#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3813004 by Matt.Kuhlenschmidt
Fix dpi scale being wrong when there is a mix of high dpi and low dpi monitors and the editor opens the window on the low dpi monitor
Change 3946515 by Michael.Trepka
Reverted CL 3813004. We need to save editor's root window size and position in DPI-independent units, as that's what the loading code expects.
Change 4052825 by Brandon.Schaefer
Add back -funwind-tables for arm
This was removed an only tested on x86 which worked just fine. Arm reqiures this for backtrace
#jira none
Change 4055318 by Brandon.Schaefer
Remove extra mallocs when crash handling
Still need to look into gmalloc calls, such as using FStrings during Ensure/Crash handling
[at]Arciel.Rekman
#jira UE-58538
Change 4055623 by Brandon.Schaefer
Replace std::endl with "\n"
As std::endl is "\n" << std::flush. On windows dump_syms was taking 33 seconds to fflush with std::endl on a 1.2GB file. No longer with "\n".
[at]Josh.Engebretson
Change 4057102 by Jamie.Dale
Added missing API export
Change 4057384 by Rex.Hill
Fix ReversePolygonFacing crash
Change 4067426 by Matt.Kuhlenschmidt
PR #4667: Source control history: remove empty spacing in the right of the detail panel (Contributed by SRombauts)
Change 4067587 by Matt.Kuhlenschmidt
PR #4311: PlacementModeTools shapes searchable and thumbnail (Contributed by projectgheist)
Change 4068480 by Cody.Albert
Fix display name for Display UI Extension Points
Change 4070876 by Brandon.Schaefer
Avoid printing when in a signal handler. Put that off until the end
#jira UE-36663
[at]Arciel.Rekman, [at]Anthony.Bills
Change 4071980 by Brandon.Schaefer
Cache files that are invalid or the wrong case sensitivity
#jira UE-58250
[at]Arciel.Rekman
Change 4079967 by Matt.Kuhlenschmidt
Added scale parameter to Canvas::DrawText
#jira UE-59023
Change 4080228 by Alexis.Matte
Fix the PerPlatformPropertiesWidget to be readable when there is many platform
#jira UE-57556
Change 4081171 by Matt.Kuhlenschmidt
PR #4272: Fix typo. (Contributed by Damianno19)
Change 4081601 by Matt.Kuhlenschmidt
GitHub 4077 : Hide SDetailView Filterbox when no actor selected
Change 4090114 by Matt.Kuhlenschmidt
Fixed touch events simulated through mouse not respecting high dpi
#jira UE-59477
Change 4091999 by Matt.Kuhlenschmidt
Fixed insert/delete/duplicate children calling PostEditChange on the existing child node not the array
Change 4093187 by Arciel.Rekman
Do not save window position if running with -nullrhi (UE-52498).
- This also fixes a crash on exiting automation tests.
#jira UE-52498
Change 4096404 by Richard.TalbotWatkin
Resaved test assets to update to latest UStaticMesh serialization format.
Change 4096445 by Richard.TalbotWatkin
New serialization layout for UMeshDescription.
- Only the bare minimum is serialized: any internal values which can be inferred from others in the Mesh Description are omitted.
- Triangles are no longer serialized: a triangulation step is performed per polygon when serialized.
- Attribute arrays of simple types are now serialized with BulkSerialize for speed; only FName requires element-by-element serialization.
Change 4112843 by Brandon.Schaefer
Rebuilt replacing std::endl with '\n' avoiding a std::flush *pre* write
Was taking 30 seconds to std::flush on a 1.2 GB file
#jira none
Change 4113422 by Brandon.Schaefer
If we are using the native bundled toolchain set LC_ALL=C to avoid locale issues
#jira UE-59416
Change 4113849 by Cody.Albert
Fix support for toolbar extensions in the UMG editor
Change 4118758 by Richard.TalbotWatkin
- Refactor to put UStaticMesh Mesh Descriptions in a separate object which is not loaded by default, but which can be requested when needed. This needs to be kept in sync with the number of SourceModel LODs.
- Various refactors to import/building.
- Changed UMeshDescription to FMeshDescription, and made its preferred semantics pass-by-reference rather than by pointer.
- Deprecated UMeshDescription.
Change 4119883 by Rex.Hill
Cleanup blueprint callable categories
Landscape Editor -> Landscape|Editor
Landscape Runtime -> Landscape|Runtime
Cloth -> Clothing Simulation
Cinematics -> Cinematic
Utility -> Utilities
Change 4119898 by Rex.Hill
Cleanup blueprint callable categories
x|Magic Leap -> Magic Leap|x
Apple ARKit * -> Apple ARKit|*
Change 4119972 by Brandon.Schaefer
Dont add colors if we are not outputing to a terminal
#jira UE-58173
Change 4119994 by Brandon.Schaefer
Only check once if we are outputing to a terminal
#jira UE-58173
Change 4122654 by Alexis.Matte
Fix re import assignment of sections
#jira UE-59611
Change 4123536 by Alexis.Matte
Add to the fbx importer the possibility to use different sample rate when importing an animation.
#jira UE-59444
Change 4124702 by Brandon.Schaefer
Fix duplicated struct/class from slightly different submit into main coming back into dev-editor
#jira UE-60163
Change 4133449 by Mike.Erwin
glTF importer work
Foundations of work for Skeletal Mesh import; right now we just support Static Mesh.
- node hierarchy
- joint IDs & skinning weights
- matrix & quaternion values
#jira none
Change 4133749 by Matt.Kuhlenschmidt
PR #4771: Fix access violation for ImportAsset commandlet fbx reimport. (Contributed by UristMcRainmaker)
Change 4133758 by Matt.Kuhlenschmidt
PR #4675: Properly set TextScale for OnScreenDebugMessages (Contributed by projectgheist)
Change 4134543 by Alexis.Matte
Update the staticmesh LOD model max deviation when generating a LOD
#jira UE-60353
Change 4134559 by Alexis.Matte
Deprecate FRawMesh, replace by MeshDescription - Editor scripting utilities
#jira UE-60666
Change 4134560 by Alexis.Matte
Deprecate FRawMesh, replace by MeshDescription - SpeedTreeImporter
#jira UE-60667
Change 4135335 by Alexis.Matte
Deprecate FRawMesh - GLTF importer
#jira UE-60670
Change 4135857 by Alexis.Matte
Fix CIS build warning
#jira none
Change 4137249 by Matt.Kuhlenschmidt
Fix tiny fonts from appearing in slow task dialogs
Change 4137280 by Matt.Kuhlenschmidt
Fix specifying relative paths for the auto-import commandlet not working
Change 4137283 by Matt.Kuhlenschmidt
PR #4305: Light map index was unintialized (Contributed by DSDambuster)
Change 4137290 by Matt.Kuhlenschmidt
PR #4382: Prevent error log due to non-existing plugin directory (Contributed by projectgheist)
Change 4147032 by Alexis.Matte
Deprecate FRawMesh, replace by MeshDescription - ABC Importer
#jira UE-60702
Change 4147978 by Matt.Kuhlenschmidt
Fix one of the CIS fails
Change 4154874 by Matt.Kuhlenschmidt
Fix hidden asset properties in struct details panels.
We consider all object properties with "allowedclasses" metadata to be asset properties since they only show an asset picker.
Change 4167303 by Matt.Kuhlenschmidt
Work around for sync to content browser from details panels not working for interface properties
Change 4167388 by Matt.Kuhlenschmidt
Make sure when converting relative path filenames in automated import that we convert them relative to the project directory.
Change 4171891 by Matt.Kuhlenschmidt
Fix preview mesh actor becoming stuck to the cursor when the editor or viewport loses focus
#jira UE-61246
Change 4175503 by Cody.Albert
Updated variable details panels to not display unusable metadata options for UMG widget references
#jira UE-55078
Change 4175736 by Cody.Albert
PR #4663: UE-20103: Slate widgets retain their category name v2 (Contributed by projectgheist)
Change 4178937 by Rex.Hill
Fix crash opening level after removing as sublevel
jira: UE-61305
Change 4181097 by Matt.Kuhlenschmidt
Fix Linux/Mac CIS
Change 4184333 by Alexis.Matte
Fix the material ID assignation when re-importing static mesh
#jira none
Change 4199682 by Arciel.Rekman
Linux: enable XGE during cross-builds to see whether the build issues persist.
- Licensees are asking for this and XGE folks are eager to help investigating the crashes, if any.
Change 4200944 by Cody.Albert
Updated VR Mode button to become inactive during SIE (instead of disappearing altogether)
#jira UE-50220
Change 4204817 by Alexis.Matte
Enable or disable the morph target weight slider depending of the project settings.
#jira UE-61671
Change 4204821 by Alexis.Matte
Optimize import time for morph targets
#jira UE-61670
Change 4207394 by Cody.Albert
PR #3299: UMG Slider Additions (Contributed by Dzuelu)
Change 4208299 by Brandon.Schaefer
Fix warning/error with logical operators
#jira none
Change 4210660 by Cody.Albert
PR #3458: UE-43728: Always show scrollbar when necessary (Contributed by projectgheist)
#jira UE-43727, UE-43278
Change 4215684 by Brandon.Schaefer
Linux: Implement minimized function for LinuxWindow
#jira UE-56023
Change 4217350 by Brandon.Schaefer
Linux: Clean up IsMaximized
#jira none
Change 4217489 by Brandon.Schaefer
Linux: Make popup menus BORDERLESS. Slate will give the menu events
This appears to fix a lot of our grabs causing compiz to do something issue.
#jira UE-59237, UE-54085, UE-51407, UE-50018, UE-53915
Change 4225018 by Cody.Albert
UMG Hierarchy now remembers expansion state when being destroyed and recreated (due to closing widget or switching to Graph view)
#jira UE-61836
Change 4225088 by Cody.Albert
Added hover style for color picker slider
Change 4226081 by Richard.TalbotWatkin
New attribute array API.
Fixed some flaws in the original API, deprecated various methods, and introduced some new features.
- Now attribute arrays are accessed via TAttributesRef or TAttributesView (and corresponding const versions). These value types hold references to attribute arrays, and individual elements can be accessed by their element ID and attribute index. Using a value type is safer than the previous method which required assignment to a const-ref (and not doing so would take a temporary copy of the attribute array).
- The attribute set has been totally flattened, so all attributes of different types are added to the same container. This greatly improves compile times, prevents attributes from being created with the same name but different types, and permits the view feature.
- The class hierarchy has changed to have generic base classes where possible with no particular ElementID type. This reduces the code footprint by no longer generating nearly identical copies of templated methods.
- A TAttributesView allows the user to access an attribute array by the type of their choosing, regardless of its actual type. For example, the Normal attribute may be registered with type FPackedVector, but accessed as if it was an FVector. This allows us to move away from very strong typing, and instead transparently store attributes of a more efficient size, while the user is not affected.
- A transient attribute flag has been added, to denote that a particular attribute should not be saved.
Change 4226083 by Richard.TalbotWatkin
Reinstated original mesh editor materials.
Change 4226102 by Richard.TalbotWatkin
Fixed some deprecation warnings, and a mistake in MeshAttributeArray.h.
Change 4226118 by Richard.TalbotWatkin
Fix build errors:
- Added missing file
- Corrected the last fix.
Change 4226121 by Richard.TalbotWatkin
Bumped static mesh mesh data GUID.
Change 4226231 by Richard.TalbotWatkin
Removed some test code which got checked in by mistake.
Change 4226232 by Richard.TalbotWatkin
Fixed typo which caused build errors.
Change 4226234 by Richard.TalbotWatkin
Fixed a typo in MeshDescriptionTests.
Change 4226237 by Richard.TalbotWatkin
Removed over-cautious deprecation warnings. Once GetAttributes() is changed to GetAttributesRef(), element access will still work with array syntax.
Change 4226625 by Richard.TalbotWatkin
Added missing asset.
Change 4227365 by Matt.Kuhlenschmidt
Fix brush actors not showing the correct icon in scene outliner.
- Actors can now supply their own icon if needed
#jira UE-61948
Change 4229632 by Alexis.Matte
Make the namespace an import option
#jira UE-62099
#jira UE-62067
Change 4229637 by Alexis.Matte
Fix fbx importer staticmesh the light map index, the index was check before the build.
#jira UE-62064
Change 4232793 by Chris.Gagnon
Added include to fix non unity builds.
#jira UE-62138
Change 4234206 by Brandon.Schaefer
Linux: Allow windows that want to be resizable to be resizeable
Github PR #3578 thanks hhyyrylainen
#jira UE-45847
Change 4234322 by Brandon.Schaefer
Continue after starting UnrealVersionSelector to avoid blocking a chain command
#jira UE-61530
Change 4234446 by Chris.Gagnon
Properly handled FPackageName::TryConvertFilenameToLongPackageName() failing in Cache Thumbnail.
#jira UE-61990
Change 4235057 by Brandon.Schaefer
Linux: Write to stderr when we fail to find expected to find sym file
#jira none
Change 4235121 by Brandon.Schaefer
Linux: Mark the static bool as soon as we enter the scope
#jira none
Change 4235399 by Brandon.Schaefer
Linux: Check we are not x86 otherwise add unwind tables
Copying the change that went over into 4.20.1 here
#jira none
Change 4240539 by Jamie.Dale
Made DataTableUtils::GetX functions take a const data pointer
Change 4240646 by Chris.Gagnon
Fix for delayed destruction of UWidgets when they are manually removed from a panel as part of tear down.
Inspired by the pull request, however I put in a more generic fix.
PR #4904: Fix late release of Slate resources managed by UMG slot widgets (Contributed by cmp-)
Change 4242975 by Yuriy.ODonnell
Moved duplicated code from MeshUtilities and MeshDescriptionOperations (FLayoutUV, FAllocator2D, FOverlappingCorners, etc.) into a new single module MeshUtilitiesCommon.
Add a generic opaque mesh view interface FLayoutUV::IMeshView to abstract mesh data access and allow FLayoutUV to be used with any mesh type in any module.
Replaced few instances of using an old version of overlapping corners data structure (multi-map) with new specialized FOverlappingCorners container.
Change 4243112 by Yuriy.ODonnell
Use new attribute array API for accessing FMeshDescription data.
Change 4243131 by Brandon.Schaefer
Cast our new resize w/h to int before checking if we are already that size
#jira UE-52291
Change 4243172 by Brandon.Schaefer
Ceil not trunk for this compare
#jira none
Change 4243271 by Brandon.Schaefer
Change address to be more portable
MS compiler does not place a '0x' on %p formating. Linux/Mac append a '0x' to the address
#jira UE-62325
Change 4243276 by Richard.TalbotWatkin
Fixed deprecated MeshDescription calls (merged with Yuriy's changes).
Change 4244067 by Lauren.Ridge
Preventing crash on floating text if asset container does not exist. VR Editor floating text is now not placeable or blueprintable.
#jira UE-62139
Change 4244547 by Lauren.Ridge
Changes to more accurately represent android behavior in PIE and UMG
#jira UE-62301
Change 4244830 by Alexis.Matte
Fix animation Range import, prevent changing the option when validating the anim range.
#jira UE-62055
Change 4250565 by Yuriy.ODonnell
Removed GeometryCache dependency on MeshUtilitiesCommon in non-editor configs.
Change 4254733 by Matt.Kuhlenschmidt
Slate Fast Path - Changed FSlateWindowElementList GetWindow to be thread safe. For fast path, this is accessed on multiple threads so it needs to be safe
GetWindow is deprecated and GetPaintWindow should be used instead
Edigrate from source CL 4254611
Change 4257092 by Chris.Gagnon
Improved UMG rename validation to respect the errors from the blueprint validator.
This fixes at least the case where it miss reported the issue when the name was greater than the length limit in blueprints.
#jira UE-62417
Change 4257124 by Chris.Gagnon
PR #4924: UE-62113 Fix Other filters toggling all assets to show up (Contributed by mamoniem)
#jira UE-62457
Change 4258696 by Chris.Gagnon
Removed Tab Spawner for Color Curve Editor is your not editing the color curve.
#jira none
Change 4258937 by Chris.Gagnon
Simplifed the code in the case of a null CurveOwner.
#jira UE-62443
Change 4259162 by Richard.TalbotWatkin
Fixed crash when entering mesh editor mode after having loaded a new level.
Change 4259909 by Chris.Gagnon
Added better check output to try and learn more about a crash in the wild.
Added some better const saftey while in there.
#jira UE-60696
Change 4259995 by Chris.Gagnon
Fix for possible crash if the mesh has invalid materials.
Also fixed the fact the FindMaterialIndicesUsingTexture() didn't work as advertised at all.
Seems like you'd attemp to paint all materials even when trying to only paint the ones using a particular texture.
#jira UE-62488
Change 4261012 by Michael.Dupuis
#jira UE-48899: Make sure the RootComponent is valid before trying to use it.
Change 4261361 by Michael.Dupuis
#jira UE-48899: Fixed the warning about scale
Change 4261926 by Michael.Dupuis
#jira UE-48899: Only check the root component validity as it's possible that the component is not registered when this get called.
Change 4262163 by Richard.TalbotWatkin
Fixed uninitialized member.
#jira UE-62493
#jira UE-62506
Change 4262549 by Brandon.Schaefer
Linux: Update the Slate application what the window size will most likely be
As X11 takes a frame to send an Event that a window has had its size changed. This causes things such as the slate renderer to think the window size is different then it actually it. This causes streching of tooltips
#jira UE-62555
Change 4262581 by Brandon.Schaefer
Linux: Use Show so we preserve our bIsVisible bool and avoid sending SDL_ShowWindow twice (ie. if its already shown)
#jira none
Change 4262906 by Chris.Gagnon
PR #4915: [UMG] Bind UWidgetAnimation from C++ to blueprint created animation (Contributed by TheCodez)
Change 4262965 by Chris.Gagnon
PR #4932: Fix to generate cleaner C++ files when using "New C++ Class" (Contributed by TheCodez)
Change 4263177 by Chris.Gagnon
PR #4935: Prevent crash when clicking use selected game mode multiple times (Contributed by projectgheist)
Change 4264723 by Christina.TempelaarL
Fixed SceneCaptureComponent so ShowOnlyActors property is writeable in blueprints.
#jira UE-62547
Change 4266029 by Michael.Dupuis
#jira none: Guarded against the scene being null
Change 4266356 by Richard.TalbotWatkin
Changed FMeshDescription to a struct from a class.
Added log errors when loading UMeshDescription objects (now deprecated), in preparation to resave any which remain.
Once all serialized UMeshDescriptions are wiped out (they only exist internally), FMeshDescription will become a USTRUCT.
Change 4266621 by Matt.Kuhlenschmidt
Fix UE4 icon to be the correct one
Change 4266635 by Chris.Gagnon
Added Message Log output for invalid software cursor as opposed to ensure/log.
#jira UE-62554
Change 4268136 by Matt.Kuhlenschmidt
Fix outline colors not updating when changing on the fly
#jira UE-42116
Change 4269184 by Chris.Gagnon
Fix for possible nullptr dereference.
#jira none
Change 4269902 by Brandon.Schaefer
Slate dialog modal window was not settings its parent window
#jira UE-62608
Change 4272083 by Chris.Gagnon
Fix for case where the the property noded arn't rebuilt in time and custom property ui can be using stale data.
#jira UE-62499
Change 4272869 by Michael.Trepka
Make sure ShooterGame sets correct input modes/mouse capture in menus and in game to avoid problems with keyboard not working in menus after alt-tab
#jira UE-61017
Change 4275155 by Michael.Dupuis
#jira UE-62526: Update lightmap/shadow UV mapping after lighting build on HISMC. ISM will get also updated due to the Edit() that will reapply the values on CreateSceneProxy
Change 4275298 by Lauren.Ridge
Fixed string parsing when looking at parent cvar values
#jira UE-62301
Change 4275391 by Lauren.Ridge
Fix for resolutions increasing when swapping landscape/portrait
Change 4275606 by Lauren.Ridge
Moving all asset container access to PostActorCreated to avoid VR editor assets in cooks
#jira UE-57797
Change 4275807 by Lauren.Ridge
Duplicating color themes now dupllicates the color labels as well
#jira UE-60697
Change 4275989 by Lauren.Ridge
When selecting a node while the details panel is behind a different panel in the same dock tab, the details panel is brought forward
#jira UETOOL-1325
Change 4276146 by Lauren.Ridge
Fix for new texture sample nodes not taking the selected texture from the content browser as the starting value.
#jira UETOOL-1322
Change 4276412 by Lauren.Ridge
Assets that can be dragged into the material graph now indicate that with a checkmark
#jira UE-56024
Change 4279549 by Lauren.Ridge
Fixed recursion of calls through SetDesignerFlags to avoid double-recursion with many nested panels
#jira none
Change 4279894 by Lauren.Ridge
Adding check for RootWidget existing
Change 4279969 by Michael.Trepka
Updated FDesktopPlatformMac::FileDialogShared() to handle a case where no extensions were specified in FileTypes string
#jira UE-62421
Change 4280317 by Lauren.Ridge
Adding if WITH_EDITOR
Change 4280716 by Chris.Gagnon
PR #4979: UE-62795: Deprecate bAutoWrapText in TextBlock (Contributed by projectgheist)
Slightly modified, the base syncronize sets the autowrap value.
Change 4280847 by Lauren.Ridge
Single property setting changes will now also call OnModified delegate for their section
#jira UE-58276
Change 4280850 by Chris.Gagnon
Added early out and log if focus is attempted to be set when the window is suppost to be be disabled due to a modal window being up.
#jira UE-62742
Change 4280931 by Brandon.Schaefer
Linux: Use MallocCrash when hitting out of memory issues in BinnedAllocFromOS
#jira FORT-108267
Change 4281460 by Lauren.Ridge
Clearing focus on a variable once it is committed. Fixes assert on undo
#jira UE-61872
Change 4283706 by tim.gautier
QAGame: Adding HISM test map / assets
Change 4283980 by Michael.Trepka
Unshelved from pending changelist '4238012':
Xcode project generator improvements
- Per-project precompiled header that wraps UnrealEd.h with #ifdef __cplusplus to allow Xcode to compile the pch in ObjC mode. Later we could replace UnrealEd.h with some other header file for non-editor targets
- Moved commands that disable compile warnings from MacToolChain's GetCompileArguments_Global to ApplePlatformCompilerPreSetup.h. Thanks to this we can have all the Xcode recommended warnings enabled in the project, but still allow Clang to index our code without reporting warnings
- Few more minor changes to fix Xcode's project validation and indexing warnings
Also, unify compile warning flags across all Apple platforms.
#jira UE-47965, UE-44327
Change 4284062 by Michael.Trepka
Copy of CL 4222794 from 4.20
Fixed a crash at exit in Mac editor caused by an attempt to use MetalProfiler after deleting it
#jira none
Change 4284266 by Brandon.Schaefer
Linux: Fix deadlock in a file cache which could be locked in a crash handler
#jira UE-62808
Change 4284469 by Lauren.Ridge
Fix for material parameter node crashing
Change 4284541 by Lauren.Ridge
Blueprints inheriting from UWidget will now show up in the palette view even if they are not loaded.
#jira UE-59164
Change 4284542 by Michael.Trepka
Copy of CL 4222797
Fixed a problem with FMacPlatformMisc::NormalizePath allocating an autorelease pool during crash handling, which resulted in the OS killing the process before we spawn CrashReportClient. Now this function is identical to Linux version.
#jira UE-61779
Change 4285288 by Cody.Albert
Fixed crash when changing "Show Coalesced" setting in profiler
Change 4285483 by Chris.Gagnon
PR #4936: Duplicate widget functionality for UMG editor (Contributed by projectgheist)
Fixed up some variable names.
#jira UE-62528
Change 4287219 by Brandon.Schaefer
dump_syms: Replace inline file/line with their callsite over the inline location
Fix <name omitted> appearing as the names for the function
Disable CFI generation for Windows (Linux theres a command line). Speeds up symbol generation
#jira FORT-670
Change 4287247 by Brandon.Schaefer
BreakpadSymbolEncoder: If the file doesnt have a newline at EOF handle that as a seperate case
#jira none
Change 4287259 by Brandon.Schaefer
dump_syms: Build on centos7
#jira none
Change 4287269 by Brandon.Schaefer
Linux: Disable generating CFI info when running dump_syms
#jira none
Change 4287326 by Brandon.Schaefer
dump_syms: Update to disabling the CFI generation version
#jira none
Change 4287902 by Brandon.Schaefer
TestPAL: Add cases for testing inline callstacks
#jira UEENGQA-21414
Change 4288365 by Lauren.Ridge
PR #4422: Set default material parameter name (Contributed by projectgheist)
Change 4292002 by Brandon.Schaefer
Linux: If our default settings are empty help fill in the proper name
#jira UE-62910
Change 4292496 by Lauren.Ridge
Now all renamable nodes do name verification also
Change 4292532 by Lauren.Ridge
PR #4989: Add icons to folder context menu favorites (Contributed by projectgheist)
Change 4293043 by tim.gautier
QAGame: Added a panner to ML_Albedo
Change 4295326 by Richard.TalbotWatkin
- Updated MeshDescription attribute calls to fix deprecation warnings.
- Removed TMeshAttributeArraySet::AddArray because the functionality was already available as part of SetNumIndices.
- Renamed TMeshAttributeArraySet::InsertArray, RemoveArray to InsertIndex, RemoveIndex for naming convention consistency (these methods deal with attribute indices, not with arrays). Added support for them in other attribute classes, and made them virtual so they can be called as part of an AttributesView.
- Removed redundant code in FUSDStaticMeshImportState::AddPolygons, when determining the number of UVs in the mesh description.
Change 4295795 by Richard.TalbotWatkin
Corrected MAX_MESH_TEXTURE_COORDS_MD references.
Change 4297308 by Cody.Albert
Fixed bug with InputPreProcessorsHelper::Add not correctly adding input processors
Change 4297799 by Brandon.Schaefer
Linux: Dont assume DISPlAY=:0
#jira UE-63050
Change 4298150 by Brandon.Schaefer
dump_syms: This is rebuilding dump_sym changes from CL 4287219 for Mac
Replace inline file/line with their callsite over the inline location
Fix <name omitted> appearing as the names for the function
Disable CFI generation for Windows (Linux theres a command line). Speeds up symbol generation
Source code changes for dump_syms was changed at CL 4287219
#jira none
Change 4298369 by Brandon.Schaefer
dump_syms: Rebuild for Linux/Windows to fix a possible crash when missing debug_ranges in the debug section
Source changed in CL 4298150
#jira none
Change 4301952 by Lauren.Ridge
Fixing input labels on material function inputs
#jira UE-63077
Change 4302388 by Brandon.Schaefer
Linux: If we have a 0 LineNumber lets try to use to the previous Record.
Still an issue with non-virtual thunks reporting line number zero but it seems even windows skips these frames. GDB reports a different callsite that doesnt seem super related (possibly?) Nothing to do with thunking though.
#jira UE-62930
Change 4304835 by Alexis.Matte
Add imported framerate info to anime sequence
#jira UE-51302
Change 4307480 by Brandon.Schaefer
SDL2: Update to newer version hg-12121:4358e537000a
Fixed github PR #4844 as well (thanks tomix1024)
#jira UE-62783 UE-61369
Change 4307481 by Brandon.Schaefer
SDL2: Rebuild with the newer version hg-12121:4358e537000a
Fixed github PR #4844 as well (thanks tomix1024)
#jira UE-62783 UE-61369
Change 4308264 by Brandon.Schaefer
Linux: Make both DLLIMPORT the same value
#jira UE-61174
Change 4308640 by Matt.Kuhlenschmidt
Added a "report bug" menu entry to the help menu
#jira UE-63182
Change 4309508 by Brandon.Schaefer
nvTextureTools: Rebuild on Linux using our libc++ and not libstdc++
Move to the proper runtime depend location
#jira UE-54892 UE-61705
Change 4309554 by Brandon.Schaefer
SDL2: Add last missing folder
#jira none
Change 4309955 by Chris.Gagnon
PR #5017: UE-63105: Modify SGraphActionMenu::OnKeyDown to use a different branc. (Contributed by projectgheist)
Change 4311008 by Brandon.Schaefer
nvTextureTools: Actually remove libstdc++ from Linux build
#jira UE-54892
Change 4312195 by Alexis.Matte
- Fix the set range feature to always use the file sample rate so the range match what the user see in the DCC
- Also add some fbx file information to the import dialog
#jira UE-62504
Change 4315347 by Brandon.Schaefer
Linux: Disable XGE builds as it appears to be lower casing folders when the build platform is Windows
#jira UE-63296
Change 4318704 by Lauren.Ridge
Fix for crash on opening map built data
#jira UE-63301
Change 4319999 by Lauren.Ridge
Fix for crash in vr mode
#jira UE-63376
Change 4320144 by Chris.Gagnon
Fix for smoke content that set the hovered size different to the normal size on the UMG slider handle.
#jira UE-63367
Change 4327887 by Michael.Trepka
Disable nonportable-include-path warning in iOS toolchain to allow incorrect case in paths to headers passed using -include
#jira UE-63408
Change 4217622 by Brandon.Schaefer
Linux: Pass a command line argument to crash reporter to show or skip a user agreement popup
#jira none
Change 4312048 by Brandon.Schaefer
Linux: Dont disable ICU by default on Servers
#jira UE-59113
Change 4320173 by Chris.Gagnon
Fix for startup movie streamer on xbox not finishing.
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4329255 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4329265 by chris gagnon in Dev-VR branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3783110 by Thomas.Sarkanen
Added support for logical negation when copying to array properties in the fast path
#jira UE-52043 - Anim fast path correctly doesn't handle copying to arrays of bools with logical negation
Change 3783112 by Thomas.Sarkanen
Fixed not being able to assign/unassign constraint and physical animation profiles from the context menu
#jira UE-50205 - Constraint cannot be assigned or unassigned from current profile when using "Unassign" from the context menu in the Skeleton Tree and Graph
Change 3783114 by Thomas.Sarkanen
Asset picker now only reports 'picks' on user interactions
In Ocean and other projects with lots of animation assets, the asset picker amortizes its filter queries over a number of frames. This causes the list to temporarily not include the currently selected item, which then gets reported to client code as a 'deselection'. To address this (and to maintain backwards compatibility) I've added a new delegate that gives more context for selections to the SAssetPicker, allowing us to not report selections that are 'Direct'.
#jira UE-46802 - Searching for an animation from the dropdown in persona causes it to instantly close
Change 3783118 by Thomas.Sarkanen
Added inline time/frame settings to notify context menu
#jira UE-45410 - Inline MontageSection/Notify Time Entry
Change 3783122 by Thomas.Sarkanen
Collision Response dropdown is now a checkbox
Added details customization to allow the enum to masquerate as a bool property
#jira UE-47916 - Drop down used for Collision Response enable/disable in Physics Asset Editor
Change 3783183 by Jurre.deBaare
Follow up fix for toggling post processing in the preview scene
Change 3783186 by Jurre.deBaare
Material Baking Options has two Mesh Settings sections
#fix Changed category names for to allow for two distinct categories (would have preferred to merge them, but am limited by the way detailsview handles multiple objects with containing same category)
#jira UE-52645
Change 3783188 by Jurre.deBaare
Duplicating:
"Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
#fix Ensure the regenerate button is disabled when there is no MeshReduction interface available
#jira UE-52641
Change 3783205 by Jurre.deBaare
Bounds are not shown correctly in Persona for imported alembic skeletal mesh
#fix Ensured that we do not add invalid of (0,0,0) bounds to outgoing mesh bounds
#jira UE-49338
Change 3783248 by Jurre.deBaare
Preview Scene Settings window is missing Search bar
#fix changed search bar flag on Details View
#jira UE-50063
Change 3783267 by Jurre.deBaare
Animation Modifiers: GetBonePosesForTime does not create valid data for GetBonePose
#fix changed the way we retrieve bone transforms, now take it directly from the raw data rather than from a pose
#jira UE-52057
Change 3783281 by Jurre.deBaare
Tool Tip issues in Animation Editor Preferences
#fix corrected typos in comments
#jira UE-51338
Change 3783373 by Thomas.Sarkanen
Added error-reporting to the profile name widgets
This means that the effect of renaming profiles the same as an existing one is clear (i.e. we deny it now).
#jira UE-48120 - Renaming Physics profiles the same as existing Physics profiles switches profiles and is confusing
Change 3783438 by Jurre.deBaare
Vertex paint fill tool fills all channels
#fix Ensure that the current channel fill selection in the Mesh Painter is also used for the fill tool, to allow the user masking out certain channels when using fill
#jira UE-49256
Change 3783583 by Thomas.Sarkanen
Correctly return whether a mesh section is shown or not when it has not been edited
This fixes skeletal->static mesh conversion
Change 3783598 by Thomas.Sarkanen
Fix multi-convex generastion for skeletal meshes
Some triangle indices were being missed out of the index buffer, so the mesh that the convex hull was generated from was corrupt. Removing an early-out fixes this.
#jira UE-52529 - Inaccurate Collision is Generated When Using Multi Convex Hull (PhysicsAsset Editor)
Change 3783615 by Jurre.deBaare
OpacityMask/Opacity bug in MeshUtilities
#fix ensured that material baking uses correct texture samples for Opacity Mask property
#misc deprecated all of this functionality as users should be using the MaterialBaking module
#jira UE-52382
Change 3783620 by Martin.Wilson
Fix crash due to oversampling animation during compression
#Jira UE-52713
Change 3783633 by Jurre.deBaare
Fix deprecation warnings on CIS
Change 3783636 by Benn.Gallagher
Fixed non-working tethers in clothing
Fixed clothing config not applying to active simulation after editing
Fixed and re-enabled accurate wind mode
#jira UE-50797, UE-43611
Change 3783637 by Benn.Gallagher
Github PR: Fix world to actor transform bug in anim dynamics
Fixed incorrect Actor-space calculations for simulation transforms and world vector transformations inside AnimDynamics highlighted when testing the above PR
#jira UE-48681
#3929
Change 3783638 by Benn.Gallagher
Fixed UBlendProfile properties not being correctly customized on anim nodes - and animation sequence references not being correctly filtered on anim nodes.
Change 3783660 by Danny.Bouimad
Fixing #UE-40686 Mass TranslatedMass Automated test, instead of decreasing tolrence I changed the content to preserve granularity.
Change 3783974 by Ori.Cohen
Refactor when sync components is called and how we pass the data into plugins. Simplifies how we handle physx data getting invalidated by UE4 during updates.
Also fixed crash when scene query returns a destructible component that's been destroyed, but final apex delete flush hasn't happened yet.
#jira UE-50215
Change 3784112 by Benn.Gallagher
Fixed subinstance nodes inside states failing to correctly create bridge variables on their skeleton class due to not correctly processing subgraphs in the anim blueprint compiler.
#jira UE-51000
Change 3784277 by Martin.Wilson
Fix socket name getting an appended _0
#jira UE-46625
Change 3785589 by Ori.Cohen
Fix cis
Change 3786336 by Martin.Wilson
Pushing skeleton to live link can now take source guid
-Message bus source pushes guid when sending skeleton
Change 3786778 by Martin.Wilson
Added ability for worker thread animation blueprint code to report to Message Log + added additive warning when playing an animation on an additive pose
#jira UE-49780
Change 3786847 by Martin.Wilson
Initialization and delta time for live link retargeter
#Jira UE-52112
Change 3786852 by Lina.Halper
Sequencer blending support
#jira: UE-52183
Change 3786924 by Lina.Halper
PR #4210: FIX: Incorrectly passing an unrelated bool rather than the expected pose ind. (Contributed by ruffenman)
Change 3787114 by Jurre.deBaare
Discrepancy in description of Preview Scene setting and keyboard shortcut
#fix Changed naming of the settings to match the Advanced Preview Scene panel
#jira UE-50060
Change 3787115 by Jurre.deBaare
Animation Editor Preferences do not update the preview scene
#fix Removed unused preference from PersonaOptions
#jira UE-51318
Change 3787117 by Jurre.deBaare
Off-by one error in frame time calculations
#fix Fixed up UAnimSequenceBase::GetTimeAtFrame and UAnimSequenceBase::GetFrameAtTime to return correct frame indices, similar to FAnimationRuntime::GetKeyIndicesFromTime
#jira UE-52037
Change 3787412 by Martin.Wilson
CIS Fix
Change 3787622 by Ethan.Geller
Include Google Resonance SDK.
Change 3787633 by Ethan.Geller
Promote AmibsonicsMixerPtr to FAudioDevice
Change 3788026 by Lina.Halper
Retarget source reference to soft object ptr
#jira: UE-48570
Change 3788252 by Ethan.Geller
Add blueprint functions for Resonance Global Reverb
Change 3788750 by Ethan.Geller
fix single file compile for Resonance plugin
Change 3788763 by Ethan.Geller
include IModularFeatures.h explicitly for incremental build
Change 3789108 by Martin.Wilson
Fix animations with scaled root bone generating incorrect root motion
#jira UE-52088
Change 3789642 by Martin.Wilson
Fix transition nodes from referencing the wrong state node due to non unique node guids being introduced by copy and paste
#jira UE-43891
Change 3790165 by Martin.Wilson
Fix marker sync position not being maintained across instant transitions
#jira UE-21355
Change 3790182 by Ethan.Geller
Final Resonance edits pass.
Change 3790184 by Lina.Halper
Fix issue with crash when montage is streamed out while event is queued.
https://udn.unrealengine.com/questions/404318/anim-montage-queued-montage-event-crash.html
Change 3790207 by dan.reynolds
#UE-50774 Updated AEOverviewReverb to not attempt to destroy Audio Component that has already been destroyed.
Change 3790215 by Martin.Wilson
CIS Fix
Change 3790953 by Ethan.Geller
#jira UE-53023 bypass filters when at max frequency for LPF, DC for HPF
Change 3791832 by Martin.Wilson
Don't load animations for preview tooltip in Persona
#jira UE-52118
Change 3792873 by David.Hill
Fix CIS. Remove timer from proxylod code.
Change 3793251 by David.Hill
ProxyLOD Thirdparty libs build cs files.
Update from ModuleRules.WindowsPlatform to ReadOnlyTargetRules.WindowsPlatform
-- The WindowsPlatform alias is deprecated in 4.18
Change 3793400 by Ethan.Geller
Update Resonance blueprint library to fit google naming conventions
Change 3794097 by Benn.Gallagher
Fixed clothing visualizations no longer functioning
#jira UE-52995
Change 3794250 by Danny.Bouimad
Regenerated ground truth on LODCurveLinkingTest1 and AnimatedCloth, expected change as a result of Ben fixing a bug.
Needed to update Owens cloth settings too.
Should resolve automation test CIS fails
Change 3794352 by David.Hill
ProxyLOD code:
Disable openvdb-centric warnings within the openvdb platform.h file.
C6326: Potential comparison of a constant with another constant
and add annotations
C28251: Inconsistent annotation for 'copysign'
also added a warning suppress for static analysis CA_SUPPRESS(6011) within the proxylod version of the simplifier.
Change 3794786 by Lina.Halper
Pose asset retarget source bug fix
#jira: UE-52429
Change 3794841 by Danny.Bouimad
Hopefully fixes the cloth automation CIS
Change 3795191 by Lina.Halper
Fix build issue
Change 3795486 by Ethan.Geller
re-enable android support for Oculus Audio
Change 3796162 by Danny.Bouimad
Third attempt to fix the cloth CIS error. Hopefuly this will solve it.
Change 3796311 by Martin.Wilson
Remove recompress animation from curve track actions. Allows smoother interaction on animations with slow recompress time.
#jira UE-51740
Change 3796321 by Thomas.Sarkanen
Duplicating CL 3770752 from 4.18:
Prevent crash when generating convex bodies fails
Note: speculative fix as the issue cannot be reproduced locally
#jira UE-52449 - [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()
Change 3797093 by Danny.Bouimad
Constrant node AnimBP Automated tests
Change 3797384 by Danny.Bouimad
Fixing CIS error caused by automated test lighting issue
Change 3800621 by Thomas.Sarkanen
Fix CIS: Shadowed variable warning
#jira UE-53253 - FMenuBuilder declaration shadows a local variable warning appears when building the editor on Linux
Change 3800690 by Danny.Bouimad
Checking in fix for CIS automation for ConstraintNode, set the screenshot tool to use BaseColor. This should fix the issue with the rendering fuzzyness
Change 3800874 by David.Hill
Clean up static analysis warnings
#jira: UE-53270
Change 3801227 by David.Hill
Allow proxylod to fail gracefully if the input mesh is way too big (e.g. sky sphere)
Added code to automatically compute the correct spatial sampling rate based on the geometry size, also allow the user to override.
#cl: UE-53155
Change 3801228 by David.Hill
UI: Mesh Proxy Dialog re-write. Make this more like MeshMerging, and share some code.
#cl UE-53155, UE-52787, UE-53106
Change 3801319 by Danny.Bouimad
Regenerated all the screen shots for the constraint tests.
Change 3801383 by Ethan.Geller
#jira UE-53311 fix additional #if PLATFORM_WINDOWS guards in Oculus Audio
Change 3801697 by Ethan.Geller
include AudioDevice.h directly to resolve FAudioDevice.
Change 3802180 by David.Hill
This should fix the Incremental UE4Editor Linux build.
Change 3802643 by David.Hill
ProxyLOD UI change. Add limits to the target screen size. They now reflect the values in the old version of the UI and the thirdparty tool.
#CL: UE-53313
Change 3802986 by Ethan.Geller
#jira UE-53330 Change vraudio to explicit library path
Change 3803448 by Danny.Bouimad
disabling constraint tests
Change 3803678 by Danny.Bouimad
#jira UE-53306 Fix
Change 3804333 by Ethan.Geller
#jira UE-53330 fix library paths for iOS on Resonance
Change 3804453 by David.Hill
Fix Shadow warning when compiling UE4Editor on linux:
FlattenedMaterials.
#CL: UE-53349
Change 3804510 by Lina.Halper
CIS warning on shadow vars
#jira: UE-53348, UE-53345
Change 3805451 by Lina.Halper
Fix build issue : Renamed variable -
https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/74095846?stepName=Incremental%20UnrealHeaderTool%20Win64&jobId=8173688&jobName=UE4%20Dev-AnimPhys%20-%20CL%203805429%20-%20Incremental%20Editor%20Win64&tabGroup=diagnosticHeader
Change 3805470 by Lina.Halper
Fix build issue
Change 3806524 by Martin.Wilson
Only use previous frame end position if it is valid for this frame
#jira UE-53414
Change 3792620 by David.Hill
Copying //UE4/Dev-ProxyLOD to Dev-AnimPhys-Minimal (//UE4/Dev-AnimPhys-Minimal)
Adding the ProxyLOD code to AnimPhys.
Change 3796059 by Thomas.Sarkanen
Persona viewport settings are now per-asset editor
This prevnets bone following (etc) being shared by all Persona asset editors
FOV & view type is no longer chared by all Persona asset editors
#jira UE-53005 - Viewport settings like bone following are shared between all animation sub-editors
[CL 3806814 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3495522 by Rolando.Caloca
DR - Enable gpu skinning on Vulkan
Change 3681208 by Jian.Ru
Force bCastShadowAsMasked to false for opaque materials;
Disable UI check box of bCastShadowAsMasked when blend mode is opaque or modulated
Change 3682631 by Rolando.Caloca
DR - Copy 3682626
Fix recompute tangents not being applied to different sections
Change 3684812 by Arne.Schober
DR - Fix a crash and a Masterfile issue
Change 3684833 by Marcus.Wassmer
Fix more non-unity issues
Change 3685236 by Arne.Schober
DR - Fix some issues with Particles e.g stride was meant to be set to repeat and also subUV needs to be taken care of
Change 3685247 by Arne.Schober
DR - accidentally removed bracket
Change 3686764 by Daniel.Wright
In uncooked Feature Level ES2, fixed reflection capture data getting tossed in PostLoad when it is needed for encoding in OnRegister.
Change 3686775 by Marcus.Wassmer
Fix bad merge
Change 3687022 by Marcus.Wassmer
Fix Win32 compiles
Change 3687355 by Rolando.Caloca
DR - Copy 3687334
Fix for odd Vulkan crash
Change 3687537 by Arne.Schober
DR - Making StaticArray faster as PSO descriptor uses them intensively (5ms in one infiltrator scene on PS4)
Rewrote integer sequence to use fewer template instantiations for faster compile times and larger sequence support.
Change 3687546 by Arne.Schober
DR - Remove unnecessary virtuals and recounts
Change 3688128 by Rolando.Caloca
DR - Fix Linux compile error, rename Elements macro to GetNumArrayElements
Change 3688140 by Rolando.Caloca
DR - Linux warning fix
Change 3688190 by Mark.Satterthwaite
Use the correct #define for determining whether we are compiling for Metal in general, rather that only doing so for Metal + Mobile rendering. Should fix the skin-cache rendering.
#jira UE-50912
Change 3688689 by Chris.Bunner
Static analysis fixes.
Change 3688948 by Chris.Bunner
More static analysis fixes.
Change 3689116 by Arne.Schober
DR - [UE-51015] - moving alignment specifier
Change 3690645 by Marcus.Wassmer
Restore per-element align for TStaticArray
Change 3690801 by Jian.Ru
Marcus's fix FStaticMeshVertexFactories::ReleaseResources
#jira UE-51093
Change 3690809 by Rolando.Caloca
DR - Copy 3690806
Fix Anisotropic not working on Vulkan
Change 3690874 by Benn.Gallagher
Fix for index buffer overflow and clothing upgrade warnings.
#jira UE-51026
Change 3691221 by Jian.Ru
Fix log spam when -d3ddebug
#jira UE-50977
Change 3691291 by Marcus.Wassmer
Move global dynamic buffer commits to before GPU FX rendering.
Fixes d3derror in ES2 preview. The more subtle issue I believe is that the d3d11statecache is leaving streams bound for too long, but that requires more investigation
#jira UE-51058
Change 3691361 by Rolando.Caloca
DR - Fix resources not getting destroyed at RHI destruction time
#jira UE-51057
Change 3691607 by Arne.Schober
DR - interface change requested by Steve
Change 3691662 by Marcus.Wassmer
Fix one bit of d3dwarning. Need a 16 byte minimum to make 0 stride vbuffer happy for colors.
Change 3692268 by Rolando.Caloca
DR - vk - Keep a reference to a buffer to avoid deletion - Fixes crash in Paragon
Change 3692403 by Jian.Ru
Marcus's fix on automation test failure
Change 3692443 by Jian.Ru
Back out changelist 3692403
Change 3692455 by Marcus.Wassmer
Fix automation failure in tile rendering.
Can't setdata for vertexfactories on the gamethread
Change 3692566 by Marcus.Wassmer
Fix clang compiles
Change 3692664 by Chris.Bunner
Updated default editor skeletal mesh.
Change 3692675 by Marcus.Wassmer
Make the behavior of FCanvasTileRendererItem::FRenderData actually match the comment.
Fixes automation crash.
Change 3692692 by Jian.Ru
Fix a bug where only the first slice of 3d textures are cleared on XboxOne; Fix a rendering artifact when r.TranslucentLightingVolume is 0
#jira UE-50636
Change 3693043 by Arne.Schober
DR - [UE-51173]- Fixing Instanced Rendering Vertexbuffer SRV Resources not getting initzialized and re-set onto the vertexfactory after the Buffer has been updated
Change 3693284 by Marcus.Wassmer
Duplicate 3682248.
Fix for debug canvas draw randomly corrupting memory
Change 3693360 by Rolando.Caloca
DR - Fix material events not showing up in RenderDoc
Change 3693549 by Marcus.Wassmer
Fix incorrect flag check
Change 3693575 by Arne.Schober
DR - null size check on StaticMeshVertexData
Change 3693677 by Marcus.Wassmer
Make double plus sure the copy is a valid size
Change 3694155 by Marcus.Wassmer
Generate correct strides for vertexfactories depending on whether color will be overridden or not by the component. Fixes WEX and probably other similar bugs.
ALSO fix horrible longstanding bug in OpenGL VertexDeclaration cache. Strides not part of the operator== of the key so collisions/map walks would sometimes return the wrong decl with the wrong set of streamstrides.
D3D has the same problem, causing spurious D3D warnings but I haven't fixed it yet.
Change 3694156 by Marcus.Wassmer
This doesn't really matter because the decl is created dynamically but the stream elements might as well be right if we're gonna have them
Change 3694470 by Benn.Gallagher
Fixed crash fixing up clothing sections index buffers in specific Unreal Tournament asset with modified oversized index buffer.
#jira UE-51207
Change 3694557 by Chris.Bunner
Static analysis and potential memory leak fix.
Change 3684284 by Arne.Schober
Manual Vfetch for StaticMeshes
Skelmeshes also use the new Layout
Skelmeshes use DDC
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Change 3689555 by Arne.Schober
DR - Fix performance regession cause by not sharing VertexFactory ptr in the static drawlist
[CL 3694667 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
Change 3358916 on 2017/03/22 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3357395 on 2017/03/21 by Daniel.Lamb
Added some more custom stats to the cooker.
Only cook the english cook culture when we are running local builds.
#!rb Trivial
#!test Iterative shared cooked builds paragon
Change 3357377 on 2017/03/21 by Daniel.Lamb
Added support for packages which fail to load to the package dependency info module
#!rb Trivial
#!test Cook paragon
Change 3356838 on 2017/03/21 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!3rb #!tests na
Change 3355306 on 2017/03/20 by Daniel.Lamb
Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info.
Stopped cooker from collecting garbage while in the editor.
Iterative cooks don't resolve string asset references for startup packages.
#!rb Trivial
#!test Shared precooked build paragon
Change 3354527 on 2017/03/20 by Wes.Hunt
AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660
#!fyi josh.markiewicz,david.nikdel
#!rb josh.markiewicz
#!tests ran client connected to Solo vs. AI server
Change 3353852 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#!jira OR-36843, UE-42975
#!rb Martin.Wilson
#!tests Editor PIE, -game hero gallery
Change 3353048 on 2017/03/18 by Jeff.Williams
#!ORION_DG - Merge MAIN @CL 3353033
Change 3352845 on 2017/03/17 by Daniel.Lamb
Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature.
#!rb Daniel.Wright
#!test Editor paragon
Change 3352544 on 2017/03/17 by Daniel.Lamb
ADded support for ignoring ini settings incompatbilities when using shared cooked builds.
#!rb Trivial
#!test Shared cooked build paragon
Change 3352285 on 2017/03/17 by Daniel.Lamb
Fix client side compilation error to do with render texture conversion function
#!rb Trivial
#!test Compile Paragon
Change 3352141 on 2017/03/17 by Daniel.Lamb
Added support for blueprint function to convert a rendertexture to a texture.
#!rb Daniel.Wright
#!test Run in the editor
Change 3351612 on 2017/03/17 by Andrew.Grant
Expand EngineDir and ProjectDir variables during AppLocal deployment
#!tests Jamie verified packaging Orion via the editor works now
#!rb Jamie.Dale
Change 3350470 on 2017/03/16 by Laurent.Delayen
Fix for PS4 compile.
#!rb none
#!tests PS4 + non unity
Change 3350237 on 2017/03/16 by Andrew.Grant
Pak-mounting fix from Dev-Core for OR-36896
#!tests na
#!rb GIl.Gribb
Change 3350079 on 2017/03/16 by Laurent.Delayen
Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask.
#!rb lina.halper
#!tests Yin's BP
Change 3349694 on 2017/03/16 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing copy/paste actions for properties embedded within IDetailGroup header rows
#!rb Matt.Kuhlenschmidt
#!tests Copy/paste on skin variant primary override rows
#!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3349560 on 2017/03/16 by David.Ratti
Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate).
Added GameplayTagReferenceHelper to gameplay cue classes.
#!rb none
#!tests editor
Change 3349305 on 2017/03/16 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests compiled
#!rb na
Change 3349189 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#!rb Martin.Wilson
#!jira OR-36680
#!tests PS4 cooked OrionEntry with Shinbi
Change 3348659 on 2017/03/15 by Daniel.Lamb
Fix compilation errors.
#!rb None
Change 3348646 on 2017/03/15 by Andrew.Grant
Unshelved from pending changelist '3347778':
<description: restricted, no permission to view>
Change 3348636 on 2017/03/15 by Daniel.Lamb
Fixed issue with rebuildlighting commandlet not checking out separate lighting files.
#!rb None
#!test ResavePackages commandlet
Change 3348559 on 2017/03/15 by Daniel.Lamb
Fixed up some iterative ini settings blacklist configs.
#!rb Trivial
#!test Iterative Cook paragon
Change 3348379 on 2017/03/15 by Laurent.Delayen
Added simple Async Node 'Play Montage' to use outside of gameplay abilities.
#!rb none
#!tests none
Change 3348035 on 2017/03/15 by Ben.Salem
Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon.
#!rb none
#!tests ran oh so very many tests with the changes.
Change 3345982 on 2017/03/14 by Zak.Middleton
#!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second.
#!jira OR-36422
#!tests multi-PIE dedicated server, various framerates, net lag, etc.
#!rb Laurent.Delayen
#!codereview Laurent.Delayen
Change 3345134 on 2017/03/14 by Jordan.Walker
mono work
Change 3344857 on 2017/03/14 by Martin.Wilson
Missing includes for transactor header
#!rb none
Change 3341860 on 2017/03/10 by Chris.Bunner
Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes.
#!rb None
#!tests Editor, Known trouble materials with interpolator nodes, With/without material functions
Change 3341759 on 2017/03/10 by Daniel.Lamb
Fixed up NetworkCompatible version so that it works with UGS.
#!rb Trivial
#!test Cook ps4 paragon.
Change 3341616 on 2017/03/10 by Josh.Markiewicz
#!UE4 - added define for OGS feature
#!rb none
#!codereview sam.zamani
#!tests compiles
Change 3341612 on 2017/03/10 by Josh.Markiewicz
#!UE4 - removed old define
#!tests compiles
Change 3340180 on 2017/03/09 by Daniel.Lamb
Integrate fix for sync loading from main to Dev General.
#!rb Ben.Zeigler
Change 3339904 on 2017/03/09 by Chris.Bunner
Fixed material translation error when custom interpolator node hooked to multiple function outputs.
#!rb None
#!tests Editor
Change 3339280 on 2017/03/09 by Josh.Markiewicz
#!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem
- added 2 functions to online engine interface
#!codereview sam.zamani, ben.marsh
Change 3338654 on 2017/03/08 by Daniel.Lamb
Fixed up some issues with iterative ini settings.
Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines.
#!rb None
#!test Cook paragon iteratively
Change 3336989 on 2017/03/08 by Ben.Marsh
Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.
#!rb none
Change 3336135 on 2017/03/07 by Michael.Trepka
Hide GameLayerManager's title bar on exiting PIE
#!rb Dan.Hertzka
#!tests Tested in the editor on Windows
Change 3335324 on 2017/03/07 by Aaron.Eady
Chat;
Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset.
Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu.
Added horizontal boxes to the gameplay settings menu because we are running out of space.
Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical.
#!rb Matt.Schembari
#!tests MCP, PIE
#!lockdown Nicholas.Davies
#!RN
Change 3333541 on 2017/03/06 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3333512
#!RB:none
#!Tests:none
#!codeReview: cameron.winston
Change 3332578 on 2017/03/04 by Andrew.Grant
Temp Disabled wrong-looking warning
#!tests #!rb na
#!ROBOMERGE: Main
Change 3332555 on 2017/03/04 by Andrew.Grant
Proper fix for Tencent DLL issue
#!tests #!rb na
#!ROBOMERGE: Main
Change 3332552 on 2017/03/04 by Andrew.Grant
Fix for Tencent DLL issue while staging
#!tests none
#!rb none
#!ROBOMERGE: Main
Change 3332216 on 2017/03/03 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3332168
#!RB:none
#!Tests:none
Change 3332060 on 2017/03/03 by Daniel.Lamb
Fixed issue with AsyncLoading code eventually flushing async loading while in async loading...
This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses.
#!rb Gil.Gribb.
#!test Editor and -game
Change 3331680 on 2017/03/03 by Jason.Bestimt
#!ORION_MAIN - Merge MAIN @ CL 3331636
#!RB:none
#!Tests:none
#!codeReview: andrew.grant
Change 3331412 on 2017/03/03 by James.Hopkin
#!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets
Source change committed in CL#!3331380
#!jira OR-36274
#!fyi Paul.Moore
Change 3331375 on 2017/03/03 by Sam.Zamani
fix dll path for tenproxy
#!rb none
#!tests none
Change 3330953 on 2017/03/02 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3330924
[STOMPED ChestOpeningScreen.uasset]
#!RB:none
#!Tests:none
#!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant
Change 3330646 on 2017/03/02 by Andrew.Grant
Warning and non-unity fix
#!tests compiled
#!rb none
Change 3330388 on 2017/03/02 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3329982 on 2017/03/02 by Sam.Zamani
fixed updated module rules
#!rb none
#!tests regen projects
Change 3329964 on 2017/03/02 by Sam.Zamani
Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General)
3245325 Adding new OSS for Tencent online platform
3245448 tencent third party SDK
TCLS proxy functionality
#!rb none
3245474 missing include
#!rb none
3249585 TCLS tenproxy.dll in thirdparty bin folder
#!rb none
3249726 Load TenProxy.dll for TCLS integration
New OSS Tencent
#!rb none
3255571 tencent configs
#!rb none
3255826 Tencent TCLS paragon launcher
#!rb none
3256168 TCLS launch batch update cmd line options
#!rb none
3256170 Added "TencentLive,TencentDev" MCP config entries
#!rb none
3256504 xmpp config update
#!rb none
3273168 skip login steps for tencent
config update
#!rb none
3279427 #!xmpp
add option to use plain text auth
3279428 disable ssl and use plain text auth for XMPP connection
temporary until we have a valid cert setup on Tigase deployment
3281566 enabled OSS tencent
this will also be the toggle for detecting when to enable tencent functionality at runtime
3283103 differentiate between tencent dev/live environments
disable QoS region selection for tencentdev
3283106 lower http verbosity
3283734 config updates
3285066 disable replays and mtx for tencent build
3291005 #!online,mcp
service config bEnabled flag to toggle individual services as needed
3291006 explicitly mark unneeded Mcp services as disabled
3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false
3291492 disable recording of replays for tencent mode
3292750 disable replay tab based on bEnableReplays=false
3292753 new orion runtime option bDisallowCoinPurchases
if true, prevents coins from being available for purchase
3292755 diable mtx coin offers if bDisallowCoinPurchases=true
3292759 missing header
3293246 disable query for available friend codes if bEnableFriendCodes=false
3293250 temp usage of NULL analytics provider
3298025 Adding optional RegionTencent plugin for overriding config files
3298027 ability to override config cache values via plugin config files
3311016 default to TencentDev backend when running in tencent mode
3311017 CMS tencent config
3311022 Rename RegionTencent to RegionCN
3312470 disable links for tencent build
3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent
3314861 tenproxy 2.0.2.7 update
3314878 default RegionCN plugin to disabled
this will only be enabled once the RegionCN.pak is loaded
3314879 TCLS launcher pointing at UE4Editor.exe for development
3315257 missing file
3323573 remove TCLS launcher
3326006 Tencent TLOG SDK
3326277 wrapper singleton class for tenproxy connection
3329180 Tencent support for login flow
3329181 WIP tenproxy connection usage in identity
3329624 wip tcls proxy
#!rb none
#!tests none
Change 3329651 on 2017/03/02 by Andrew.Grant
Merging from //UE4/Main @ 3322856 through Orion-Staging
#!tests QA
#!rb na
Change 3329411 on 2017/03/02 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue)
- This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!)
#!lockdown Jason.Bestimt
#!rb none
#!tests Undo on an item definition asset
#!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3328858 on 2017/03/01 by Lina.Halper
Fixed crash on importing animation that was edited before
#!rb: none
#!tests: reimport
Change 3328459 on 2017/03/01 by Daniel.Lamb
When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists.
#!codereview Gil.Gribb
#!test None
#!rb Trivial
Change 3328182 on 2017/03/01 by Daniel.Lamb
Unshelved from pending changelist '3318009':
Adding support for shared cooked builds to be downloaded from the network.
Included CookedAssetRegistry in the p:\ published builds.
#!rb Ben.Marsh
Change 3327856 on 2017/03/01 by Frank.Gigliotti
Added velocity overrides to FRK4SpringInterpolator;
#!RB None
#!codeReview Laurent.Delayen
#!Tests PIE
Change 3327096 on 2017/03/01 by David.Ratti
Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData.
#!rb none
#!tests editor
Change 3326177 on 2017/02/28 by Daniel.Lamb
Added some more debugging information to help track down live issue.
#!rb Chris.Bunner
#!test Ran editor.
Change 3324951 on 2017/02/28 by David.Ratti
UDataTable: added AddRow/RemoveRow native functions.
#!rb JB
#!tests na
Change 3323852 on 2017/02/27 by David.Ratti
Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option
#!codereview Ben.Zeigler
#!rb #!tests na
Change 3323706 on 2017/02/27 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3323694
#!RB:none
#!Tests:none
Change 3321945 on 2017/02/24 by Jon.Lietz
OR-36258
- fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application.
#!RB David.Ratti
#!tests golden path
#!codeReview: Billy.Bramer, Fred.Kimberley
#!RNX
Change 3321876 on 2017/02/24 by Daniel.Lamb
Fixed erroronEngineContentUse flag not being set properly.
#!rb Trivial
#!test Cook Paragon.
Change 3321591 on 2017/02/24 by Jason.Bestimt
#!ORION_DG - MAIN @ CL 3321563
#!RB:none
#!Tests:none
Change 3321260 on 2017/02/24 by Andrew.Grant
Fixed issue that was causing missing string references to not show their referencer
#!rb none
Change 3321040 on 2017/02/24 by Robert.Manuszewski
Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes.
#!rb none
#!tests Cooked Win64 server and client, played cooked Win64 build
Change 3319413 on 2017/02/23 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3319394
#!RB:none
#!Tests:none
Change 3317905 on 2017/02/22 by Daniel.Lamb
Integrate CL 3238291 from Odin
Add Plugin content to the asset registry
Change the location of AssetRegistry.bin when cooking a plugin as DLC
Include AssetRegistry.bin in the cooked plugin staging process
Add function to PluginManager to keep list of any plugins that loaded a pak file
Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created
#!rb Ben.Marsh
#!codereview Chance.Ivey, Daniel.Lamb
Change 3317648 on 2017/02/22 by Cody.Haskell
Instead of popping an external web browser, we use the SWebBrowser widget on GFN.
#!rb DanH
#!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari
#!tests PIE
Change 3317289 on 2017/02/22 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3317254
#!RB:none
#!Tests:none
Change 3317186 on 2017/02/22 by Mieszko.Zielinski
Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4
#!test golden path
#!rb Lukasz.Furman
#!codereview Daniel.Broder, John.Abercrombie
Change 3317005 on 2017/02/22 by Daniel.Lamb
Submitted wrong version of my file.
#!rb Trivial
#!test Compile
Change 3316958 on 2017/02/22 by Daniel.Lamb
Added support in buildcookrun for shared cooked builds.
#!rb Trivial
#!test BuildCookRun iterative script
Change 3316942 on 2017/02/22 by Daniel.Lamb
DLC cooking optimization.
Optimization to determining package dependency tree, now is async.
Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer.
Added DLC cooking warning if you are overriding output directories.
Removed previous release packages names from DLC asset registry.
Only generate manifest for additional assets instead of all assets.
Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens).
#!rb Andrew.Grant
#!test Cook paragon
[CL 3365166 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3154832 on 2016/10/07 by Rolando.Caloca
DR - vk - Fix crash on framebuffers with missing textures
Change 3154838 on 2016/10/07 by Rolando.Caloca
DR - vk - Enable clip distance
Change 3154840 on 2016/10/07 by Rolando.Caloca
DR - Remove branch per codereview
Change 3155118 on 2016/10/07 by Rolando.Caloca
DR - vk - Compute pipeline fixes
Change 3155129 on 2016/10/07 by Rolando.Caloca
DR - Added draw events for reflection captures
Change 3155167 on 2016/10/07 by Rolando.Caloca
DR - Use shader clear for platforms that can't use viewport or scissor
Change 3155168 on 2016/10/07 by Rolando.Caloca
DR - vk - Added submit gpu
- Some fixes for Geometry and Compute
Change 3155595 on 2016/10/07 by Rolando.Caloca
DR - vk - Use new render pass system
Change 3155720 on 2016/10/07 by Rolando.Caloca
DR - vk - static analysis fix
Change 3155732 on 2016/10/07 by Rolando.Caloca
DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear
Change 3156787 on 2016/10/10 by Rolando.Caloca
DR - Fix mem leaks
Change 3156805 on 2016/10/10 by Rolando.Caloca
DR - Improve check msg per licensee
Change 3156815 on 2016/10/10 by Rolando.Caloca
DR - Fix infinite recursion
Change 3157041 on 2016/10/10 by Rolando.Caloca
DR - vk - Fix key access from multiple threads
Change 3158253 on 2016/10/11 by Rolando.Caloca
DR - Fix comment
#jira UE-37128
PR #2852
Change 3158606 on 2016/10/11 by Rolando.Caloca
DR - vk - Accessors
Change 3160418 on 2016/10/12 by Daniel.Wright
Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
Change 3160644 on 2016/10/12 by Arne.Schober
DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.
Change 3161219 on 2016/10/13 by Luke.Thatcher
[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.
Change 3161838 on 2016/10/13 by Daniel.Wright
Fixed level getting added to the dirty list twice when legacy lightmaps are present
Change 3161884 on 2016/10/13 by Arne.Schober
DR - Fix Mac and DCC build
Change 3162206 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
Added CustomEyeTangent to material attributes.
Resolved some hard-coded attribute typing and other minor fixes.
Change 3162491 on 2016/10/13 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
More fixed type-casting on material attributes.
Swapped compiler::forcecast booleans to flags (and fixed a regression).
Change 3163266 on 2016/10/14 by Daniel.Wright
Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly
Change 3163524 on 2016/10/14 by Mark.Satterthwaite
Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.
Change 3163529 on 2016/10/14 by Mark.Satterthwaite
Move the Metal shader source code and compilation path into the newly enlarged shader optional data.
Change 3163553 on 2016/10/14 by Mark.Satterthwaite
Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
#jira FORT-31590
Change 3163562 on 2016/10/14 by Mark.Satterthwaite
Tidy up and extend the Metal debugging options:
- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.
Change 3163752 on 2016/10/14 by Mark.Satterthwaite
Add missing parenthesis to fix compile error on iOS.
Change 3164151 on 2016/10/16 by Benjamin.Hyder
Submitting TM-AutoLOD level to QAGame
#jira UE-29618
Change 3164190 on 2016/10/16 by Uriel.Doyon
Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
This data can be disabled through "r.Streaming.UseMaterialData"
Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
Simplified component interface for using the texture streaming build framework.
Removed intermediate texture streaming build data from the static mesh components.
Fixed shader compilation errors with the decals (from merge with main).
Change 3164636 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix validation spam
Change 3164679 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.
Change 3164705 on 2016/10/17 by Daniel.Wright
When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds.
Change 3164834 on 2016/10/17 by Daniel.Wright
Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
Change 3164870 on 2016/10/17 by Arne.Schober
DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.
Change 3164949 on 2016/10/17 by Rolando.Caloca
DR - vk - First version of pooled occlusion queries
Change 3165100 on 2016/10/17 by Rolando.Caloca
DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.
Change 3165160 on 2016/10/17 by Rolando.Caloca
DR - vk - Fix for queries not ready
Change 3165230 on 2016/10/17 by Rolando.Caloca
DR - vk - More fixes for occlusion queries
Change 3165839 on 2016/10/18 by Rolando.Caloca
DR - hlslcc - Fix default parameters getting wrong values
Change 3166029 on 2016/10/18 by Rolando.Caloca
DR - Switch some clears to DrawClearQuad()
Change 3166066 on 2016/10/18 by Mark.Satterthwaite
Update ShaderVersion due to CL #3163524
Change 3166067 on 2016/10/18 by Mark.Satterthwaite
Update Mac hlslcc for RCO's 3165839.
Change 3166370 on 2016/10/18 by Brian.Karis
Improved hair AA
Change 3166389 on 2016/10/18 by Uriel.Doyon
Fixed lightmap having bigger resolutions than the engine can handle
#jira UE-34737
#review-3166193 @daniel.wright
Change 3166495 on 2016/10/18 by Rolando.Caloca
DR - vk - Fix occlusion queries
Change 3166516 on 2016/10/18 by Arne.Schober
DR - Fix shaderbuild issue
Change 3166650 on 2016/10/18 by Rolando.Caloca
DR - vk - Enable GRHISupportsFirstInstance
Change 3166799 on 2016/10/18 by Arne.Schober
DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO
Change 3167855 on 2016/10/19 by Rolando.Caloca
DR - vk - Implemented texture streaming
Change 3168365 on 2016/10/19 by Rolando.Caloca
DR - Fix static analysis
Change 3168405 on 2016/10/19 by Mark.Satterthwaite
Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
#jira UE-37489
Change 3169467 on 2016/10/20 by Arne.Schober
DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.
Change 3169478 on 2016/10/20 by Arne.Schober
DR - UE-28039 - missing comment
Change 3169845 on 2016/10/20 by Arne.Schober
DR - UE-35937 - readd Merged out check
Change 3169859 on 2016/10/20 by Rolando.Caloca
DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database
[CL 3170066 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3096076 on 2016/08/22 by Matthew.Griffin
Fixes for building with -nosharedPCH
Added nodes for building with -nosharedPCH and -noPCH but not using them by default as they take so much longer than NonUnity and there are still errors with -noPCH
Change 3097064 on 2016/08/22 by Ben.Marsh
Core: Refactoring OutputDevice.h, OutputDevices.h, FeedbackDevice.h, CallbackDevice.h into one-class per file, and files named after their classes.
Change 3097102 on 2016/08/22 by Ben.Marsh
Core: Move log macros and related functionality into the Logging folder.
Change 3097240 on 2016/08/22 by Ben.Marsh
Core: Move FCommandLine into its own header.
Change 3097258 on 2016/08/22 by Ben.Marsh
Core: Move FFileHelper into its own header.
Change 3097279 on 2016/08/22 by Ben.Marsh
Core: Split FArchive derived classes into separate headers per class.
Change 3097742 on 2016/08/23 by Ben.Marsh
UnrealGameSync: Add the -r5 parameter to P4 sync command lines, to retry syncs on poor connections before failing.
Change 3099283 on 2016/08/24 by Ben.Marsh
Core: Move math functions which are dependent on multiple class definitions into individual class headers. This forces an include order, but allows us to include individual math classes separately. Would ideally split out the FMath class into a Math namespace and declare/implement things like intersection tests and interpolation routines in separate headers.
Change 3099417 on 2016/08/24 by Ben.Marsh
CoreUObject: Separating out UObject archive classes into separate headers.
Change 3099544 on 2016/08/24 by Ben.Marsh
CoreUObject: Rename UTextProperty.h/cpp to TextProperty.h/cpp
Change 3099678 on 2016/08/24 by Ben.Marsh
CoreUObject: Rename ObjectBase.h to ObjectMacros.h to avoid ambiguiity with UObjectBase.h, and move Interface.h/cpp into the UObject folder.
Change 3099951 on 2016/08/24 by Ben.Marsh
Core: Split out ThreadingBase into class-per-file headers.
Change 3102385 on 2016/08/26 by Matthew.Griffin
First round of fixes from attempting to compile Editor in Monolithic mode
Changed multiple DetermineOptimalSpacing free functions to be members of their respective classes
Changed duplicate FScopedTempFile classes to be named for their respective source control types (Git & SVN)
Export Declaration of LogUnrealAudioDevice extern instead of defining it in multiple modules
Changed duplicate FDiffResultItem struct to FTreeDiffResultItem
Added FORCEINLINE to FFeaturedClasses functions in .inl file
Change 3102728 on 2016/08/26 by Ben.Marsh
Core: Move threading classes from ThreadingBase.h into separate headers, and globals into CoreGlobals.h.
Change 3102850 on 2016/08/26 by Ben.Marsh
Core: Move FCriticalSection into its own file (CriticalSection.h and platform-specific versions).
Change 3102877 on 2016/08/26 by Ben.Marsh
Core: Move definitions of GLog, GError, GWarn into CoreGlobals.h
Change 3102898 on 2016/08/26 by Ben.Marsh
Core: Move supporting assert functionality (the FDebug class) into AssertionMacros.h to remove circular header dependencies.
Change 3102956 on 2016/08/26 by Ben.Marsh
Core: Move FExec into its own header (Misc/Exec.h)
Change 3102961 on 2016/08/26 by Ben.Marsh
Core: Fix matrix functions referencing the forceinline'd FMatrix constructor before it's declared.
Change 3102982 on 2016/08/26 by Ben.Marsh
Core: Move FMessageDialog into its own header (Misc/MessageDialog.h)
Change 3103008 on 2016/08/26 by Ben.Marsh
Core: Move definition of LowLevelFatalError into AssertionMacros.h.
Change 3103040 on 2016/08/26 by Ben.Marsh
Core: Move FError::Throwf (only enabled for UHT) into its own header in CoreUObject.
Change 3103057 on 2016/08/26 by Ben.Marsh
Core: Move FMsg function definitions into the LogMacros.h header, where it's primarily used from.
Change 3103102 on 2016/08/26 by Ben.Marsh
Core: Make the LogMacros.h header standalone. Untangles a few header dependencies necessary to include log macros early on. Global Core log channels are now defined in CoreGlobals.h
Change 3103160 on 2016/08/26 by Ben.Marsh
CoreUObject: Separate Linker.h into LinkerLoad.h, LinkerSave.h, PackageFileSummary.h, ObjectResource.h (matching existing cpp files).
Change 3103265 on 2016/08/26 by Ben.Marsh
Core: Split FScriptArray, TMRUArray, TTransArray, TIndirectArray into separate headers.
Change 3103642 on 2016/08/26 by Ben.Marsh
Core: Remove reference to FMath function from allocator, to avoid unnecessarily bringing in math library.
[CL 3104315 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3045482 on 2016/07/11 by Zabir.Hoque
DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.
Change 3045929 on 2016/07/12 by Simon.Tovey
Removing some deprecated node types from Niagara
Change 3045951 on 2016/07/12 by Ben.Woodhouse
D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)
Change 3046019 on 2016/07/12 by Chris.Bunner
Fixed typo in material input name.
#jira UE-5575
Change 3046053 on 2016/07/12 by Rolando.Caloca
DR - Fix GL4 shutdown
#jira UE-32799
Change 3046055 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix NumInstances=0
Change 3046063 on 2016/07/12 by Rolando.Caloca
DR - vk - Added flat to uint layouts per glslang
- Fix bad extension on dumped shaders
Change 3046067 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix check when not using color RT
- Added queue submit & present counters
Change 3046088 on 2016/07/12 by Ben.Woodhouse
Live GPU stats
A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
Tested on PC, XB1, PS4
Change 3046128 on 2016/07/12 by Olaf.Piesche
Max draw distance and fade range for lights, requested by JonL
Change 3046183 on 2016/07/12 by Ben.Woodhouse
PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)
Change 3046223 on 2016/07/12 by Luke.Thatcher
Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.
#jira UE-32345
Change 3046228 on 2016/07/12 by Marc.Olano
Add Voronoi noise to Noise material node.
Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.
Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.
Change 3046269 on 2016/07/12 by Rolando.Caloca
DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)
Change 3046294 on 2016/07/12 by Rolando.Caloca
DR - Fix static analyisis
warning C6326: Potential comparison of a constant with another constant.
Change 3046295 on 2016/07/12 by Rolando.Caloca
DR - Fix the previous fix
Change 3046731 on 2016/07/12 by Marc.Olano
Fix typo in shader random number constant: repeated extra digit made it too big.
Change 3046796 on 2016/07/12 by Uriel.Doyon
The texture streaming manager now keeps a set of all valid textures.
This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
#jira UE-33048
Change 3046800 on 2016/07/12 by Rolando.Caloca
DR - vk - Added create image & renderpass dump
Change 3046845 on 2016/07/12 by John.Billon
Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.
Change 3047023 on 2016/07/12 by Olaf.Piesche
Niagara:
-a bit of cleanup
-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
-some code simplification
-removed some deprecated structs and code used only by old content
Change 3047052 on 2016/07/12 by Zabir.Hoque
Unshelved from pending changelist '3044062':
PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)
Change 3047727 on 2016/07/13 by Luke.Thatcher
Fix Scene Capture Components only updating every other frame.
#jira UE-32581
Change 3047919 on 2016/07/13 by Olaf.Piesche
CMask decode, use in deferred decals, for PS4
Change 3047921 on 2016/07/13 by Uriel.Doyon
"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
Also, several texture messages are packed on the same line if they relate to the same material.
Change 3047952 on 2016/07/13 by Rolando.Caloca
DR - vk - Initial prep pass for separating combined images & samplers
Change 3048648 on 2016/07/13 by Marcus.Wassmer
Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame
Change 3049058 on 2016/07/13 by Rolando.Caloca
DR - vk - timestamps
Change 3049725 on 2016/07/14 by Marcus.Wassmer
Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection
Change 3049742 on 2016/07/14 by Rolando.Caloca
DR - Fix warning
Change 3049902 on 2016/07/14 by Rolando.Caloca
DR - Fix typo
Change 3050345 on 2016/07/14 by Olaf.Piesche
UE-23925
Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).
Change 3050409 on 2016/07/14 by Olaf.Piesche
Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash
Change 3050809 on 2016/07/14 by Rolando.Caloca
DR - vk - Remove redundant validation layers
Change 3051319 on 2016/07/15 by Ben.Woodhouse
Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
#jira UE-31976
Change 3051692 on 2016/07/15 by Rolando.Caloca
DR - vk - Enable RHI thread by default
Change 3052103 on 2016/07/15 by Uriel.Doyon
Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
#jira UE-32765
Change 3052140 on 2016/07/15 by Rolando.Caloca
DR - vk - Fix shader snafu
Change 3052495 on 2016/07/15 by Rolando.Caloca
DR - Fix for Win32 compile
#jira UE-33349
Change 3052536 on 2016/07/15 by Uriel.Doyon
Fixed texture streaming overbudget warning when using per texture bias.
[CL 3054554 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2973846 on 2016/05/11 by Jamie.Dale
Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue
These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).
The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.
This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).
Change 2973847 on 2016/05/11 by Jamie.Dale
Changing the loading phase in the localization dashboard now writes to the default config
#jira UE-30482
Change 2973866 on 2016/05/11 by Jamie.Dale
Deprecated some functions that were taking an unused position.
These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.
- FViewportFrame::ResizeFrame
- FSceneViewport::ResizeFrame
- FSceneViewport::ResizeViewport
Change 2974505 on 2016/05/11 by Nick.Darnell
PR #2309: Added Combobox styling (Contributed by Chris528)
Change 2975241 on 2016/05/12 by Richard.TalbotWatkin
Made sRGB Preview the default in the Color Picker.
Change 2975390 on 2016/05/12 by Jamie.Dale
Made sure that en-US-POSIX is in our list of available cultures
Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this.
Change 2975411 on 2016/05/12 by Jamie.Dale
PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz)
Change 2975559 on 2016/05/12 by Jamie.Dale
Dialogue Wave VO direction can now be localized
This is gathered as editor-only data.
#jira UE-28715
Change 2975710 on 2016/05/12 by Jamie.Dale
Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package
Change 2975728 on 2016/05/12 by Jamie.Dale
Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue
#jira UETOOL-794
Change 2975763 on 2016/05/12 by Jamie.Dale
We no longer warn if asked to check out a UNC path when running the GatherText commandlets
#jira UE-25833
Change 2975766 on 2016/05/12 by Jamie.Dale
Resolved some loc key conflicts
#jira UE-25833
Change 2975774 on 2016/05/12 by Jamie.Dale
PO files now only contain a single entry in the case of a native translation being exported
They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used.
This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file.
Change 2975776 on 2016/05/12 by Jamie.Dale
Downgraded a PO file import warning that isn't really an issue
#jira UE-25833
Change 2976675 on 2016/05/13 by Jamie.Dale
Fixed some more fallout from changes to use the window position when changing the game viewport mode
- FSceneViewport::ResizeFrame:
- Fixed the HMD monitor info setting the wrong variables.
- Fixed SetWindowMode and ResizeViewport potentially being passed two different modes.
- We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning).
- FWindowsWindow::MoveWindowTo:
- Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area.
- FWindowsApplication:
- WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected.
#jira UE-30276
#jira UE-30677
Change 2976804 on 2016/05/13 by Jamie.Dale
Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to
Change 2976967 on 2016/05/13 by Alexis.Matte
#jira UE-30687 Cannot import a skeletal mesh scale to zero
Change 2977042 on 2016/05/13 by Alexis.Matte
#jira UE-29952 log a warning if fbx exceed the maximum number of LOD.
#2326 Github PR
#code review matt.kuhlenschmidt
Change 2977074 on 2016/05/13 by Jamie.Dale
Follow up to CL# 2976804 to avoid a potential change in behavior
Change 2977076 on 2016/05/13 by Jamie.Dale
Some tidy up and optimization to SCulturePicker
Change 2977327 on 2016/05/13 by Alex.Delesky
Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser.
#jira UE-30423
Change 2977499 on 2016/05/13 by Alexis.Matte
#jira UE-29475
Enable UStruct child property to be favorite
Change 2978415 on 2016/05/16 by Jamie.Dale
We now pre-load all the culture data when starting the editor to avoid a UI hitch later
Change 2978517 on 2016/05/16 by Alex.Delesky
#jira UE-29406
Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor.
Change 2978518 on 2016/05/16 by Alex.Delesky
#jira UE-28210
The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session.
Change 2978556 on 2016/05/16 by Alexis.Matte
Fbx tests automation
#jira UE-29635
Change 2978797 on 2016/05/16 by Alexis.Matte
#jira UE-30774
- prevent baking the pivot if we transform the vertex with the absolute transform.
- Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform.
#code review matt.kuhlenschmidt
Change 2978965 on 2016/05/16 by Alexis.Matte
FBX importer, fix the socket rotation.
#jira UE-30094
Change 2980613 on 2016/05/17 by Jamie.Dale
Moved the XLOC UAT localization provider to be publicly accessible
Change 2980614 on 2016/05/17 by Jamie.Dale
Reference update for project move
Change 2980633 on 2016/05/17 by Jamie.Dale
Made the culture mapping used between XLOC and UE4 configurable on a per-project basis
You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings.
Change 2980836 on 2016/05/17 by Jamie.Dale
Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command
You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload
Change 2982700 on 2016/05/18 by Jamie.Dale
Fixed the loc package gather potentially adding the same source location multiple times
Change 2983906 on 2016/05/19 by Jamie.Dale
Slight cleanup of the way we register localization gatherer callbacks
Change 2984356 on 2016/05/19 by Chris.Wood
Removed temporary analytics API change needed for earlier hot fix
[UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817
Change 2986679 on 2016/05/23 by Alex.Delesky
#jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad.
Change 2986798 on 2016/05/23 by Alex.Delesky
#jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus.
Change 2987106 on 2016/05/23 by Alexis.Matte
Fbx importer, fail import must not create a package in the content browser
#jira UE-31154
Change 2987563 on 2016/05/23 by Alex.Delesky
#jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed
Change 2987564 on 2016/05/23 by Alex.Delesky
#jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor.
Change 2988321 on 2016/05/24 by Jamie.Dale
Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded
Change 2988708 on 2016/05/24 by Jamie.Dale
Fix for crash when missing the fallback/last resort font
Change 2988782 on 2016/05/24 by Jamie.Dale
Added the ability to version each localized string individually when loaded into the localization manager
The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories.
Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history.
Change 2988856 on 2016/05/24 by Jamie.Dale
Added a way to get the package(s) of the object(s) being edited by a property panel
Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case:
- UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package.
- Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors.
Change 2988955 on 2016/05/24 by Alex.Delesky
#jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules.
Git Request #2376
Change 2989418 on 2016/05/25 by Jamie.Dale
Added a way to count text references within a package that match the given search criteria
This can be used to detect whether a localization ID is unique within its package.
The following search modes are available:
- MatchId: Detect a reference if it matches the given ID (ignoring the source text)
- MatchSource: Detect a reference if it matches the given ID and source string
- MismatchSource: Detect a reference if it matches the given ID but has a different source string
Change 2989436 on 2016/05/25 by Jamie.Dale
Added "root-level" meta-data (meta-data associated with the package rather than an object within it)
Change 2989471 on 2016/05/25 by Alexis.Matte
Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk
Change 2989639 on 2016/05/25 by Jamie.Dale
Added static version of FName::IsValidXName
This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table)
Change 2989716 on 2016/05/25 by Alex.Delesky
#jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks.
Change 2990100 on 2016/05/25 by Alexis.Matte
Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD
#jira UE-30907
Change 2991442 on 2016/05/26 by Bob.Tellez
#UE4 Fix components in world not rendering when saved without a physics scene.
Change 2991736 on 2016/05/26 by Bob.Tellez
#UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser.
Change 2991942 on 2016/05/26 by Alex.Delesky
#jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup.
Change 2991994 on 2016/05/26 by Alex.Delesky
#jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor.
Change 2994037 on 2016/05/30 by Alexis.Matte
Add Fbx Automation Tests
- static mesh import reimport (sections and materials)
- skeletal mesh import and reimport (sections and materials also bone position)
- static/skeletal mesh LODs (import, add, reimport)
- rigid mesh (import, reimport)
Change 2994253 on 2016/05/31 by Alexis.Matte
Mikkt crash when computing the normals if there is more vertex then the number of wedge
#jira UE-29143
Change 2994260 on 2016/05/31 by Alexis.Matte
Make sure we cannot modify fbx test plan when json file is read only
Change 2994431 on 2016/05/31 by Alex.Delesky
#jira UE-21900 - The scale widget should now render all axes when using an orthographic camera.
Change 2994432 on 2016/05/31 by Alex.Delesky
#jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled.
Change 2994537 on 2016/05/31 by Richard.TalbotWatkin
Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo.
#jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>()
Change 2994983 on 2016/05/31 by Richard.TalbotWatkin
Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information.
#jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693
Change 2995022 on 2016/05/31 by Jamie.Dale
PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH)
Change 2995027 on 2016/05/31 by Jamie.Dale
PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH)
Change 2995963 on 2016/06/01 by Alex.Delesky
#jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh.
Change 2997002 on 2016/06/01 by Cody.Albert
Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed
#jira UE-31448
Change 2998013 on 2016/06/02 by Alexis.Matte
Prevent static mesh materials array to grow when using the reset button in the staticmesh editor.
#jira UE-12931
Change 2998370 on 2016/06/02 by Alexis.Matte
Fbx Automation, add some import LOD test in case the options are not ok
Change 2999709 on 2016/06/03 by Jamie.Dale
Fixed some issues with gathering text from BP bytecode
Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load).
Change 2999755 on 2016/06/03 by Richard.TalbotWatkin
Fixes to Spline Mesh collision generation.
- Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry.
- Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh.
- Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused.
#jira UE-31361 - Splines handle box collision and collision from other shapes differently
Change 2999973 on 2016/06/03 by Jamie.Dale
We now skip bulk data when detecting text references
#jira UE-31596
Change 3000159 on 2016/06/03 by Alex.Delesky
#jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level.
Change 3001814 on 2016/06/06 by Alexis.Matte
Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh.
Add a fbx test to make sure the problem is flag by automation test
#jira UE-1394
Change 3001820 on 2016/06/06 by Alex.Delesky
#jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint.
Change 3001915 on 2016/06/06 by Alexis.Matte
Make sure we check attribute type before checking attribute unique ID in case of unique id clash.
#jira UE-31214
Change 3002026 on 2016/06/06 by Alexis.Matte
Importing morph target should not import textures like materials since the base mesh already import thoses.
UDN Question:
https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html
Change 3002623 on 2016/06/06 by Jamie.Dale
Fixing more loc conflicts
Change 3002883 on 2016/06/06 by Jamie.Dale
Adding retry when dealing with OneSky
This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413
Change 3003004 on 2016/06/06 by Trung.Le
#jira UE-13101 - Make "Description" field for a BluePrint Function multiline
Change 3003859 on 2016/06/07 by Alexis.Matte
#jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite
Change 3004132 on 2016/06/07 by Jamie.Dale
Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical
This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket.
This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly.
Change 3004286 on 2016/06/07 by Jamie.Dale
Ensured that assignments that publish new names to the bucket are atomic
Change 3004310 on 2016/06/07 by Jamie.Dale
Ensured FName internal hashes are returned as uint16
Change 3004381 on 2016/06/07 by Jamie.Dale
FAsyncPackage now creates the meta-data before processing the remaining exports
This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them.
Change 3004765 on 2016/06/07 by Alex.Delesky
#jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material.
Change 3005754 on 2016/06/08 by Trung.Le
Allow whitespace for meta class names
#jira UE-31668
Change 3005755 on 2016/06/08 by Stephan.Jiang
UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid
#jira UE-31299
Change 3006512 on 2016/06/08 by Alex.Delesky
#jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first.
Change 3006760 on 2016/06/08 by Jamie.Dale
Added support for stable localization keys
This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict.
In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict.
In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages.
If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package.
Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this:
MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC
This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game.
Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date.
#jira UETOOL-796
Change 3007501 on 2016/06/09 by Trung.Le
#jira UE-31722
Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction.
Change 3007524 on 2016/06/09 by Jamie.Dale
Added some additional checks to avoid re-keying text when duplicating for PIE
Change 3007564 on 2016/06/09 by Jamie.Dale
PR #2401: DataTable import/export improvements (Contributed by bozaro)
Change 3007653 on 2016/06/09 by Jamie.Dale
PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt)
Change 3008019 on 2016/06/09 by Jamie.Dale
Updated structs to export as JSON when displaying them in the Data Table editor
This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).
This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it.
#jira UE-29958
Change 3008052 on 2016/06/09 by Jamie.Dale
Fixed bug importing an array inside a JSON Data Table
This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.
Change 3008875 on 2016/06/10 by Jamie.Dale
PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts)
Change 3008879 on 2016/06/10 by Jamie.Dale
PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts)
Change 3008990 on 2016/06/10 by Alex.Delesky
#jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source.
Change 3008991 on 2016/06/10 by Alex.Delesky
#jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window.
Change 3010856 on 2016/06/13 by Alexis.Matte
#jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth.
Change 3011736 on 2016/06/13 by Jamie.Dale
Adding missing plurals.res file
This is needed to get plural form information from ICU.
#jira UETOOL-875
Change 3012387 on 2016/06/14 by Richard.TalbotWatkin
Disabled the Paste context menu action if the property is marked as EditConst.
#jira UE-27469 - User is able to paste values into a read-only setting
Change 3012971 on 2016/06/14 by Stephan.Jiang
Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder.
By default, visibility for engine content is off and developers is on
#jira UE-31657
Change 3013111 on 2016/06/14 by Jamie.Dale
Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations
Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format.
Change 3015438 on 2016/06/15 by Cody.Albert
Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation)
#jira UE-32082
Change 3016782 on 2016/06/16 by Richard.TalbotWatkin
Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array.
Change 3016949 on 2016/06/16 by Jamie.Dale
Added FastDecimalFormat overloads to write into an existing string
This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format).
Change 3016952 on 2016/06/16 by Jamie.Dale
Changed an Add for an Emplace to avoid moving a temporary
Change 3016954 on 2016/06/16 by Jamie.Dale
Updated some FText code to avoid creating temporary objects just to move data through a hierarchy
There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data.
This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit).
In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful.
Change 3019021 on 2016/06/19 by Richard.TalbotWatkin
When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear.
#jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted
Change 3019022 on 2016/06/19 by Richard.TalbotWatkin
Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed.
#jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode
#jira UE-31915 - Selecting BSP face does not show Surface Properties in Details
Change 3019025 on 2016/06/19 by Richard.TalbotWatkin
Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops.
#jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive
Change 3020050 on 2016/06/20 by Cody.Albert
Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor.
#jira UE-32173
Change 3021145 on 2016/06/21 by Jamie.Dale
Added support for text format argument modifiers
These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)".
We provide a few of these by default:
- |plural(key=val,...)
- |ordinal(key=val,...)
Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string.
- |gender(masculine,feminine,[neuter])
Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string.
- |hpp(consonant,vowel)
Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string.
Major changes:
- Exposed the ICU plural form handling via FCulture::GetPluralForm.
- Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers).
- Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat).
- Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText).
- Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText).
Breaking changes:
- The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text:
- The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F".
- Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug.
Change 3021156 on 2016/06/21 by Jamie.Dale
Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling
This avoids the compile and link actions being split into different batches.
Change 3021280 on 2016/06/21 by Richard.TalbotWatkin
Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier).
#jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug
Change 3022949 on 2016/06/22 by Alex.Delesky
#jira UE-31944 - Upgrading Subversion binaries to version 1.9.4.
Change 3023092 on 2016/06/22 by Jamie.Dale
Downgraded some checks to ensures and added an early out
#jira UE-32009
Change 3023154 on 2016/06/22 by Jamie.Dale
Ported over CL# 3018771 to the UE automation
This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated).
Change 3023579 on 2016/06/22 by Jamie.Dale
Expanded the Blueprint FormatText node to support numeric and gender types
These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text.
Major changes:
- The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text.
- Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin.
- FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue.
- The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead.
Change 3023915 on 2016/06/22 by Jamie.Dale
Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals
Change 3024813 on 2016/06/23 by Jamie.Dale
Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code
Change 3024852 on 2016/06/23 by Nick.Darnell
FBX - Updating automation tests with the changes to chunk and chunk index removal and them being merged with sections.
Change 3024994 on 2016/06/23 by Nick.Darnell
UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview. This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using. Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget. This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint.
#jira UE-31155
Change 3025194 on 2016/06/23 by Alex.Delesky
#jira UE-31155 - Compilation error fix.
Change 3025255 on 2016/06/23 by Alex.Delesky
#jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports.
Change 3025460 on 2016/06/23 by Cody.Albert
Fixed issue where widget components would misalign when aspect ratio was being constrained
#jira UE-29637
Change 3025508 on 2016/06/23 by Cody.Albert
Adding support for adjusting animation playback speed
#jira UE-32222
Change 3026444 on 2016/06/24 by Jamie.Dale
Fixed crash caused by bad access of shared this when closing an active IME context
This was only needed to get the owner window, which we now cache when the IME context is created.
#jira UE-32240
Change 3028358 on 2016/06/27 by Jamie.Dale
Fixed IMEs not working due to no window being cached
#jira UE-32240
Change 3028464 on 2016/06/27 by Alex.Delesky
#jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out.
Change 3028524 on 2016/06/27 by Chris.Wood
Switched off uploads to legacy Crash Report Receiver.
[UE-31252] - Switch off deprecated CRR upload in Crash Report Client
Also added CRC version string, added to crash context from CRC config
Change 3028840 on 2016/06/27 by Alexis.Matte
#jira UE-32306 replace material bad name character by an underscore when doing a scen import.
Change 3028924 on 2016/06/27 by Alexis.Matte
#jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder
Change 3029044 on 2016/06/27 by Alex.Delesky
#jira UE-31944 - Updating SVN binaries for Mac to 1.9.4
Change 3029276 on 2016/06/27 by Alex.Delesky
#jira UE-31531 - A user can now select the base class when creating a new physical material.
PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside)
Change 3029459 on 2016/06/27 by Alexis.Matte
#jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options.
Change 3030577 on 2016/06/28 by Nick.Darnell
PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts)
Change 3030587 on 2016/06/28 by Alexis.Matte
#jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh
Change 3030946 on 2016/06/28 by Alexis.Matte
#jira UE-32515 prevent crash when re-import staticmesh userdata
Change 3031115 on 2016/06/28 by Jamie.Dale
The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass
This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed.
Change 3031146 on 2016/06/28 by Jamie.Dale
Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject
Change 3031357 on 2016/06/28 by Nick.Darnell
PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz)
Change 3031515 on 2016/06/28 by Jamie.Dale
Fixed game targets not being able to depend on other game targets
Change 3031520 on 2016/06/28 by Jamie.Dale
Localization compilation now specifies an ArchiveName to use
Change 3031671 on 2016/06/28 by Nick.Darnell
Editor - Checking to see if a weak variable is valid before using it in the editor build window.
Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt
Added ability to invert the Y axis in editor viewports for mouse look and orbit
Change 3032495 on 2016/06/29 by Jamie.Dale
Fixed some measuring issues with bi-directional text within a right-flowed document
There were three main issues:
1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering).
2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights).
3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights).
#jira UE-32526
Change 3032533 on 2016/06/29 by Nick.Darnell
UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer. Users who use this option are encouraged to start with the widget components default material and work from there. The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big.
Change 3032855 on 2016/06/29 by Alexis.Matte
#jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated
#test please re-test also UE-32240
Change 3033145 on 2016/06/29 by Alex.Delesky
#jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized.
Change 3033147 on 2016/06/29 by Alex.Delesky
#jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly.
This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed.
Change 3033162 on 2016/06/29 by Alex.Delesky
#jira UE-31827 - Undo/redo now works in the Material function editor.
Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt
Fix post process settings blendable picker not being readable in the details panel
Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt
Fixed huge number of redundant calls to CanEditChange and
DiffersFromDefault that were causing massive performance loss when
thousands of objects are selected. CanEditChange and DiffersFromDefault
are now cached each time a property value changes.
Fixed redundant calls for getting visualizers for each selected
object. This is now cached on selection
Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt
Fix Mass customization on the body instance not working with undo/redo or reset to default
Change 3034357 on 2016/06/30 by Alex.Delesky
#jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent.
Change 3035915 on 2016/07/01 by Richard.TalbotWatkin
Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry. This fixes the case where an STileView is contained within an SScrollBox.
#jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox
Change 3035951 on 2016/07/01 by Richard.TalbotWatkin
Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars.
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3036991 on 2016/07/04 by Alexis.Matte
#jira UETOOL-901 Scene importer now support the rigid mesh animation
Change 3037037 on 2016/07/04 by Jamie.Dale
Fixed regression in editable text box alignment
Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead.
Change 3037057 on 2016/07/04 by Richard.TalbotWatkin
Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received.
#jira UE-29815 - In-game screenshot isn't working under certain circumstances
Change 3037082 on 2016/07/04 by Chris.Wood
Added detection of asserts and passing assert flag and crash type string to crash reports.
[UE-30592] - Crash Reporter should determine crash type on client and pass string to server
Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point.
Change 3037095 on 2016/07/04 by Alexis.Matte
Fix the bone name when duplicating a socket.
Change 3037453 on 2016/07/05 by Stephan.Jiang
Adding ability to animate the root wigdet #2
FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint
the properties are then migrated back to the CDO
#UE 31810
Change 3037487 on 2016/07/05 by Jamie.Dale
Fixed crash caused by stale BP pointer
#jira UE-32325
Change 3037488 on 2016/07/05 by Jamie.Dale
Fixed a crash that could occur when a class and a folder had the same name
Change 3037526 on 2016/07/05 by Jamie.Dale
Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress
The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown.
#jira UE-17688
Change 3037557 on 2016/07/05 by Alex.Delesky
#jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location.
The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns.
Change 3037558 on 2016/07/05 by Alex.Delesky
#jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened.
Change 3037559 on 2016/07/05 by Alex.Delesky
#jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level.
Change 3037593 on 2016/07/05 by Stephan.Jiang
GitHub #2549: Add function for setting the playback rate of UMG animations
original code shelved in CL 3033449
#UE-32653
Change 3037605 on 2016/07/05 by Jamie.Dale
Fixed infinite recursion that could happen when gather loc from an object with a custom callback
#jira UE-32670
Change 3037649 on 2016/07/05 by Nick.Darnell
PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast, Rama (Contributed by EverNewJoy)
Change 3037652 on 2016/07/05 by Nick.Darnell
Clean - Removing commented out code.
Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt
Fix initial hitch when dragging around in a color picker opened from a material expression node.
Change 3037679 on 2016/07/05 by Nick.Darnell
Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures.
Change 3037757 on 2016/07/05 by Nick.Darnell
PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok)
Change 3037840 on 2016/07/05 by Nick.Darnell
UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite. There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand.
Change 3037924 on 2016/07/05 by Jamie.Dale
Re-ordered variable initialization to appease a warning on Mac
Change 3037981 on 2016/07/05 by Jamie.Dale
Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array
#jira UE-32639
Change 3038075 on 2016/07/05 by Cody.Albert
Removed misleading error message in HandleCECommand
#jira 28007
Change 3038231 on 2016/07/05 by Alexis.Matte
#jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag.
Change 3038275 on 2016/07/05 by Alex.Delesky
#jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself).
Change 3039310 on 2016/07/06 by Trung.Le
#jira UE-25005 Change PIE Key Bindings
- Removed Shift+F1 and Esc from BaseInput.ini
- Created new customizable key binding for
+ Shift+F1: same functionality.
+ Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session.
+ Shift+Esc: now will stop the play session
Change 3039458 on 2016/07/06 by Trung.Le
Removed unused code in StaticMeshLight.cpp
Change 3039827 on 2016/07/06 by Frank.Fella
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#jira UE-31959
Change 3041094 on 2016/07/07 by Nick.Darnell
WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault.
#jira UE-32694
Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt
Fix visualizers on blueprint actors not working when the internal components are trashed and replaced
Change 3041302 on 2016/07/07 by Chris.Wood
Increased buffer size for crash uploads.
[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack
Trivial change in dev branch - no code review
Change 3041969 on 2016/07/07 by Nick.Darnell
UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel.
Change 3041971 on 2016/07/07 by Nick.Darnell
UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser.
Change 3042612 on 2016/07/08 by Trung.Le
#jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit
Change 3042732 on 2016/07/08 by mitchell.wilson
Adding test content for UMG Paper 2d Atlas test
Change 3042780 on 2016/07/08 by mitchell.wilson
Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing
Change 3042870 on 2016/07/08 by mitchell.wilson
Renaming UMG_Paper2d to UMG_Sprite
Change 3044104 on 2016/07/10 by Nick.Darnell
PR #2104: Improved widget input support (Contributed by projectgheist)
Change 3044107 on 2016/07/10 by Nick.Darnell
Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off.
#jira UE-25750
Change 3044377 on 2016/07/11 by Chris.Wood
Add Slack messaging module - Epic Friday
Change 3044536 on 2016/07/11 by Alex.Delesky
#jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features.
Change 3044922 on 2016/07/11 by Nick.Darnell
Slate/UMG - Working on better support for VR interactions with Slate widgets. This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world. Breakages, direct mouse interaction with widgets in the virtual world is no longer supported. Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction. However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported. Menu anchors now properly function inside of widgets in the virtual world. Performance improvements - the viewport no longer arranges all 3d widgets every frame. Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh. This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of. Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported.
Change 3045157 on 2016/07/11 by Nick.Darnell
Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat.
Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt
Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe
Change 3045358 on 2016/07/11 by Alex.Delesky
#jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break.
Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt
Enable the widget reflector from the editor console by typing "widgetreflector"
Change 3045387 on 2016/07/11 by Stephan.Jiang
Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly.
#UE-31874
Change 3046093 on 2016/07/12 by Nick.Darnell
UMG - The Slider now exposes the IsFocusable option from Slate.
#jira UE-32960
Change 3046094 on 2016/07/12 by Alexis.Matte
#jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value.
Change 3046104 on 2016/07/12 by Stephan.Jiang
typo "Syc" causing the "Sync" button doesn't show Slateicon
#UE-31409
Change 3046142 on 2016/07/12 by Nick.Darnell
Orion - Upgrading more code to use the new input mode functions and not the deprecated ones.
Change 3046165 on 2016/07/12 by Nick.Darnell
UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data.
#jira UE-32844
Change 3046255 on 2016/07/12 by Nick.Darnell
UT - More build warning fixes for the new Input Mode methods.
Change 3046604 on 2016/07/12 by Richard.Hinckley
Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard.
Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt
Better way of summoning the widget reflector from the console
Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt
Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only
Change 3048754 on 2016/07/13 by Trung.Le
#jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands
Change 3048756 on 2016/07/13 by Trung.Le
Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable
Change 3048865 on 2016/07/13 by Trung.Le
#jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly
Change 3048892 on 2016/07/13 by Nick.Darnell
UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components. So it's easier to attach it to things that might be inside of a say a player collision capsule. Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance.
#jira UE-33250
Change 3049096 on 2016/07/13 by Trung.Le
Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game.
#jira UE-33259
Change 3049177 on 2016/07/13 by Stephan.Jiang
Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer.
#UE-33016
Change 3049726 on 2016/07/14 by Stephan.Jiang
Adding icons for terrain mirror tool
#UE-20588
Change 3049957 on 2016/07/14 by Nick.Darnell
Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created. Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content. Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like.
Change 3049994 on 2016/07/14 by Stephan.Jiang
Set viewed animtion to current animtion after switching from Graph to Designer
(This is for "No Animation Selected" showing up when switching)
#UE-33016
Change 3050194 on 2016/07/14 by Stephan.Jiang
Added ability to replace the widget the track is currently bound to
Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer
#UE-31809
[CL 3050870 by Matt Kuhlenschmidt in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2917472 on 2016/03/21 by Rolando.Caloca
DR - Fix SCW directcompile arguments, add -pipeline
Change 2919580 on 2016/03/23 by Rolando.Caloca
DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't)
Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug)
#jira OR-15380
#tests Run game with sparrow, test with slomo to check for gfx glitches
Change 2919660 on 2016/03/23 by Rolando.Caloca
DR - Latest vk changes (from dev mobile's 2916881 to 2919157)
Change 2919902 on 2016/03/23 by Rolando.Caloca
DR - Fix skeletal meshes decrementing stats twice
#codereview Marcus.Wassmer
#jira UE-28478
Change 2920020 on 2016/03/23 by David.Hill
#Jira UE-28503
EyeAdapation when used in material shader may not be initialized.
#rb olaf.piesche
Change 2920071 on 2016/03/23 by Rolando.Caloca
DR - Remove old vk define
- Started moving around direct calls to queue submit
Change 2920252 on 2016/03/23 by Rolando.Caloca
DR - Changes vk structs to classes
Change 2920314 on 2016/03/23 by Olaf.Piesche
Add -windowed to standalone game PIE command line to avoid PIE launching in full screen
#jira UE-27870
#codereview michael.trepka
Change 2920745 on 2016/03/24 by Uriel.Doyon
Texture streaming build now takes into account the material texcoord scales applied to the texture sampling.
Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently).
TexCoord analysis debug view shaders is now working with SM4 ane SM5.
StaticMeshComponents hold persistent data coming from the texture streaming build.
#tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps
#codereview marcus.wassmer
Change 2921335 on 2016/03/24 by Uriel.Doyon
Added missing static keyword for locally defined console variable.
#codereview rolando.caloca
Change 2921416 on 2016/03/24 by Uriel.Doyon
Revert enabling debugview shaders on non PC platforms (until properly tested and debugged)
Change 2921446 on 2016/03/24 by Daniel.Wright
Planar reflection mesh
Change 2921530 on 2016/03/24 by Daniel.Wright
Manual revert of Ronin planar reflections
#codereview Ryan.Vance
Change 2921608 on 2016/03/24 by Uriel.Doyon
Updated texture streamer to take into account the new HLOD texture group.
Change 2921677 on 2016/03/24 by Daniel.Wright
Distance Field Specular Occlusion
* Prototype - disabled by default
Change 2921681 on 2016/03/24 by Daniel.Wright
UnmappedTexelsPercentage is now 100 based
Change 2921682 on 2016/03/24 by Daniel.Wright
Planar reflections
* New actor and component
* The scene is rendered to texture with a mirrored camera and a clip plane each frame
* The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades
* Translucent materials apply the nearest reflection plane in the base pass
* Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4
* Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer
* Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage
Change 2921734 on 2016/03/24 by Uriel.Doyon
Fixed tessellated cube having wrong UVs
#jira UE-28379
Change 2922063 on 2016/03/24 by Daniel.Wright
Removed planar reflection debug code
Change 2922428 on 2016/03/25 by Chris.Bunner
Delete FShaderPipeline objects when clearing TMaterialShaderMaps.
#rb Rolando.Caloca
#jira UE-28621
Change 2922803 on 2016/03/25 by Rolando.Caloca
DR - New cmd buffer management (disabled)
- Move cmd buffer out of pending state and into context
- Do not hardcode # cmd buffers
- Move back buffer image mgmt into swapchain
- Fixed some image layout transition bugs
Change 2923056 on 2016/03/25 by Rolando.Caloca
DR - Initial fix for canvas locking inside a render pass
[CL 2932649 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2839897 on 2016/01/22 by Ori.Cohen
Allow static mesh editor to specify a default collision profile.
#rb Lina.Halper
#UE-2836
Change 2840489 on 2016/01/22 by Ori.Cohen
Fix collision customization so that it respects const editing property
#rb Marc.Audy
Change 2840528 on 2016/01/22 by Ori.Cohen
Fix compile error and actually get value from attribute
Change 2840672 on 2016/01/22 by Zak.Middleton
#ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize().
#rb Michael.Noland
Change 2841314 on 2016/01/24 by Marc.Audy
Fix depressingly frequent misspellings of 'suppress'
Change 2841323 on 2016/01/24 by Marc.Audy
Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration
Ensure that TSet Intersect considers the least number of elements possible
Early out from TSet Contains if Other is larger than this
Clarify comment on TSet Difference
#rb Steve.Robb
Change 2841380 on 2016/01/24 by Aaron.McLeran
UE-25586 Audio assets not correctly reporting resource memory usage
Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now.
Change 2841385 on 2016/01/24 by Aaron.McLeran
UE-21210 Adding subtitle priority to USoundWave
Change 2841386 on 2016/01/24 by Marc.Audy
Return null for GameNetDriver if World is null instead of crashing
Change 2841409 on 2016/01/24 by Aaron.McLeran
UE-25514 Removing load for default objects for every sound wave
Change 2841858 on 2016/01/25 by Ori.Cohen
Make sure that PIE face index results are consistent with runtime
#rb Benn.Gallagher
Change 2841977 on 2016/01/25 by Ori.Cohen
Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change)
Change 2841982 on 2016/01/25 by Marc.Audy
Minor optimization by avoiding recreating FNames repeatedly in constructor
Change 2842169 on 2016/01/25 by Benn.Gallagher
Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue.
#rb Lina.Halper
Change 2842390 on 2016/01/25 by Ori.Cohen
Fix in world editing of BodyInstance not working.
No longer serializing Scale3D as this is allways initialized in InitBody.
No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does.
#JIRA UE-25518
#rb Lina.Halper
Change 2843579 on 2016/01/26 by Marc.Audy
Only update replication when it actually changes
Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message
Fix spelling in comment
#rb Ori.Cohen
Change 2843627 on 2016/01/26 by Marc.Audy
Add \\ as a default console key for Italian keyboard layouts
#jira UE-25198
#rb James.Golding
Change 2843628 on 2016/01/26 by Marc.Audy
Don't reconstruct FName on each call to GetHitResultAtScreenPosition
#rb James.Golding
Change 2843671 on 2016/01/26 by Martin.Wilson
Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor
#rb Thomas.Sarkanen
Change 2843768 on 2016/01/26 by Marc.Audy
Inline Get Component functions in TriggerBase
Change 2844003 on 2016/01/26 by Zak.Middleton
#ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input).
#codereview Laurent.Delayen
Change 2844005 on 2016/01/26 by Zak.Middleton
#ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead.
Also see CL 2844003
[CL 2855709 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring