#lockdown Nick.Penwarden
#rb
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 4289396 by Marc.Audy
Fix get data table row result pin not properly updating if it was split.
#jira UE-62896
Change 4289407 by Marc.Audy
Don't allow set member input pin to be split at all
#jira UE-62924
Change 4291871 by Mieszko.Zielinski
Exporting EnvQueryGenerator_SimpleGrid with AIMODULE_API #UE4
#jira UE-62697
Change 4292078 by Marc.Audy
Fix GetDataTableRow title not updating when changing type
#jira UE-62896
Change 4292770 by Dan.Oconnor
Interpreter Optimization 7 of N: CPF_ZeroConstructor assigned for struct properties that that are User Defined Structs
Change 4293207 by Dan.Oconnor
Interpreter Optimization 8 of N: CPF_IsPlainOldData and CPF_NoDestructor assigned for struct properties that that are User Defined Structs
Change 4297023 by Marc.Audy
Remove dumb returns
Change 4298303 by Dan.Oconnor
Fix for issues compiling blueprints after changing a UserDefinedStructure
#jira UE-63002
Change 4301603 by Phillip.Kavan
Fix incorrect code generation at cook time when Blueprint nativization is enabled for objects instanced through the editor and assigned to an instanced object reference property.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to emit runtime code to look for an existing instance of a default subobject only if the 'RF_DefaultSubObject' flag is set on the source instance. This works around instances that return 'true' for IsDefaultSubobject() but were not created with CreateDefaultSubobject() (e.g. - instanced in the editor UI).
#jira UE-62883
Change 4302720 by Dan.Oconnor
Prevent user from entering 'None' as parameter name on a blueprint function
#jira UE-63033
Change 4303695 by Fred.Kimberley
Don't allow the user to attempt to import a csv unless they've specified the rowstruct for datatables or the interpolation for curve tables.
#jira UE-62856
Change 4304633 by Ben.Zeigler
#jira UE-63173 Fix crash ending PIE while a level is waiting to load, SetShouldForceUnloadStreamingLevels now actually force unloads levels
Change 4313208 by Dan.Oconnor
Warn users when the outputs of a node that is pruned are used
#jira UE-44518
Change 4313339 by Dan.Oconnor
Interpreter Optimization 9 of N: Mark ubergraph function as final so that calls to it don't need to search the target object
Change 4313652 by Dan.Oconnor
Don't warn when a non-pure node that is connected only via its exec is orphaned - fixes overzealous warnings EngineTest
#jira None
Change 4313661 by Dan.Oconnor
Comment typo fixes
Change 4313729 by Dan.Oconnor
Avoid crashing when running the help command for the GenerateBlueprintAPICommandlet
#jira UE-63283
Change 4318175 by Marc.Audy
PR #5024: Require BlueprintAssignable delegate parameters to be supported by blueprints (Contributed by slonopotamus)
#jira UE-635250
Change 4318302 by Marc.Audy
Use define instead of duplicating text
Change 4318681 by Fred.Kimberley
Don't allow users to try to rename rows to emtpy strings, whitespace only, or names that have invalid characters.
#jira UE-63058
Change 4318683 by Fred.Kimberley
Don't reorder the rowmap when removing a row.
#jira UE-62754
Change 4318686 by Fred.Kimberley
Get rid of the failed to import message when cancelling the import of a csv or json file.
#jira UE-62625
Change 4318689 by Fred.Kimberley
Back out changelist 4281972
Change 4318713 by Marc.Audy
Validate CommutativeAssociativeBinaryOperator metadata in UHT and also at the K2Node level in case the function changes to an invalid construct later
#jira UE-60186
Change 4319363 by Dan.Oconnor
Warnings and errors generated by macro expansion now include a link back to the macro instance that created the suspect nodes
#jira None
Change 4319559 by Dan.Oconnor
PR #5028: UE-63225: Use correct source BP when retrieving the tooltip text (Contributed by projectgheist)
#jira UE-63225
Change 4323740 by Marc.Audy
Don't crash if an ICH is (somewhat surprisingly) missing
#jira UE-63305
Change 4328877 by mason.seay
BP for pin bug
Change 4336999 by Fred.Kimberley
Unshelved from pending changelist '4299645':
PR #5003: Changed SendGameplayEvent()'s category from "Abilities" to "Ability" for consistency (Contributed by rlabrecque)
#jira UE-63067
Change 4337645 by Marc.Audy
PR #5049: Make GetPlayerControllerID pure (Contributed by KristofMorva)
#jira UE-63472
Change 4338211 by Phillip.Kavan
Fix missing backend support for initializing a container variable (including unconnected function output pins) to a default (literal) value term in nativized Blueprint C++ code.
Change summary:
- Added a 'CoerceProperty' argument to FBlueprintCompilerCppBackEnd::TermToText() and FEmitHelper::LiteralTerm(). This is passed through as the LHS term's associated property when compiling 'KCST_Assignment' statements.
- Modified FEmitHelper::LiteralTerm() to emit an initialization list to C++. This occurs when the RHS of a variable assignment statement is a literal container term, which includes the initialization of K2Node_FunctionResult pins to a default (empty) value.
- Added FBlueprintCompilerCppBackEnd::TermToText() and FEmitHelper::LiteralTerm() methods that accept a struct value for specifying arguments rather than increasing the number of parameters with default values. Modified the implementations to match.
#jira UE-48397
Change 4338908 by Marc.Audy
Don't check when fetching world settings from IsPaused as it is already set up to handle it coming back null
#jira UE-63583
Change 4339262 by Marc.Audy
Add comments to ERedirectType
Change 4339718 by Mieszko.Zielinski
Clearing editor world's EnvironmentQueryManager instace's LocalContextMap whenever a BP finished compiling #UE4
#jira UE-63481
Change 4340548 by Marc.Audy
ChildActor's need to be spawned from the ChildActorTemplate otherwise any non-replicated customized properties will be incorrect on the Client.
#jira UE-63427
Change 4340756 by Marc.Audy
Don't allow a new pin to be matched twice
#jira UE-63504
Change 4342704 by mason.seay
Updated Pin Testing blueprints
Change 4319930 by Marc.Audy
Mark FPartyState as a BlueprintType
Change 4329176 by Dan.Oconnor
Add optional message identifier to tokenized message, use message identifier to facilitate suppressing a new warning in the blueprint compiler, remove the unused (and unusable) FTokenizedMiscData
#jira None
Change 4337859 by Fred.Kimberley
Fixing misc restricted gameplay tag UI bugs
#jira UE-63600, UE-63602, UE-63603
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4344176 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4344180 by marc audy in Dev-VR 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
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2771249 on 2015/11/18 by Joe.Tidmarsh
Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot.
#jira UE-23186
Change 2794402 on 2015/12/08 by Joe.Tidmarsh
Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution.
Change 2803507 on 2015/12/15 by Richard.TalbotWatkin
BSP poly extrusion can now only be done in the normal direction of the poly.
#jira UE-24168 - BSP face breaks off when extruding on Y or Z axes
Change 2803510 on 2015/12/15 by Richard.TalbotWatkin
Building new static mesh LODs now initializes override vertex colors based on LOD0.
#jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level
Change 2808877 on 2015/12/18 by Alexis.Matte
Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value
#jira UE-21574
#codereview nick.darnell
Change 2810114 on 2015/12/21 by Alexis.Matte
#jira UE-23769
We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file.
#codereview nick.darnell
Change 2810211 on 2015/12/21 by Richard.TalbotWatkin
Fixed issue with Show Only Selected not showing members of actor groups.
#jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes
Change 2811035 on 2015/12/22 by Alexis.Matte
#jira UE-24671
Polish UI
#codereview nick.darnell
Change 2811123 on 2015/12/22 by Alexis.Matte
#jira UE-21936
We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file.
#codereview nick.darnell
Change 2812830 on 2015/12/28 by Richard.TalbotWatkin
Prevent engine assets' properties from having project assets assigned to them.
#jira UE-18215 - Details panel: prevent engine content from referencing game content
Change 2812854 on 2015/12/28 by Richard.TalbotWatkin
Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen.
#jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened
#jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE)
Change 2812875 on 2015/12/28 by Alexis.Matte
#jira ue-22237
first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui.
#codereview nick.darnell
Change 2813172 on 2015/12/29 by Alexis.Matte
#jira ue-21656
Partial submit, the base code is there to add all light type with there properties.
#codereview nick.darnell
Change 2813403 on 2015/12/30 by Richard.TalbotWatkin
PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived.
Change 2813429 on 2015/12/30 by Alexis.Matte
#jira ue-21656
-spotlight and point light support fbx attenuation
-fix the light orientation so now directional and spotlight point to the same direction of the fbx
#codereview nick.darnell
Change 2813456 on 2015/12/30 by Alexis.Matte
#jira ue-21656
-Import the camera from fbx
#codereview nick.darnell
Change 2813457 on 2015/12/30 by Richard.TalbotWatkin
Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property.
#jira UE-18215 - Details panel: prevent engine content from referencing game content
Change 2813475 on 2015/12/30 by Richard.TalbotWatkin
Removed erroneous debug code.
Change 2814451 on 2016/01/04 by Joe.Tidmarsh
Fixed Tint colour for circular throbber.
#jira UE-24445
Change 2814546 on 2016/01/04 by Richard.TalbotWatkin
Force Message Log to update its category list if a new category is added while it is open.
#jira UE-24266 - Message Log not updating Categories in Real-Time
Change 2814613 on 2016/01/04 by Alexis.Matte
[CL 2851481 by Nick Darnell in Main branch]
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).
EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.
Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)
GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.
This addresses UETOOL-270 (Most editor preferences should be project-agnostic)
[CL 2517558 by Andrew Rodham in Main branch]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]
- Redesigned the layout of the message log viewer
- Added 'Action' message token type for actionable items
- Started to remove message token delegates in favor of Action tokens
- NULL to nullptr
[CL 2299749 by Max Preussner in Main branch]
- Removed UI for Built-In Stats. Martin didn't like the feature but I've left the code in just in case people miss it.
- Removed useless bar at the bottom of the stats window.
- Hackily canceled some unnessessary compilaton when opening the editor.
[CL 2272297 by Simon Tovey in Main branch]
- Part of PR #306 by amigo and #ue4linux community.
- Mostly things like initialization order changes, but also platform-specific additions/improvements.
#codereview Josh.Adams
[CL 2235441 by Dmitry Rekman in Main branch]
#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood
[CL 2108221 by Richard TalbotWatkin in Main branch]