixed.
	Debuggability of the deferred registration map improved.

	#jira UE-42828

[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
Nick Darnell
924baec97b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527)
#lockdown Nick.Penwarden

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

Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt

	GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object

Change 3281111 on 2017/02/01 by Michael.Dupuis

	#jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window

Change 3281225 on 2017/02/01 by Jamie.Dale

	Several improvements to culture switching and LocRes files

	 - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files.
	 - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found.
	 - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base.
	 - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture.
	 - "-culture=leet" now works correctly on the command line ("-leet" also works).
	 - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager.
	 - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs.

Change 3281291 on 2017/02/01 by Alexis.Matte

	Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh
	#jira UE-39639

Change 3281718 on 2017/02/01 by Michael.Dupuis

	#jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid

Change 3281861 on 2017/02/01 by Alexis.Matte

	Fix import of morph target when there is no animation
	#jira UE-41383

Change 3282791 on 2017/02/02 by Chris.Wood

	Split crash analytics methods to fix comment parsing issues.
	[UE-32787] - Document Crash Report Client analytics events in code

Change 3283316 on 2017/02/02 by Alexis.Matte

	Make sure we do not import more then the maximum allowed node
	#jira UE-41405

Change 3283349 on 2017/02/02 by Jamie.Dale

	Updated Portal to stage its .locnat files

Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt

	Fix component/actor selection becoming out of sync after undo/redo

	#jira UE-41416

Change 3284061 on 2017/02/02 by Alexis.Matte

	Fix the scene importer front x axis import
	#jira UE-41318

Change 3284280 on 2017/02/02 by Alex.Delesky

	#jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log

Change 3285053 on 2017/02/03 by Michael.Dupuis

	#jira UE-33777: Handle the global landscape editor ui command  list so specified shortcut will be treated

Change 3285444 on 2017/02/03 by Jamie.Dale

	Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale

	These are typically still Latin, but Middle Eastern languages have some variants.

	This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals).

Change 3287422 on 2017/02/06 by Michael.Dupuis

	#jira UE-36580: Improved the whole word algo to take into consideration localisation

Change 3287455 on 2017/02/06 by Alexis.Matte

	When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it.
	#jira UE-41397

Change 3287745 on 2017/02/06 by Alexis.Matte

	Merge from orion dev-general cl:3286668
	Fix a crash when importing a LOD containing different material with less sections

Change 3287996 on 2017/02/06 by Michael.Dupuis

	#jira UE-37290: fixed naming to be "move to level" instead of "move level"

Change 3288090 on 2017/02/06 by Jamie.Dale

	Fixing missing include breaking the FText natvis

Change 3288105 on 2017/02/06 by Jamie.Dale

	FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros

Change 3288150 on 2017/02/06 by Jamie.Dale

	Fixing display names for tutorial categories so that they can be localized

	They were already FText, but the config wasn't defining them in a localizable way.

	#jira UE-37926

Change 3288469 on 2017/02/06 by Alex.Delesky

	#jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets.

	This also introduces the Subtitles module.

Change 3288540 on 2017/02/06 by Alex.Delesky

	Backing out changelist 3288469 due to build issue with module includes

	#jira none

Change 3289074 on 2017/02/06 by Alex.Delesky

	Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files

	#jira UE-35464

Change 3289753 on 2017/02/07 by Michael.Dupuis

	#jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID

Change 3290097 on 2017/02/07 by Nick.Darnell

	Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets.  There is now only one log, and all entries go into it to provide some context when things fail.  Continued working on the styling of the reports.

Change 3290182 on 2017/02/07 by Michael.Trepka

	Added missing initialization for SWindow::bIsMirrorWindow

Change 3290472 on 2017/02/07 by Michael.Dupuis

	#jira UE-37358: Add reference list in the dialog for all delete type

Change 3290513 on 2017/02/07 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3290543 on 2017/02/07 by Michael.Dupuis

	#jira UE-35931: Refresh detail panel on selection lost

Change 3290581 on 2017/02/07 by Michael.Dupuis

	Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor)

Change 3290721 on 2017/02/07 by Michael.Dupuis

	#jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function

Change 3291958 on 2017/02/08 by Alexis.Matte

	Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp

Change 3292017 on 2017/02/08 by Alexis.Matte

	Add some fbx automation tests to validate material re-import

Change 3292030 on 2017/02/08 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3293062 on 2017/02/08 by Jamie.Dale

	Reduced the number of allocations that happen when rebuilding text

	This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.

	These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild.

	Changes:
	 - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.
	 - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage.
	 - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation.
	 - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation.
	 - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy).
	 - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous.
	 - General update from using MakeShareable to MakeShared (saving 1 allocation).
	 - General clean-up of L10N/I18N class friendship.

	#jira UE-41533

Change 3293292 on 2017/02/08 by Alex.Delesky

	Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds.

Change 3293477 on 2017/02/08 by Jamie.Dale

	Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays

	#jira UE-41007

Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data.

Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix details panel categories in the static mesh editor

Change 3294216 on 2017/02/09 by Michael.Dupuis

	#jira UE-40609: manually position the window based on it'S max possible size
	#3128 GitHub

Change 3294430 on 2017/02/09 by Jamie.Dale

	Kerning-only text shaping no longer draws characters to get their metrics

	It now goes via the low-level FT caches like HarfBuzz does.

Change 3294588 on 2017/02/09 by Alexis.Matte

	If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup

Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3295093 on 2017/02/09 by Arciel.Rekman

	Linux: fix Setup.sh not working in paths with space (UE-41819).

Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt

	Fix material UV's no longer working om 9 slice elements

Change 3295816 on 2017/02/09 by Arciel.Rekman

	Linux: fix starting programs from a path with space.

Change 3296129 on 2017/02/09 by Arciel.Rekman

	Linux i686: changes necessary to compile BlankProgram.

	- Added new architecture to UBT.
	- Fixed system headers.
	- Added third party libs for i686:
	  - jemalloc
	  - elftoolchain
	  - zlib
	  - SDL2
	  - libc++

Change 3296564 on 2017/02/10 by Jamie.Dale

	Cleaned up PO comment preservation

Change 3296694 on 2017/02/10 by Jamie.Dale

	AllocateNameEntry now takes TCharType* rather than void* and cast

Change 3296744 on 2017/02/10 by Jamie.Dale

	Moved the PO DOM from UnrealEd to Internationalization

Change 3297250 on 2017/02/10 by Jamie.Dale

	Split the PO import/export pipeline out of the commandlet

Change 3297420 on 2017/02/10 by Alexis.Matte

	Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor.
	#jira UE-38985

Change 3297594 on 2017/02/10 by Alexis.Matte

	When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one.

Change 3297752 on 2017/02/10 by Arciel.Rekman

	i686 support: more third party libs.

	- libcurl
	- OpenSSL
	- libpng
	- libvorbis
	- libogg
	- libopus

Change 3297754 on 2017/02/10 by Arciel.Rekman

	i686 support: PhysX

Change 3297922 on 2017/02/10 by Alexis.Matte

	When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename.

Change 3298330 on 2017/02/10 by Arciel.Rekman

	i686: missing libcurl.

Change 3298620 on 2017/02/11 by Jamie.Dale

	FLocTextHelper improvements

	- It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths).
	- The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters).

Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist)

Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts)

Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt

	Fix material instances being marked dirty when opening

	#jira UE-41721, UE-41719

Change 3299441 on 2017/02/13 by Nick.Darnell

	PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi)

Change 3299567 on 2017/02/13 by Nick.Darnell

	Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed.

	#jira UE-41904

Change 3299870 on 2017/02/13 by Jamie.Dale

	Added cycle counters for font rendering/shaping

Change 3300116 on 2017/02/13 by Michael.Dupuis

	#jira UE-41866: Update cache when performing an undo

Change 3300178 on 2017/02/13 by Alexis.Matte

	Fix a crash when re-importing a LOD with more sections then the base LOD

Change 3300191 on 2017/02/13 by Alexis.Matte

	Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh.

Change 3300351 on 2017/02/13 by Alexis.Matte

	Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI
	#jira UE-39639

Change 3302138 on 2017/02/14 by Nick.Darnell

	Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them.

Change 3302139 on 2017/02/14 by Nick.Darnell

	UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree.  This fixes several issues with edit-inline objects on UWidgets.

Change 3302281 on 2017/02/14 by Nick.Darnell

	Slate - Bringing over changes to the invalidation panel from one of the game streams.  This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases.

Change 3302415 on 2017/02/14 by Nick.Darnell

	Disabling the open asset editor test.

Change 3302976 on 2017/02/14 by Nick.Darnell

	Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package.  AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously.  Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine.  TODO.

Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt

	Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up.  Thumbnails are now shown by default.  Use meta=(DisplayThumbnail=false) to remove

	#jira UE-41958

Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav)

Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi)

Change 3303823 on 2017/02/15 by Nick.Darnell

	Automation - Continued improvements on screenshots.  Added some fixes to turn off the tonemapper when visualizing buffers.  Fixed several screenshots due to this change.  Adding lightboxes to the reports.  Adding some styling to make things sweeter.

Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build error

Change 3303982 on 2017/02/15 by Nick.Darnell

	Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow.

Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build attempt #2 (not reproducible locally)

Change 3304393 on 2017/02/15 by Matt.Barnes

	Submitting test content for UEQATC-3548

Change 3304517 on 2017/02/15 by Nick.Darnell

	Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms.  Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both.

Change 3304560 on 2017/02/15 by Nick.Darnell

	UMG - SA fix.

Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist)

Change 3305360 on 2017/02/15 by Arciel.Rekman

	Linux: fix crash on exit (UE-41907).

	- It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit().

Change 3306023 on 2017/02/16 by Nick.Darnell

	Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints.

Change 3306030 on 2017/02/16 by Nick.Darnell

	Slate - Making some additional fixes to invalidation panels from a game branch.  Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way).

Change 3306031 on 2017/02/16 by Nick.Darnell

	Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint.

Change 3306046 on 2017/02/16 by Nick.Darnell

	UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode.

Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt

	Fix crash if blurs are rotated

	#jira UE-42037

Change 3309114 on 2017/02/17 by Jamie.Dale

	Unifying non-shaped text to use the same atlas cache as shaped text

Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt

	Outline color on text elements is now inherited properly

	#jira UE-40691

Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt

	Guard against rendering MIDs with potentially no parent in slate.

	#jira UE-42047

Change 3311531 on 2017/02/20 by Michael.Dupuis

	#jira UETOOL-1100:
	Add the possibility to have dynamic min/max slider value
	Synchonize all Color vector together when changing the min/max slider value

Change 3311534 on 2017/02/20 by Michael.Dupuis

	incremental build fix

Change 3311535 on 2017/02/20 by Michael.Dupuis

	incremental build fix take 2...

Change 3311743 on 2017/02/20 by Michael.Dupuis

	buildfix lunix incremental

Change 3312496 on 2017/02/20 by Arciel.Rekman

	Linux: fix PhysX crash in i686.

	- Changed layout to one that works.

Change 3313127 on 2017/02/20 by Jamie.Dale

	Fixed crash when performing a non-async cooked package save

	It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed.

Change 3313990 on 2017/02/21 by Nick.Darnell

	Automation - Added a summary area at the top of the report.

Change 3314034 on 2017/02/21 by Jamie.Dale

	Fixed crash when deleting a streamed font

Change 3314942 on 2017/02/21 by Nick.Darnell

	Automation - More templating styling work.

Change 3315080 on 2017/02/21 by Nick.Darnell

	Automation - Providing a way for users to remove explict events from the event log when automated tests run.  Needed for other systems linked into the automation system like google mock.

Change 3315452 on 2017/02/21 by Nick.Darnell

	Json - Adding support for Map and Set properties to the JsonObjectConverter.  Can now save out map and sets.  No support for loading them yet.

Change 3315614 on 2017/02/21 by Nick.Darnell

	Json - Adding support for loading sets and map json data.

Change 3315924 on 2017/02/21 by Arciel.Rekman

	Vulkan: edigrating various Linux fixes by Josh.

	- This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself).

	Original descriptions:

	CL 3313445
	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

	CL 3314152
	- Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested.

Change 3316741 on 2017/02/22 by Jamie.Dale

	Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names

	#jira UE-42253

Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3317058 on 2017/02/22 by Alexis.Matte

	Fix the scene importer to support correctly the obj file format
	#jira UE-35606

Change 3318039 on 2017/02/22 by Arciel.Rekman

	i686 support: added missing libwebsockets.

Change 3318095 on 2017/02/22 by Arciel.Rekman

	i686 support: Oodle.

Change 3319002 on 2017/02/23 by Michael.Dupuis

	#jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape

Change 3319012 on 2017/02/23 by Alexis.Matte

	PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans)
	#jira UE-40039

Change 3319035 on 2017/02/23 by Nick.Darnell

	UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi.

	#jira UE-42170

Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts)

	#jira UE-42129

Change 3319072 on 2017/02/23 by Michael.Dupuis

	#jira UETOOL-1101: Add support for DetailGroup reset to default
	Right now it's only enable for the color grading

Change 3319077 on 2017/02/23 by Nick.Darnell

	Automation - Moving away from most of the templating being done in C++.  Moving to dust.js to just do it in the browser window.  The json report file is now the actual source of the information we use to template the resulting report html.  Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server.  Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days.

	PhysX - Fixing a problem with Physx FillInlinePxShapeArray.  Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component.

Change 3319088 on 2017/02/23 by Nick.Darnell

	PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist)

	#jira UE-41914

Change 3319104 on 2017/02/23 by Michael.Dupuis

	fix incremental build

Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts)

	#jira UE-42272

Change 3319252 on 2017/02/23 by Michael.Dupuis

	fix warning with missing #undef LOCTEXT_NAMESPACE

Change 3319298 on 2017/02/23 by Alex.Delesky

	Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules)

Change 3319388 on 2017/02/23 by Alexis.Matte

	Fbx Importer now find collision model under fbx LOD Group
	#jira UE-42141

Change 3319528 on 2017/02/23 by Michael.Dupuis

	Fixed Undo/Redo to be consistent with other vector modifcation behavior

Change 3319583 on 2017/02/23 by Alexis.Matte

	Fix the sample rate to use the least common multiplier of all keys
	#jira UE-42012

Change 3319705 on 2017/02/23 by Nick.Darnell

	Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'.

Change 3319711 on 2017/02/23 by Nick.Darnell

	Editor - Adding some checks to make sure the struct we're accessing is still a valid handle.

	#jira UE-42262

Change 3319736 on 2017/02/23 by Alex.Delesky

	Adding Subtitles and SubtitlesEditor to the JunkManifest file.

Change 3319919 on 2017/02/23 by Nick.Darnell

	Automation - Fixing an issue with moving a location that doesn't exist.

Change 3319932 on 2017/02/23 by Alexis.Matte

	Fbx importer, do not apply more then one time the transform option to the scene node.
	#jira UE-42277

Change 3320105 on 2017/02/23 by Nick.Darnell

	Editor - Adding some additional checks to the margin customization.

	#jira UE-42262

Change 3321577 on 2017/02/24 by Jamie.Dale

	Moving Internationalization module from Runtime to Developer

Change 3321625 on 2017/02/24 by Jamie.Dale

	Moving InternationalizationSettings module from Developer to Editor

Change 3321642 on 2017/02/24 by Jamie.Dale

	Moving SCulturePicker from the Localization module to the InternationalizationSettings module

Change 3321734 on 2017/02/24 by Alexis.Matte

	PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi)
	We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow.

	#jira UE-39050

Change 3321912 on 2017/02/24 by Jamie.Dale

	Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies

Change 3322274 on 2017/02/24 by Jamie.Dale

	Moving Localization module from Editor to Developer, and merging the Internationalization module into it

	Removed hard-dependency between Engine and Localization/Internationalization via an interface.

Change 3322774 on 2017/02/25 by Jamie.Dale

	Unifying LocRes and LocNat file format between generation and loading

	This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly.

	#tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before.

Change 3322795 on 2017/02/25 by Jamie.Dale

	Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file

	The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets.

	Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another.

Change 3322853 on 2017/02/25 by Jamie.Dale

	Moved the conflict and word count reporting to FLocTextHelper

Change 3323089 on 2017/02/26 by Jamie.Dale

	Added functions to get the target name and path from FLocTextHelper

Change 3323391 on 2017/02/27 by Ben.Cosh

	This fixes an issue with blueprint config variables having their value destroyed by CDO serialization
	#Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization
	#Proj Engine, CoreUObject

Change 3323406 on 2017/02/27 by Ben.Cosh

	Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation.
	#jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph
	#Proj BlueprintGraph

Change 3323572 on 2017/02/27 by Nick.Darnell

	Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from.

	Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map.  Also improved the way we focus the actor so that the level editor is also brought to the foreground.

	Automation - Fixing a bug in how the automation system was registering for capturing logging.  It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working.  Suddenly a flood of informations started being captured during tests.  For now - only going to capture 'Display' logs instead of 'Log' level.

	Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test.

	Automation - The screenshot comparison test now prints more information even during successful comparisons.

	Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model.  This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited.  The message log now checks if the selection would actually change the viewstate before it does it.

	Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future.

Change 3323580 on 2017/02/27 by Michael.Trepka

	Fixed some Xcode 8.3 compile errors

Change 3323634 on 2017/02/27 by Nick.Darnell

	Build - Fix incremental build.

Change 3323740 on 2017/02/27 by Jamie.Dale

	Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing

Change 3323865 on 2017/02/27 by Nick.Darnell

	Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped.

Change 3324228 on 2017/02/27 by Jamie.Dale

	Can no longer name assets or folders with a leading underscore

	#jira UE-40541

Change 3324429 on 2017/02/27 by Jamie.Dale

	Removing FLocTextTargetPaths

	It was added to support something that I'm now going to do a different way.

Change 3324473 on 2017/02/27 by Jamie.Dale

	Moved the GatherText SCC utils into the Localization module

Change 3324481 on 2017/02/27 by Jamie.Dale

	Moving the localized asset utils out of GatherText base

Change 3324485 on 2017/02/27 by Jamie.Dale

	Cleaning up some includes now that the localization SCC is no longer in GatherText

Change 3324910 on 2017/02/28 by Nick.Darnell

	Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect.

Change 3325329 on 2017/02/28 by Michael.Dupuis

	#jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them
	Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed

Change 3325410 on 2017/02/28 by Michael.Dupuis

	missing include for incremental build

Change 3325415 on 2017/02/28 by Nick.Darnell

	UMG - Adding some setters and getters for RedrawTime to the WidgetComponent.

Change 3325418 on 2017/02/28 by Nick.Darnell

	Automation  - Fixing the warnings on startup about smoke tests taking longer than 2s.  Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup.

Change 3325698 on 2017/02/28 by Alexis.Matte

	Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch

Change 3325790 on 2017/02/28 by Michael.Trepka

	Copy of CL 3319588

	Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer

Change 3326118 on 2017/02/28 by Alexis.Matte

	Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer
	#jira UE-41291

Change 3326183 on 2017/02/28 by Alexis.Matte

	PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy)

	#jira UE-42301

Change 3326196 on 2017/02/28 by Jamie.Dale

	Force the correct package localization ID when duplicating a BP for nativization

Change 3327037 on 2017/03/01 by Michael.Dupuis

	fixed fortnite mac non editor build

Change 3327483 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327486 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327541 on 2017/03/01 by Michael.Trepka

	Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac

Change 3328000 on 2017/03/01 by Nick.Darnell

	Automation - Noisy rendering features are now disabled by default when taking screenshots.

Change 3328323 on 2017/03/01 by Michael.Trepka

	Copy of CL 3307526

	Fixed mouse position issues in fullscreen mode on Mac

Change 3328410 on 2017/03/01 by Alexis.Matte

	Remove unwanted option when importing skeletal mesh
	Make the FBX tests uptodate with the new ImportUI options

	#jira UE-41291

Change 3329586 on 2017/03/02 by Jamie.Dale

	Adding missing includes when running with bUseMallocProfiler enabled

Change 3329999 on 2017/03/02 by Nick.Darnell

	UMG - Removing a deprecated 4.8 function to get the label on UWidget.

Change 3330004 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the dependencies of UMGEditor module.

Change 3330021 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the private include path of the UMG module.

Change 3330041 on 2017/03/02 by Nick.Darnell

	Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is.

Change 3330048 on 2017/03/02 by Nick.Darnell

	Editor - Don't allow querying the cursor in the editor viewport while saving packages.  Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring.

Change 3330602 on 2017/03/02 by mason.seay

	Map for Functional Screenshot Test Bug

Change 3330632 on 2017/03/02 by Alexis.Matte

	Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index

Change 3330862 on 2017/03/02 by Jamie.Dale

	Adding FPaths::SetExtension

	This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one.

Change 3331491 on 2017/03/03 by Nick.Darnell

	Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran.

Change 3331498 on 2017/03/03 by Nick.Darnell

	Build - Fixing a build warning.

Change 3331807 on 2017/03/03 by Nick.Darnell

	Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers.  Adding a better way of rolling back the changes.

Change 3331999 on 2017/03/03 by Michael.Trepka

	Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp

Change 3332481 on 2017/03/03 by Arciel.Rekman

	Fix building lighting in commandlet (UE-42551).

	- Process task graph while running as commandlet.
	- Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out.

Change 3332606 on 2017/03/04 by Jamie.Dale

	Fixing crash reporting loc word counts when the report is starting empty

Change 3332614 on 2017/03/04 by Jamie.Dale

	Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives

Change 3332619 on 2017/03/04 by Jamie.Dale

	Fixing CIS error

Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist)

	#jira UE-42284

Change 3333039 on 2017/03/06 by Alexis.Matte

	Make custom ui for FbxSceneImportData object
	#jira UE-37896

Change 3333047 on 2017/03/06 by Nick.Darnell

	UMG - Removing an extra assignment in WidgetSwitcher.

Change 3333056 on 2017/03/06 by Alexis.Matte

	Build fix

Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt

	Added more logging for when window creation fails due to too many windows.

	#jira UE-42478

Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts)

	#jira UE-42535

Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki)

	#jira UE-42407, UE-42565

Change 3333142 on 2017/03/06 by Jamie.Dale

	Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer

Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt

	Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control.  The button now opens a web page on click.

	#jira UE-42461
	PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus)

Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt

	Remove double middle mouse click to change to perspective view

	#jira UE-42444

Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt

	Fixed excessive fname initialization in these files

Change 3334063 on 2017/03/06 by Alexis.Matte

	fix build linux

Change 3334166 on 2017/03/06 by Jamie.Dale

	Adding Data Table export/import support for TMap and TSet

	#jira UE-42415

Change 3334459 on 2017/03/06 by Alexis.Matte

	PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto)

	#jira UE-42563

Change 3335132 on 2017/03/07 by Jamie.Dale

	Fixing typo

Change 3335140 on 2017/03/07 by Jamie.Dale

	Fixing CSV import warnings in GameplayEffects test

Change 3335164 on 2017/03/07 by Alexis.Matte

	Avoid selecting skeletal mesh section in the level when high light them in persona editor
	#jira UE-20151

Change 3335186 on 2017/03/07 by Jamie.Dale

	Fixed CSV parser missing empty cells at the end of the string

Change 3335218 on 2017/03/07 by Arciel.Rekman

	SDL2: delete unused project/build files.

Change 3335222 on 2017/03/07 by Arciel.Rekman

	SDL2: delete more unused project/build files.

Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt

	Additional fixes for blur and blur slot not propagating padding to each other

	#jira UE-42553

Change 3335896 on 2017/03/07 by Jamie.Dale

	ToolTips and Engine were double gathering the same meta-data

	#jira UE-36480

Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt

	Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties

Change 3336247 on 2017/03/07 by Jamie.Dale

	Selection height is now the max of the line height and text height to account for negative line scaling

	#jira UE-40673

Change 3336253 on 2017/03/07 by Jamie.Dale

	Added a setting to control whether we should use the font metrics or the bounding box when laying out a font

	#jira UE-41074

Change 3336303 on 2017/03/07 by Arciel.Rekman

	Refactor of OS memory allocation functions.

	- Bring PageSize/OSAllocationGranularity in line with the established definitions.
	  - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties.
	  - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned).
	  - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations.

	- Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned.
	   - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2.

	- Make Binned2 work on Linux
	    - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost.
	    - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS)

	- Switch Linux to Binned2 by default.

	- Add ability to sanity-check OS memory allocations.
	   - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only).

Change 3337098 on 2017/03/08 by Michael.Dupuis

	#jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen

Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt

	Hide the preview toolbar button, it is not being used

Change 3337801 on 2017/03/08 by Michael.Trepka

	Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac

Change 3338373 on 2017/03/08 by Joe.Graf

	Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment
	Tested directory structures:
	    D:\SomePluginDir
	    D:\UE4\AnotherPluginDir
	    D:\UE4\Engine\Plugins
	    D:\UE4\MyProject\Plugins

Change 3338482 on 2017/03/08 by Alexis.Matte

	Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable

Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt

	Fixed arrow keys not working to navigate between elements in the details panel

Change 3339086 on 2017/03/09 by Dmitriy.Dyomin

	Added: Mobile friendly slate settings

Change 3339366 on 2017/03/09 by Nick.Darnell

	Build - Attempting to fix build.

	#jira UE-42675

Change 3339506 on 2017/03/09 by Jamie.Dale

	Fixing Linux Server build error

	#jira UE-42675

Change 3340450 on 2017/03/09 by Cody.Albert

	Ensure that the hittest grid is valid before trying to find a focusable widget

Change 3340492 on 2017/03/09 by Arciel.Rekman

	Fix IOS compile error (UE-42695).

Change 3340565 on 2017/03/09 by Arciel.Rekman

	Fix another compile error (UE-42695).

Change 3341527 on 2017/03/10 by Alexis.Matte

	Fix crash when dragging a re-import scene and there is new asset created
	#jira UE-42766

[CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
Mike Beach
45d00a2d8a Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none

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

Change 3194900 on 2016/11/11 by Ryan.Rauschkolb

	Fixed issue where Reroute node pins weren't mirroring data properly.
	#jira UE-33717

Change 3195081 on 2016/11/11 by Dan.Oconnor

	This @todo was addressed

Change 3196368 on 2016/11/14 by Maciej.Mroz

	Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).

Change 3196369 on 2016/11/14 by Maciej.Mroz

	CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.

Change 3196398 on 2016/11/14 by Ben.Cosh

	Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
	#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
	#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine

Change 3196410 on 2016/11/14 by Maciej.Mroz

	Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput

Change 3196852 on 2016/11/14 by Maciej.Mroz

	Fixed static analysis warning.

Change 3196874 on 2016/11/14 by Maciej.Mroz

	#jira UE-37778
	(the issue was already fixed, but it was reintroduced, when EDL support was added).

	ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.

Change 3197469 on 2016/11/14 by Dan.Oconnor

	Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)

Change 3197703 on 2016/11/14 by Dan.Oconnor

	Updated documentation comment to reflect current behavior

Change 3198167 on 2016/11/15 by Maciej.Mroz

	Merged 3196582 from Dev-Core

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3198433 on 2016/11/15 by Ryan.Rauschkolb

	Fixed Copy/pasting variable nodes hides them from a reference search
	#UE-31606

Change 3198811 on 2016/11/15 by Maciej.Mroz

	Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).

Change 3198866 on 2016/11/15 by Maciej.Mroz

	#jira UE-38578

	Fixed infinite loading of DynamicClass in EDL.

Change 3199045 on 2016/11/15 by Phillip.Kavan

	[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.

	change summary:
	- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.

	#jira UE-27402

Change 3200703 on 2016/11/16 by Mike.Beach

	Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.

	#jira UE-38453

Change 3201115 on 2016/11/16 by Maciej.Mroz

	Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.

Change 3201749 on 2016/11/17 by Maciej.Mroz

	In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).

Change 3202577 on 2016/11/17 by Mike.Beach

	Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.

	#jira UE-35609

Change 3204803 on 2016/11/18 by Phillip.Kavan

	[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.

	change summary:
	- added a UBlueprint::PostEditChangeProperty() override method to handle this.

	#jira UE-38607

Change 3204812 on 2016/11/18 by Phillip.Kavan

	[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.

	change summary:
	- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary

	#jira UE-38580

Change 3204818 on 2016/11/18 by Phillip.Kavan

	[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.

	change summary:
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.

	#jira UE-38725

Change 3204963 on 2016/11/18 by Dan.Oconnor

	Create a transaction when using UBlueprintFunctionNodeSpawner* directly
	#jira UE-36439

Change 3206510 on 2016/11/21 by Mike.Beach

	Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).

	#jira UEBP-71

Change 3206547 on 2016/11/21 by Mike.Beach

	Exposing GetReflectionVector() to Blueprints.

	#jira UEBP-70

Change 3206658 on 2016/11/21 by Dan.Oconnor

	Fix for compile error, digging out authorative class from trash class.

	Mirror of 3206638 from Odin

	#jira None

Change 3207579 on 2016/11/22 by Mike.Beach

	No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).

	#jira UE-18093

Change 3207956 on 2016/11/22 by Phillip.Kavan

	[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.

	change summary:
	- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
	- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).

	#jira UE-38690

Change 3208217 on 2016/11/22 by Mike.Beach

	Modified fix (originally from Ryan.Rauschkolb, CL 3186023):

	Fixed unable to set struct variable name if name includes space

	#jira UE-28435

Change 3208347 on 2016/11/22 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3208688 on 2016/11/23 by Ben.Cosh

	Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
	#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
	#Proj Engine, UnrealEd

Change 3208712 on 2016/11/23 by Ben.Cosh

	Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
	#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
	#Proj KismetCompiler

Change 3209457 on 2016/11/23 by Phillip.Kavan

	[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.

	change summary:
	- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
	- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
	- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
	- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
	- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl

	#jira UE-30479

Change 3209758 on 2016/11/24 by Maciej.Mroz

	#jira UE-38979

	Nativization: fixed error when a BP implements a native interface.
	FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.

Change 3210376 on 2016/11/25 by Maciej.Mroz

	#jira UE-39028
	Fixed  FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
	Components in nativized BPCG SCS have replaced outer object and name while cooking.

Change 3210936 on 2016/11/28 by Phillip.Kavan

	Minor revision to try and avoid a potentially expensive Contains() call when possible.

Change 3211527 on 2016/11/28 by Maciej.Mroz

	Fixed map of names cooked in packages in nativized build.

Change 3211969 on 2016/11/28 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3212328 on 2016/11/28 by Dan.Oconnor

	Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
	TIsEnum moved to its own header. Submitted on behalf of steve.robb

Change 3212398 on 2016/11/28 by Dan.Oconnor

	Build fix, this function is part of another change

Change 3212442 on 2016/11/28 by Dan.Oconnor

	UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints

Change 3212578 on 2016/11/28 by Dan.Oconnor

	Rename RegisterClass to avoid collsion with RegistClass macro in generated code

Change 3213668 on 2016/11/29 by Dan.Oconnor

	Fix for missing CDO when instatiating some subobjects in nativized BPs
	#jira UE-34980

Change 3213737 on 2016/11/29 by Dan.Oconnor

	Added GetTypeHash implementation to UEnumProperty
	#jira UE-39091

Change 3215225 on 2016/11/30 by Maciej.Mroz

	Bunch of changes required for nativized Orion to work with EDL.
	- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
	- Introduced FCompilerNativizationOptions
	- fixed inproper references to BP instead of BPGC
	- fixed generated delegate name
	- hack for DefaultRootNode UE-39168
	- improved NativeCodeGenrationTool
	- various minor improvements

Change 3216363 on 2016/11/30 by Dan.Oconnor

	Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
	#jira UE-27735

Change 3217168 on 2016/12/01 by Maciej.Mroz

	#jira UE-35390
	Nativization:
	Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
	Disabled warning C4996 (deprecated) in nativized code.

Change 3217320 on 2016/12/01 by Phillip.Kavan

	[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.

	change summary:
	- added EProjectPackagingBlueprintNativizationMethod
	- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
	- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
	- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
	- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
	- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
	- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
	- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
	- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
	- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
	- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
	- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.

	notes:
	- also completes UE-38636 (task: consolidate config options into a single drop-down)

	#jira UE-38652

Change 3218124 on 2016/12/01 by Dan.Oconnor

	 CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
	#jira UE-39181

Change 3218168 on 2016/12/01 by Phillip.Kavan

	Fix local var name that shadows a function param (CIS fix).

Change 3219117 on 2016/12/02 by Maciej.Mroz

	#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code

	Nativization:
	Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".

Change 3219201 on 2016/12/02 by Mike.Beach

	Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.

	#jira UE-38988

Change 3219247 on 2016/12/02 by Mike.Beach

	Fixing CIS shadow variable warning from my last check in (CL 3219201).

Change 3219332 on 2016/12/02 by Maciej.Mroz

	#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
	Workaround for UE-38231

Change 3219381 on 2016/12/02 by Mike.Beach

	Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).

	#jira UE-39272

Change 3220224 on 2016/12/02 by Dan.Oconnor

	Reduce font size for compact nodes

Change 3220476 on 2016/12/03 by Maciej.Mroz

	#jira UE-35390
	Better fix for UE-35390
	Disabled deprecation warnings in nativized code.

Change 3221637 on 2016/12/05 by Maciej.Mroz

	#jira UEBP-245

	Nativization:
	Forced ImportCreation while InitialLoad for DynamicClasses.

Change 3222306 on 2016/12/05 by Dan.Oconnor

	Support for default values of TMap and TSet local variables
	#jira UE-39239

Change 3222383 on 2016/12/05 by Dan.Oconnor

	Fixed bug in Blueprint TMap function for getting values out of a TMap

Change 3222427 on 2016/12/05 by Mike.Beach

	Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).

	#jira UE-39323

Change 3222679 on 2016/12/05 by Dan.Oconnor

	Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.

Change 3222719 on 2016/12/05 by Dan.Oconnor

	Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
	#jira UE-39338

Change 3224375 on 2016/12/06 by Dan.Oconnor

	Add tags for testing of array diffing

Change 3224507 on 2016/12/07 by Phillip.Kavan

	[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.

	change summary:
	- added UInheritableComponentHandler::FixComponentTemplateName()
	- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
	- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
	- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)

	#jira UE-39055

Change 3225572 on 2016/12/07 by Samuel.Proctor

	Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none

Change 3225577 on 2016/12/07 by Samuel.Proctor

	New test map for Array, TSet and Tmap testing.

Change 3226281 on 2016/12/07 by Dan.Oconnor

	Container test asset, needs to be in p4 for diff tool tests.

Change 3226345 on 2016/12/07 by Dan.Oconnor

	Another revision of test data

Change 3228496 on 2016/12/09 by Ben.Cosh

	This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
	#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
	#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend

Change 3230120 on 2016/12/09 by Dan.Oconnor

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3230700 on 2016/12/12 by Samuel.Proctor

	Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none

Change 3230926 on 2016/12/12 by Samuel.Proctor

	Missed a file on previous container test native QA asset checkin. #rb none

Change 3231246 on 2016/12/12 by Dan.Oconnor

	PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).

	I've added TSet and TMap support as well.

Change 3231311 on 2016/12/12 by Dan.Oconnor

	Handle class load failure
	#jira UE-39480

Change 3231387 on 2016/12/12 by Dan.Oconnor

	Shadow variable fixes

Change 3231501 on 2016/12/12 by Dan.Oconnor

	More shadow fixes

Change 3231584 on 2016/12/12 by Maciej.Mroz

	#jira UE-39636

	Replaced obsolate macro usage.

	#fyi Dan.Oconnor

Change 3231685 on 2016/12/12 by Mike.Beach

	PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)

	#jira UE-39660

Change 3231689 on 2016/12/12 by Maciej.Mroz

	Nativization: Fixed Dependency list generation.

Change 3231765 on 2016/12/12 by Phillip.Kavan

	[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.

	change summary:
	- fixed up the auto-enable logic on save in UBlueprint::Serialize()

	#jira UE-38903
	#fyi Maciej.Mroz

Change 3231837 on 2016/12/12 by Dan.Oconnor

	Restore hack to keep objects referenced by bytecode alive while in editor
	#jira UE-38486

Change 3232085 on 2016/12/13 by Phillip.Kavan

	Compile fix.

Change 3232435 on 2016/12/13 by Ben.Cosh

	Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
	#Jira UE-39623 - Unknown template referenced by Add Component Node
	#Proj BlueprintGraph, Engine

Change 3232437 on 2016/12/13 by Maciej.Mroz

	#jira UE-33021

	Remove an obsolete warning.

Change 3232564 on 2016/12/13 by Ben.Cosh

	This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
	#Jira UE-39623 - Unknown template referenced by Add Component Node
	#Proj BlueprintGraph

	- Implementing a bit of review feedback and some safety checking.

Change 3232598 on 2016/12/13 by Maciej.Mroz

	Nativization:
	stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary

	#jira UE-39518

Change 3232601 on 2016/12/13 by Phillip.Kavan

	[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.

	change summary:
	- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
	- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
	- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line

	#jira UE-38975

Change 3232749 on 2016/12/13 by Mike.Beach

	Moving Blueprint nativization out of the experimental category.

	#jira UE-39358

Change 3233043 on 2016/12/13 by Dan.Oconnor

	Various fixes for TSet/TMap nativization issues
	#jira UE-39634

Change 3233086 on 2016/12/13 by Dan.Oconnor

	Advanced Containers (TSet/TMap) no longer experimental

Change 3233175 on 2016/12/13 by Mike.Beach

	Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).

	#jira UE-39358

Change 3233182 on 2016/12/13 by Mike.Beach

	Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).

Change 3233662 on 2016/12/13 by Phillip.Kavan

	[UE-39722] Fix a typo that led to a UAT runtime failure.

	#jira UE-39722

Change 3233710 on 2016/12/13 by Dan.Oconnor

	Clang template useage fix
	#jira UE-39742

Change 3233895 on 2016/12/13 by Dan.Oconnor

	Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
	#jira UE-39558

Change 3234443 on 2016/12/14 by Phillip.Kavan

	[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.

	change summary:
	- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms

	#jira UE-39354

Change 3234581 on 2016/12/14 by Mike.Beach

	Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).

	#jira UE-39707

Change 3234729 on 2016/12/14 by Mike.Beach

	Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).

	#jira UE-38842

Change 3234805 on 2016/12/14 by Mike.Beach

	Fixing CIS shadowed variable warning.

Change 3234830 on 2016/12/14 by Nick.Atamas

	Added extra debugging mechanisms to help track down duplicate item issues with TableViews.

Change 3235075 on 2016/12/14 by Mike.Beach

	Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.

	#jira UE-39769

Change 3235213 on 2016/12/14 by Phillip.Kavan

	[UE-39790] Fix UAT compile issue after latest merge from Main.

	change summary:
	- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API

	#jira UE-39790

Change 3235384 on 2016/12/14 by Mike.Beach

	Defaulting to excluding data-only Blueprints from nativization.

Change 3235675 on 2016/12/14 by Nick.Atamas

	Hopefully fixed build.
	Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.

Change 3235761 on 2016/12/14 by Mike.Beach

	Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.

	#jira UE-39800

Change 3235800 on 2016/12/14 by Mike.Beach

	More hopeful CIS mac/ps4 fixes for 4.15 integration.

	#jira UE-39800

[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -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
Dan Oconnor
3116173d74 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None

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

Change 3170086 on 2016/10/20 by Dan.Oconnor

	PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)

	#jira UE-35454, UE-35499

Change 3175577 on 2016/10/26 by Dan.Oconnor

	Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes

Change 3178243 on 2016/10/28 by Ryan.Rauschkolb

	BP Profiler: Fixed crash when profiling InputKeyEvents
	#jira UE-37392

Change 3178702 on 2016/10/28 by Dan.Oconnor

	Implement  UStructProperty::GetValueTypeHashInternal
	#jira UE-2114

Change 3178812 on 2016/10/28 by Dan.Oconnor

	Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members

Change 3179999 on 2016/10/31 by Ryan.Rauschkolb

	BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin

Change 3180700 on 2016/10/31 by Dan.Oconnor

	Typo fix, referred to as Key, when property in question is a value type for a map

Change 3181014 on 2016/11/01 by Mike.Beach

	Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).

	#jira UE-37679

Change 3182378 on 2016/11/01 by Dan.Oconnor

	Correctly handle non-native structs, which are currently always hashable

Change 3182440 on 2016/11/01 by Dan.Oconnor

	SA fix - introduced by 3178812

Change 3183764 on 2016/11/02 by Ryan.Rauschkolb

	Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
	#jira UE-23381

Change 3184306 on 2016/11/02 by Dan.Oconnor

	Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)

Change 3184310 on 2016/11/02 by Dan.Oconnor

	Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.

Change 3185317 on 2016/11/03 by Ryan.Rauschkolb

	Fixed crash when collapsing nodes

Change 3185482 on 2016/11/03 by Dan.Oconnor

	Remove superfluous branch

Change 3185493 on 2016/11/03 by Mike.Beach

	Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).

Change 3185501 on 2016/11/03 by Mike.Beach

	Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).

	#jira UE-37967

Change 3186924 on 2016/11/04 by Maciej.Mroz

	BP nativization works with EDL. Part 1. Work n progress.

Change 3188920 on 2016/11/07 by Phillip.Kavan

	[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.

	change summary:
	- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.

	#jira UE-30735

Change 3190417 on 2016/11/08 by Dan.Oconnor

	Unified compact node style, added icons for Set and Map library functions.
	#jira UE-2114

Change 3190429 on 2016/11/08 by Dan.Oconnor

	Shadowvariable fixes

Change 3190465 on 2016/11/08 by Dan.Oconnor

	Test asset updates

Change 3190984 on 2016/11/08 by Mike.Beach

	CIS fix for static analysis.

Change 3191035 on 2016/11/08 by Dan.Oconnor

	Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
	#jira UE-2114

Change 3191059 on 2016/11/08 by Dan.Oconnor

	UE-27728 test assets

Change 3191671 on 2016/11/09 by Maciej.Mroz

	EDL + Nativization. Fake export for CDO. Work in progress.

Change 3192327 on 2016/11/09 by Mike.Beach

	Fixing up CIS compiler error.

Change 3192464 on 2016/11/09 by Mike.Beach

	More CIS fixes for static analysis.

Change 3193467 on 2016/11/10 by Mike.Beach

	Adding a Blueprint function to get the process's commandline.

Change 3193822 on 2016/11/10 by Ben.Marsh

	Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.

Change 3194088 on 2016/11/10 by Dan.Oconnor

	Disabling SA warning at this scope in order to hopefully improve messaging

Change 3194222 on 2016/11/10 by Dan.Oconnor

	Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty

[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Marc Audy
69d9a1a087 Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206)
#lockdown Nick.Penwarden
#rb none
#codereview Andrew.Grant
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2845744 on 2016/01/27 by Andrew.Grant

	Merging from //Orion/Dev-General @ 2845681

Change 2849210 on 2016/01/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2854307 on 2016/02/03 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2880059 on 2016/02/24 by Andrew.Grant

	Merging  //Orion/Dev-General @ 2879808

Change 2891205 on 2016/03/02 by Andrew.Grant

	Merging //Orion/Dev-General @ 2889885

Change 2904080 on 2016/03/10 by Andrew.Grant

	Merging using //Orion/Dev-General @ 2902652

Change 2950235 on 2016/04/20 by Andrew.Grant

	Automerged files from Dev-General

Change 2976227 on 2016/05/12 by Andrew.Grant

	Autoresolved files from using //Orion/Dev-General

Change 3016193 on 2016/06/16 by Andrew.Grant

	Merging //Orion/Dev-General @ 3015761

Change 3033336 on 2016/06/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3037514 on 2016/07/05 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3037465

Change 3091216 on 2016/08/16 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3107127 on 2016/08/30 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3129090 on 2016/09/16 by Andrew.Grant

	Autoresolved files from Dev-Gen @ 3130045

Change 3130536 on 2016/09/19 by Andrew.Grant

	To Resolve

Change 3130537 on 2016/09/19 by Andrew.Grant

	Tricky merges?

Change 3130810 on 2016/09/19 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3130045

Change 3130880 on 2016/09/19 by Andrew.Grant

	Blueprint fix

Change 3131009 on 2016/09/19 by Andrew.Grant

	removed spammy warning

Change 3131216 on 2016/09/19 by Andrew.Grant

	Content fixes for Orion-Staging

Change 3131700 on 2016/09/19 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

Change 3132144 on 2016/09/20 by Andrew.Grant

	Merging test framework work from Dev-General

Change 3132154 on 2016/09/20 by Andrew.Grant

	Fix for linux client

Change 3132179 on 2016/09/20 by Andrew.Grant

	Fixed breakages due to latest //UE4/Main

Change 3132948 on 2016/09/20 by Andrew.Grant

	Fix for UE-36216 (replicating 3125764 from ForniteMain)

Change 3133103 on 2016/09/20 by Andrew.Grant

	Added EpicCMSUIFramework and CommonUI to Fortnite plugin

Change 3133327 on 2016/09/20 by Andrew.Grant

	Orion automation improvements

Change 3133555 on 2016/09/20 by Andrew.Grant

	FIx for UE-36226

Change 3133996 on 2016/09/21 by Andrew.Grant

	REbuilt texture streaming

Change 3134204 on 2016/09/21 by Andrew.Grant

	Merging audio files from Orion with correct compression settings

Change 3134205 on 2016/09/21 by Andrew.Grant

	Fix for gameplay tag ordering from Orion, and fix for soak test report numbers

Change 3134206 on 2016/09/21 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

[CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
Mike Beach
a9d686dd56 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3099612)
#lockdown Nick.Penwarden
#rb none

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

Change 3061854 on 2016/07/22 by Bob.Tellez

	Duplicate CL#3058653 //Fortnite/Main

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3068095 on 2016/07/28 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
	-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
	-It reduces the number of FindField function calls and stativ variables in the nativized code.

	List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).

Change 3070569 on 2016/07/29 by Bob.Tellez

	Duplicating CL#3070518 from //Fortnite/Main

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3081792 on 2016/08/08 by Dan.Oconnor

	Widget and Animation blueprint diffing is no longer experimental, added warning explaining shortcomings. This is preferrable because the text diff is basically useless
	#jira UE-1234

Change 3081865 on 2016/08/09 by Dan.Oconnor

	build fix
	#jria UE-1234

Change 3082839 on 2016/08/09 by Bob.Tellez

	Duplicating CL#3082835 from //Fortnite/Main

	#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.

Change 3083367 on 2016/08/09 by Dan.Oconnor

	Fix for actors detaching when compiling a blueprint, needed to read attachment data before actors are destroyed, in case we're attached to another instance of the same type. Deemed too risky for 4.13.
	#jira UE-33278

Change 3083825 on 2016/08/10 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	VariableNames are validated at the begining of FKismetCompilerContext::Compile, because the validation requires CDO.
	Removed legacy code from FBlueprintEditorUtils::RenameMemberVariable.

Change 3084313 on 2016/08/10 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

Change 3085572 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	Redone cl#3085568 from 4.13 branch

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3087171 on 2016/08/12 by Maciej.Mroz

	BP Nativization:
	- FCustomThunkTemplates functions have the same declarations as original functions in Kismet Array Library
	- Properly declared scope of final functions
	- "AdditionalPublicDependencyModuleNames" option in "BlueprintNativizationSettings" (applied in Orion)

Change 3088713 on 2016/08/15 by Ben.Cosh

	This updates the tunnel boundary compile time code to catch end of thread execution inside tunnels and provide instrumentation for it.
	#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
	#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd

Change 3088734 on 2016/08/15 by Ben.Cosh

	Minor change to the changes submitted in CL 3088713 after finding an issue during use.
	#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
	#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd

Change 3091248 on 2016/08/16 by Dan.Oconnor

	Removing unused function

Change 3091555 on 2016/08/17 by Maciej.Mroz

	#jira UE-34745 [CrashReport] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSubstituteNode() [edgraphschema_k2.cpp:5601]

	Fixed unsafe code.

Change 3091767 on 2016/08/17 by Ben.Cosh

	Minor refresh on the threshold settings interface to allow more immediate visualisation of thresholds.
	#Jira UE-33572 - BP Profiler - Refresh heatmap coloring when thresholds changed.
	#Jira UE-33702 - BP Profiler - Custom heatmap thresholds appear to be broken
	#Jira UE-33698 - BP Profiler: Default heatmaps to on
	#Proj Kismet, BlueprintProfiler

	Reviewer notes:

	- Added an interfacel to indicate if performance thresholds have changed in BlueprintProfilerSettings so we can action changes
	- Added code to force update heat interfaces in the blueprintprofiler if thresholds are dirty.
	- Modified the BlueprintProfilerToolbar to reflect the above changes and only save settings when the combo dialog is closed ( saving on change makes the sliders unusable )
	- Fixed the custom thresholds ( made them reciprical ) for testing.
	- Node heatmaps default to average
	- Heatmap display modes now get saved to the config

Change 3091770 on 2016/08/17 by Ben.Cosh

	Refresh on the blueprint profiler node heatmaps
	#Jira UE-34802 - Fix the blueprint profiler node heatmaps, the current visualisation is first pass prototype.
	#Proj GraphEditor, EditorStyle

	Reviewer notes:

	- Quick update on the node heatmaps moving to a more graph editor sympathetic approach in code
	- Removed the old interfaces and added a new overlay pass in the grapheditor processed before the node shadow brushes.
	- Now the nodes have an outline/glow heatmap that doesn't color the node body ( I have an alternate set of images that also color the body if we decide on we still want that )

Change 3091972 on 2016/08/17 by Ben.Cosh

	Changing the blueprint profiler heatmap displays to be full node colorisation.
	#Jira none

Change 3092515 on 2016/08/17 by Ryan.Rauschkolb

	Fixed Struct Ref pin in UK2Node_SetFieldsInStruct can be split when optional pins are visible
	#UE-34060

Change 3093644 on 2016/08/18 by Maciej.Mroz

	#jira UE-31754 BP interface signature change doesn't update child Blueprint

	- Introduced FCustomCompilationSettingsMap. FKismetEditorUtilities::CompileBlueprint can compile many blueprints (due to reinstaning), now we can specify separate compilation settings for each BP.
	- Simplified FKismetEditorUtilities::CompileBlueprint parameters list
	- FunctionEntry and FunctionResult nodes depends on Interface (if they implement a function , that was declared in the interface).
	- Interface is primary source of function signature (previously it was parent class)
	- When an Interface is compiled all BPs, that implement it, have refreshed nodes in proper order.
	- FBlueprintEditor::Compile ensures, that all parent classes of current BP are up-to-date

Change 3093694 on 2016/08/18 by samuel.proctor

	Adding members to QA Test UDS

Change 3096778 on 2016/08/22 by Mike.Beach

	Fixing Dev-BP CIS - closing bracket was mistakenly removed (thanks auto-merge).

Change 3097150 on 2016/08/22 by Mike.Beach

	When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).

	#jira UE-34985

Change 3097878 on 2016/08/23 by Ryan.Rauschkolb

	BP Profiler: Fixed stack overflow when compiling tunnels that contain loops
	#jira UE-34767

Change 3098294 on 2016/08/23 by Maciej.Mroz

	#jira UE-30031, UE-34760, UE-34761

	- Use Delta Serialization when exporting UDS value as text
	- Default Values of Local Variables (of UDS type) are refreshed while BP regeneration
	- Importing struct from text uses property guid (see CustomFindProperty)

Change 3098599 on 2016/08/23 by Ryan.Rauschkolb

	Fixed option for split struct pin not appearing in context menu
	#jira UE-35108

[CL 3100065 by Mike Beach in Main branch]
2016-08-24 16:19:07 -04:00
Mike Beach
5f72049a23 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden
#rb none

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

Change 3058607 on 2016/07/20 by Mike.Beach

	Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer).

Change 3059586 on 2016/07/21 by Maciej.Mroz

	Added comments

Change 3061614 on 2016/07/22 by Ben.Cosh

	Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru.
	#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
	#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
	#Proj BlueprintProfiler

Change 3061686 on 2016/07/22 by Mike.Beach

	Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other.

Change 3061760 on 2016/07/22 by Ben.Cosh

	Minor refactor of the delegate event code in the profiler to fix some stubborn issues.
	#Jira UE-33466 - Key events still have problems with recording event stats correctly
	#Proj BlueprintProfiler, Kismet

Change 3061819 on 2016/07/22 by Maciej.Mroz

	#jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order

	Force a overriden function to have the same parameter's order as the original one.

Change 3061854 on 2016/07/22 by Bob.Tellez

	Duplicate CL#3058653 //Fortnite/Main

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3062634 on 2016/07/23 by Mike.Beach

	Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well.

Change 3062926 on 2016/07/25 by Ben.Cosh

	Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions.
	#Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler
	#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph

	- Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely
	- Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events.

Change 3063406 on 2016/07/25 by Ben.Cosh

	Modifying the execution graph selection highlight coloring.
	#Jira none
	#Proj EditorStyle

Change 3063505 on 2016/07/25 by Ben.Cosh

	The blueprint profiler tunnel mapping was missing a call seek past reroute nodes
	#Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication
	#Proj BlueprintProfiler

Change 3063508 on 2016/07/25 by Ben.Cosh

	Fixed a minor bug in the stat creation code that reported tunnel pure timings twice.
	#Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view
	#Proj Kismet

Change 3063511 on 2016/07/25 by Ben.Cosh

	Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler.
	#Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view
	#Proj BlueprintProfiler

Change 3063627 on 2016/07/25 by Maciej.Mroz

	#jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint

	Removed premature validation.

Change 3064349 on 2016/07/26 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.)
	It reduces size of executable file (2MB in Orion.exe dev config).
	It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases).

Change 3064788 on 2016/07/26 by Ryan.Rauschkolb

	Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis
	#UE-31931

Change 3064828 on 2016/07/26 by Ryan.Rauschkolb

	Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature)
	#jira UE-32038

Change 3064966 on 2016/07/26 by Ryan.Rauschkolb

	Fixed Comment bubbles don't handle widget visibility correctly
	#UE-21278

Change 3068095 on 2016/07/28 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
	-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
	-It reduces the number of FindField function calls and stativ variables in the nativized code.

	List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).

Change 3068122 on 2016/07/28 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Hardcoded asset paths are split, so string literals can be better reused.
	Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor.

	It reduced the size of OrionGame.exe 1MB.

Change 3068159 on 2016/07/28 by Maciej.Mroz

	#jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint
	#2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz)

Change 3069715 on 2016/07/29 by Maciej.Mroz

	#jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237]

	UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid.
	Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization.

Change 3070569 on 2016/07/29 by Bob.Tellez

	Duplicating CL#3070518 from //Fortnite/Main

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3071292 on 2016/07/30 by Mike.Beach

	Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).

	#jira UE-29631

Change 3072078 on 2016/08/01 by Maciej.Mroz

	#jira UE-33423, UE-33860

	Removed too strint ensures.
	Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature.

Change 3072166 on 2016/08/01 by Dan.Oconnor

	PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de)

	#jira UE-32997

Change 3072614 on 2016/08/01 by Mike.Beach

	Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.

	#jira UE-29613
	#codreview Maciej.Mroz, Phillip.Kavan

Change 3073939 on 2016/08/02 by Dan.Oconnor

	Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578
	#jira UE-19062

Change 3075793 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Don't make parent BP package dirty, when a component in child BP was modified.

Change 3076990 on 2016/08/04 by Ben.Cosh

	This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced.
	#Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation
	#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
	#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
	#Proj Kismet, BlueprintProfiler, BlueprintGraph

	- Fixed inline event detection ( it was causing function stats to fail, happened across it )
	- Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels.
	- Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time.
	- Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them.
	- Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes )
	- Fixed an issue with script perf data that caused nan's with no samples.
	- Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings.
	- Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role.
	- Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings )

Change 3079235 on 2016/08/05 by Phillip.Kavan

	Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once.
	#Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid()
	#Proj BlueprintProfiler, Kismet

	- Fixed the code to focus observed pins
	- Fixed event pin mapping code that was failing when linked directly to a tunnel node.

	Note: Submitting on behalf of BenC (per MikeB).

Change 3080417 on 2016/08/08 by Ben.Cosh

	This fixes the way execution path stats are calculated.
	#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
	#Proj Kismet

Change 3080484 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

Change 3080571 on 2016/08/08 by Ben.Cosh

	This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission.
	#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
	#Proj Kismet

[CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
Mike Beach
24ef33a9fa Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden

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

Change 2927746 on 2016/03/30 by Michael.Schoell

	Local variables in function graphs will now store a hard reference to their UObject value.

	Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.

	#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native

Change 2927751 on 2016/03/30 by Michael.Schoell

	Back out changelist 2927746

Change 2986483 on 2016/05/23 by Maciej.Mroz

	#jira UE-30976 Editable enum values set on an instance are lost during nativization

	Added overriden names of Enum keys.

Change 2986712 on 2016/05/23 by Phillip.Kavan

	[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.

	change summary:
	- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.

Change 2987406 on 2016/05/23 by Ryan.Rauschkolb

	Fixed Functions filter in Find-In-Blueprints will show components from the SCS
	#jira UE-30140

Change 2988925 on 2016/05/24 by Ryan.Rauschkolb

	Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.

	#jira UE-20232

Change 2989001 on 2016/05/24 by Dan.Oconnor

	PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)

	#jira UE-31142

Change 2989447 on 2016/05/25 by Phillip.Kavan

	[UE-30807] Propagate edit condition property value changes to instances of template objects.

	change summary:
	- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)

Change 2989804 on 2016/05/25 by Phillip.Kavan

	[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.

	change summary:
	- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component

Change 2990234 on 2016/05/25 by Ryan.Rauschkolb

	Fixed issue where including a period ina  Blueprint function causes double-click to fail to open its graph
	#jira UE-4426

Change 2990566 on 2016/05/25 by Mike.Beach

	Better warn logging to help locate variable nodes that emit a "variable not found" message.

Change 2991083 on 2016/05/26 by Maciej.Mroz

	Blueprint nativization: converted classes have "config" specified.

Change 2991363 on 2016/05/26 by Phillip.Kavan

	[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.

	change summary:
	- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
	- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
	- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
	- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects

Change 2992990 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
	#jira UE-21973

Change 2992995 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
	#jira UE-30990

Change 2993449 on 2016/05/27 by Phillip.Kavan

	[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.

	change summary:
	- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.

Change 2993531 on 2016/05/27 by Mike.Beach

	PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)

Change 2993969 on 2016/05/30 by Maciej.Mroz

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

Change 2993990 on 2016/05/30 by Phillip.Kavan

	[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.

	change summary:
	- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
	- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
	- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
	- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.

Change 2994591 on 2016/05/31 by Ryan.Rauschkolb

	Fixed issue where inherited Blueprint variable would not show parent's replications settings
	#jira UE-18912

Change 2994613 on 2016/05/31 by Ben.Cosh

	Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.

	#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
	#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
	#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
	#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
	#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
	#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
	#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
	#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
	#Jira UE-31377 - BP Profiler - Default tree view filtering to off
	#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
	#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"

	Notes:-
	- Sequence node inclusive time fixed
	- Trace History tidy up
	- Compile Icon and status messages for instrumentation
	- Message in the profiler tab for instrumentation
	- Profiler view tidy up and heat thresholds controls added
	- fixed the summed execution branch stats
	- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
	- added hottest path and hottest endpoint wire heatmaps
	- switched off the graph filter by default
	- added total time for the heatmaps
	- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code

Change 2995058 on 2016/05/31 by Phillip.Kavan

	[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.

	change summary:
	- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
	- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.

Change 2995218 on 2016/05/31 by Phillip.Kavan

	[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.

	change summary:
	- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.

Change 2996417 on 2016/06/01 by Phillip.Kavan

	[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.

	change summary:
	- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.

Change 2997001 on 2016/06/01 by Ryan.Rauschkolb

	Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
	#jira UE-30143

Change 2997521 on 2016/06/02 by Maciej.Mroz

	[Blueprint Nativization]
	- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
	- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.

Change 2997522 on 2016/06/02 by Maciej.Mroz

	Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)

Change 2997638 on 2016/06/02 by Maciej.Mroz

	Improvements for Blueprint Nativization:
	- Overridden names in nativized code have proper escape characters (in generated code).
	- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
	- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
	- warning C4883 is disabled  in .generated.cpp files for nativized module

Change 2997639 on 2016/06/02 by Maciej.Mroz

	Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
	#jira UE-28945 Failure packaging Nativized Ocean

Change 2997656 on 2016/06/02 by Maciej.Mroz

	Various improvements in BlueprintCompilerCppBackend:
	- Fixed interface cast
	- Fixed TSwitchValue issue (when used with literals)
	- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
	- Fixed bitfield getter code.
	- Reduce code size (less UsedAssets, less  ReferencedConvertedFields, cached UEnums)
	- operator == is generated for nativized structs
	- Fixed AssedId (AssetPtr) constructor in nativized code.
	- Fixed arrays of noexport struct
	- Fixed missing headers for native single cast delegate signature.
	- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.

Change 2997691 on 2016/06/02 by Maciej.Mroz

	operator == in FText. It is required for some functions in TArray<FText>

Change 2997793 on 2016/06/02 by Ben.Cosh

	Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
	#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
	#Proj BlueprintProfiler, Kismet

Change 2997901 on 2016/06/02 by Maciej.Mroz

	Back out changelist 2997691

Change 2998038 on 2016/06/02 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 2998052 on 2016/06/02 by Ryan.Rauschkolb

	Fixed Comment bubbles not remembering changes after losing focus
	#jira UE-20012

Change 2998450 on 2016/06/02 by Phillip.Kavan

	[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.

	change summary:
	- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.

Change 2999763 on 2016/06/03 by Mike.Beach

	Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.

	#jira UE-26761

Change 2999768 on 2016/06/03 by Maciej.Mroz

	#jira UE-31592, UE-31593

	This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.

Change 2999770 on 2016/06/03 by Maciej.Mroz

	[Blueprint Nativization]
	Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.

Change 2999798 on 2016/06/03 by Mike.Beach

	Guarding against malformed Blueprints  (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.

	#jira UE-31522

Change 2999941 on 2016/06/03 by Mike.Beach

	Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).

	#jira UE-23371

Change 3001731 on 2016/06/06 by Phillip.Kavan

	[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.

	change summary:
	- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
	- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
	- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
	- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.

Change 3002075 on 2016/06/06 by Maciej.Mroz

	Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
	Literal expression can be emitted without known desitination property.

	#jira UE-28443 Set Boolean (by ref) crashes the editor on compile

Change 3002096 on 2016/06/06 by Ben.Cosh

	This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
	#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
	#Proj BlueprintProfiler

Change 3002108 on 2016/06/06 by Ben.Cosh

	Adds a new default option to average the blueprint level stats in the profiler.
	#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
	#Proj Kismet, BlueprintProfiler

	- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.

Change 3002782 on 2016/06/06 by samuel.proctor

	Test assets for Interface testing

Change 3003826 on 2016/06/07 by Ben.Cosh

	A few minor visual improvements for the blueprint profiler.
	#Proj Kismet, BlueprintProfiler, EditorStyle

	- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
	- Updated the pure node icon.

Change 3004067 on 2016/06/07 by samuel.proctor

	New test asset for blueprint interfaces

Change 3004069 on 2016/06/07 by samuel.proctor

	Updating asset for Interface testing

Change 3004275 on 2016/06/07 by Ryan.Rauschkolb

	Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
	#jira UE-23733

Change 3004329 on 2016/06/07 by Dan.Oconnor

	EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.

Change 3004418 on 2016/06/07 by Maciej.Mroz

	KismetCompilerVMBackend:  Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.

Change 3004496 on 2016/06/07 by Dan.Oconnor

	Disabling expensive pin allocation tracking

Change 3004649 on 2016/06/07 by Mike.Beach

	Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).

	#jira UE-31236

Change 3004667 on 2016/06/07 by Dan.Oconnor

	Removed my debugging logic

Change 3004848 on 2016/06/07 by Dan.Oconnor

	Fix spammy ensure

Change 3004871 on 2016/06/07 by Phillip.Kavan

	[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.

	change summary:
	- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
	- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.

Change 3005203 on 2016/06/07 by Dan.Oconnor

	Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
	#jira UE-31750

Change 3005441 on 2016/06/08 by Maciej.Mroz

	#jira UE-31625 Crash in nativized Orion

	AssembleReferenceTokenStream is called for Dynamic Classes:
	- in ConstructDynamicType() (when class is explicitly loaded)
	- in __CustomDynamicClassInitialization() (when CDO is created)

Change 3005540 on 2016/06/08 by Ben.Cosh

	This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
	#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
	#Proj BlueprintProfiler, Kismet

	- The jira was already fixed but I think this change improves the instance status clarity

Change 3006196 on 2016/06/08 by Dan.Oconnor

	Copy/paste logic for pin connections got lost in the shuffle
	#jira UE-31747

Change 3006416 on 2016/06/08 by Phillip.Kavan

	[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).

	change summary:
	- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.

Change 3006522 on 2016/06/08 by Dan.Oconnor

	Under rare circumstances a deprecated pin comes in that is outered to the transient package
	#jira UE-31779

Change 3006576 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds
	#jira UE-31796

Change 3006610 on 2016/06/08 by Phillip.Kavan

	[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.

	change summary:
	- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.

Change 3006824 on 2016/06/08 by Dan.Oconnor

	More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
	#jira UE-31794

Change 3006828 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds

Change 3006857 on 2016/06/08 by Dan.Oconnor

	Investigating shutdown ensure, traced back to a static UEdGraphPin

Change 3006907 on 2016/06/08 by Dan.Oconnor

	Noneditor build fix

Change 3006929 on 2016/06/08 by Dan.Oconnor

	Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779

Change 3007133 on 2016/06/09 by Ben.Cosh

	Fix for issue in the profiler asserting creating pins that don't have unique names.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

	- I believe this was recently introduced with the changes to UEdGraphPin's

Change 3007964 on 2016/06/09 by Dan.Oconnor

	Fix for  PinHelpers::UnresolvedPins being left with stale entries by undo/redo
	#jira UE-31829

Change 3007996 on 2016/06/09 by Ryan.Rauschkolb

	Added 'empty' keyword to Array Clear Node.
	#jira UE-12356

Change 3008007 on 2016/06/09 by Ryan.Rauschkolb

	Added 'negate' keyword to boolean NOT node
	#jira UE-12490

Change 3008011 on 2016/06/09 by Ryan.Rauschkolb

	Added Vector2D * Vector2D multiplication node
	#jira UE-31503

Change 3008014 on 2016/06/09 by Ryan.Rauschkolb

	Fixed Cannot connect Make Array node output to MakeArray input with split pins
	#jira UE-28530

Change 3008243 on 2016/06/09 by Dan.Oconnor

	Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
	#jira UE-31841

Change 3008289 on 2016/06/09 by Dan.Oconnor

	Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
	#jira UE-31794

Change 3008422 on 2016/06/09 by Dan.Oconnor

	Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
	#jira UE-31857

Change 3009164 on 2016/06/10 by Ryan.Rauschkolb

	Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
	#jira UE-21141,UE-23723

Change 3009165 on 2016/06/10 by Ryan.Rauschkolb

	Fixed Structure Default value editor collapses after undoing an alteration of a default value
	#jira UE-31741

Change 3009181 on 2016/06/10 by Ryan.Rauschkolb

	Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
	#jira UE-30014

Change 3009313 on 2016/06/10 by Mike.Beach

	Addressing issues with function return nodes in multiple ways:

	    - Preventing users from deleting return nodes for overriden/inherited functions.

	    - Also making sure that we create terminals for out params when the return node is disconnected (and pruned).

	    - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).

	#jira UE-31418

Change 3009595 on 2016/06/10 by Dan.Oconnor

	EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
	#jira UE-31879

Change 3009774 on 2016/06/10 by Dan.Oconnor

	Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
	#jira UE-31906

Change 3009988 on 2016/06/10 by Dan.Oconnor

	Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
	#jira UE-31888

Change 3010050 on 2016/06/10 by Dan.Oconnor

	Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
	#jira UE-31892

Change 3010071 on 2016/06/10 by Dan.Oconnor

	Fix for pasting when owning node has whitespace in result of GetPathName
	#jira UE-31898
	#coderview Bob.Tellez

Change 3010244 on 2016/06/11 by Dan.Oconnor

	Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870

Change 3010630 on 2016/06/13 by Dan.Oconnor

	No longer relying on path name for pin resolution, path is unstable across graphs
	#jira UE-31870

Change 3010647 on 2016/06/13 by Dan.Oconnor

	PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)

	#jira UE-31928

Change 3011175 on 2016/06/13 by Ben.Cosh

	Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
	#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
	#Proj Kismet, BlueprintProfiler

	- Ensured that the trace paths contain the macro instance exec nodes
	- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
	- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.

Change 3011271 on 2016/06/13 by Ben.Cosh

	This adds support for inherited blueprint classes to the blueprint profiler.
	#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

Change 3011556 on 2016/06/13 by Ryan.Rauschkolb

	Fixed Crash when breaking link to a split pin in MakeArray that is an array type
	#jira UE-31919

Change 3011624 on 2016/06/13 by Dan.Oconnor

	Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
	#jira UE-31955

Change 3011984 on 2016/06/13 by Dan.Oconnor

	Sanitizing parentpin's subpins when destroying a pin
	#jira UE-21392

Change 3012894 on 2016/06/14 by Phillip.Kavan

	[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.

	change summary:
	- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.

	#jira UE-30922

Change 3013037 on 2016/06/14 by Ryan.Rauschkolb

	Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
	#jira UE-31917

Change 3014846 on 2016/06/15 by Dan.Oconnor

	No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
	#jira FORT-23753

Change 3015014 on 2016/06/15 by Dan.Oconnor

	Removing poorly implement IsLetter function

Change 3015142 on 2016/06/15 by Dan.Oconnor

	More intentional about removing subpins, prevents stale iterator on split pin collapse
	#jira UE-32072

Change 3016326 on 2016/06/16 by Ryan.Rauschkolb

	Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
	#jira UE-32016

Change 3016494 on 2016/06/16 by Ryan.Rauschkolb

	Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
	#jira UE-31876

Change 3016557 on 2016/06/16 by Dan.Oconnor

	Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
	#jira FORT-23753

Change 3016577 on 2016/06/16 by Ryan.Rauschkolb

	Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType

Change 3016906 on 2016/06/16 by Dan.Oconnor

	Back out changelist 3016557
	This will be done by Jamie.Dale in Dev-Editor

Change 3018081 on 2016/06/17 by Phillip.Kavan

	[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)

	#jira UE-31832

Change 3018402 on 2016/06/17 by Dan.Oconnor

	Missing include

Change 3018426 on 2016/06/17 by Ryan.Rauschkolb

	Fixed MakeArray node with split pins and no connections does not paste correctly
	#jira UE-32148

Change 3018452 on 2016/06/17 by Mike.Beach

	Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).

	#jira UE-32158

Change 3018456 on 2016/06/17 by Dan.Oconnor

	Fix for static analysis warning, this null check does nothing

Change 3018595 on 2016/06/17 by Mike.Beach

	Fix for shadowed variable warning in CIS.

Change 3018699 on 2016/06/17 by Mike.Beach

	Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).

Change 3019734 on 2016/06/20 by Phillip.Kavan

	[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.

	change summary:
	- added a UK2Node_AddComponent::PostDuplicate() override
	- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.

	notes:
	- will prevent getting into the scenario described in UE-31831

	#jira UE-32064

Change 3020635 on 2016/06/20 by Dan.Oconnor

	Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)

Change 3020894 on 2016/06/21 by Maciej.Mroz

	#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)

Change 3020958 on 2016/06/21 by Ben.Cosh

	This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
	#Jira UE-32270 - Input key events generate extra instrumentation data per key press
	#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
	#Proj BlueprintProfiler, UnrealEd

Change 3021316 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where Copy/Paste of event nodes would not retain link information

Change 3021826 on 2016/06/21 by Phillip.Kavan

	[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.

	change summary:
	- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
	- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates

	#jira UE-31831

Change 3022047 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where copy/paste of return nodes would not preserve value or link data
	#jira UE-26937

Change 3022619 on 2016/06/22 by Maciej.Mroz

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

	A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
	It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
	Fixed GameplayCueManager. Nativized cues can be found.

	This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).

Change 3022654 on 2016/06/22 by Maciej.Mroz

	FBackendHelperStaticSearchableValues -fixed  too strict ensure

Change 3023067 on 2016/06/22 by Maciej.Mroz

	#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project

	Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.

Change 3023222 on 2016/06/22 by Ryan.Rauschkolb

	Fixed MakeArray node elements break when editing struct elements
	#jira UE-21392

Change 3023405 on 2016/06/22 by Mike.Beach

	Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).

	#jira UE-31897

Change 3023992 on 2016/06/22 by Mike.Beach

	Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.

	#jira UE-31859

[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Mike Beach
44cb18a444 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2806214 on 2015/12/16 by Michael.Schoell

	Connection draw policy refactored into a factory system.

	PR#1663
	#jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system

Change 2806845 on 2015/12/17 by Maciej.Mroz

	Blueprint C++ Conversion: fixed varioaus problem.
	Some limitations of included header list were reverted :(
	Any compilation-time optimization are premature (as far as Orion cannot be compiled).

	#codereview Dan.Oconnor

Change 2806892 on 2015/12/17 by Maciej.Mroz

	Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler."

Change 2807020 on 2015/12/17 by Michael.Schoell

	Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow.

Change 2807639 on 2015/12/17 by Maciej.Mroz

	BP C++ conversion: Fix for const-correctness. Included generated headers in structs.

Change 2807880 on 2015/12/17 by Mike.Beach

	PR #1865 : Render Kismet graph pin color box with alpha
	https://github.com/EpicGames/UnrealEngine/pull/1865

	#github 1865
	#1865

	#jira UE-23863

Change 2808538 on 2015/12/18 by Maciej.Mroz

	Workaround for UE-24467. Some corrupted files can be opened and fixed.

	#codereivew Dan.Oconnor, Michael.Schoell

Change 2808540 on 2015/12/18 by Maciej.Mroz

	BP C++ conversion: fixed const-correctness related issues

Change 2809333 on 2015/12/18 by Phillip.Kavan

	[UE-23452] SCS/UCS component instancing optimizations

	change summary:
	- added FArchive::FCustomPropertyListNode
	- modified various parts of serialization code to accomodate custom property lists
	- added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass

Change 2810216 on 2015/12/21 by Maciej.Mroz

	Blueprint C++ Conversion:
	- Fixed Compiler Error C2026 (too big string)
	- Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added.
	- Fixed bunch of problems with TEnumAsByte
	- Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit
	- Fixed int -> bool  conversion

	#codereview Mike.Beach, Dan.Oconnor, Steve.Robb

Change 2810397 on 2015/12/21 by Maciej.Mroz

	Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string)

Change 2810638 on 2015/12/21 by Dan.Oconnor

	Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats.

Change 2811038 on 2015/12/22 by Phillip.Kavan

	[UE-23452] Fix uninitialized variables in cooked component data.

	- should eliminate crashes introduced by last change

Change 2811054 on 2015/12/22 by Phillip.Kavan

	[UE-23452] Additional fix for uninitialized USTRUCT property.

Change 2811254 on 2015/12/22 by Dan.Oconnor

	More script function detail in stats

Change 2811325 on 2015/12/22 by Maciej.Mroz

	Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list

	#codereview Dan.Oconnor

Change 2812316 on 2015/12/24 by Michael.Schoell

	Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding.

	Tests Include:
	Verification that functions take and can modify by-ref values.
	ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't).
	More MegaArray tests.

Change 2812318 on 2015/12/24 by Michael.Schoell

	Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph.

Change 2813179 on 2015/12/29 by Michael.Schoell

	When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type.

Change 2813435 on 2015/12/30 by Michael.Schoell

	Submitting by-value/by-ref testing BP with more tests:

	More "Set Members..." tests to catch edge cases.
	More Array tests.

Change 2813441 on 2015/12/30 by Michael.Schoell

[CL 2842166 by Mike Beach in Main branch]
2016-01-25 13:25:51 -05:00
unrealbot
c597ad4ba9 Branch snapshot for CL 2842139
[CL 2842139 in Main branch]
2016-01-25 16:51:06 -05:00