Commit Graph

20 Commits

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

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00
jason bestimt
1c6e00adc2 Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782)
============================
  MAJOR FEATURES & CHANGES
============================

Change 4112782 by Mitchell.Wilson

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

Change 4112762 by Max.Chen

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

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

	#jira UE-58688

Change 4112738 by Michael.Dupuis

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

Change 4112696 by Matt.Kuhlenschmidt

	Prevent GC of material editor active preview expression

	#jira UE-49777

Change 4112611 by Michael.Dupuis

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

Change 4112536 by Thomas.Sarkanen

	Fixed static analysis warning caused by CL 4109096

	#jira none

Change 4112139 by Phillip.Kavan

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

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

	#jira UE-53747

Change 4112138 by Phillip.Kavan

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

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

	#jira UE-59182

Change 4111630 by Matt.Collins

	#jira UE-59934

	Rolling back the previous integration of CL 4080446

Change 4111526 by Mike.Beach

	Guarding against bad settings pointers internal to Oculus.

	#jira UE-59778

Change 4111525 by Daniel.Wright

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

Change 4111518 by Mike.Beach

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

	#jira UE-53643

Change 4111482 by Matt.Kuhlenschmidt

	Fix blend sample context menu appering offset on high dpi monitors

	#jira UE-59925

Change 4111362 by Ben.Marsh

	Fix warnings building samples due to missing paths.

	#jira

Change 4111299 by James.McNatton

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

Change 4111153 by Max.Chen

	Sequencer: Fix dereferencing null pointer - CameraNode

	#jira UE-59347

Change 4111143 by Matt.Collins

	#jira UE-59934

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

Change 4111106 by Matt.Collins

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

	---
	Some fixes for semaphore handling.

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

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

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

	---

Change 4111099 by Ben.Zeigler

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

Change 4111039 by Ben.Zeigler

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

Change 4111013 by Steve.Robb

	Fix for adding a new module to a project.

	#jira UE-59770

Change 4110907 by Marc.Audy

	Add required redirectorfor moving classes from TimeManagement to  CoreUObject

	#jira

Change 4110897 by Ben.Zeigler

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

Change 4110868 by Ben.Zeigler

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

Change 4110704 by Ben.Zeigler

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

Change 4110686 by Andrew.Grant

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

Change 4110466 by Ben.Zeigler

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

Change 4110418 by Ben.Zeigler

	#jira UE-58025
	Fix non editor builds

Change 4110258 by Max.Chen

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

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

	#jira UE-59347

Change 4109923 by Michael.Dupuis

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

Change 4109916 by mason.seay

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

	#jira UE-29618

Change 4109849 by Michael.Dupuis

	#jira none: Removed PRAGMA_ENABLE_OPTIMISATION

Change 4109835 by Lukasz.Furman

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

Change 4109829 by Ben.Zeigler

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

Change 4109820 by Michael.Dupuis

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

Change 4109813 by Michael.Dupuis

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

Change 4109780 by Alexis.Matte

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

Change 4109567 by Ben.Marsh

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

	#jira UE-55093

Change 4109542 by mason.seay

	Updated timeline on BP

	#jira UE-29618

Change 4109474 by Marc.Audy

	Fix shadow variable warning

	#jira UE-59895

Change 4109420 by Michael.Dupuis

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

Change 4109397 by Ben.Marsh

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

	#jira UE-59222

Change 4109395 by Lauren.Ridge

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

Change 4109390 by Zachary.Wilson

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

Change 4109373 by Michael.Dupuis

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

Change 4109348 by Lauren.Ridge

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

Change 4109296 by Lauren.Ridge

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

Change 4109193 by Matt.Kuhlenschmidt

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

	#jira UE-59649

Change 4109096 by Thomas.Sarkanen

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

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

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

Change 4109078 by Ben.Marsh

	Fix warnings building PlatformerGame due to incorrect include path.

	#jira

Change 4109066 by Matt.Kuhlenschmidt

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

	#jira UE-59866

Change 4109020 by Ben.Marsh

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

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

	#jira UE-59641

Change 4108991 by Martin.Wilson

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

	#jira UE-58025

Change 4108987 by Martin.Wilson

	Make sure rotations are normalized before creating blended transform

	#jira UE-53971

Change 4108932 by Thomas.Sarkanen

	Back out changelist 4108877

	This was causing a 100% crash in an automated test

	#jira none

Change 4108930 by Danny.Bouimad

	Fixing testcase content #Jira UEQATC-405

Change 4108883 by Danny.Bouimad

	Fixing Automated LodCurveLinkingTest1 #Jira UE-59763

Change 4108877 by Thomas.Sarkanen

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

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

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

Change 4108874 by Thomas.Sarkanen

	Fixed incorrect preview mesh being applied after retargeting

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

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

Change 4108834 by Thomas.Sarkanen

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

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

Change 4108833 by Thomas.Sarkanen

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

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

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

Change 4108808 by Dmitriy.Dyomin

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

Change 4108719 by Max.Chen

	Sequencer: Fix CIS
	#jira UESEQ-355

Change 4108675 by Max.Chen

	Sequencer: Added audio support to FCP XML import/export

	#jira UESEQ-355

Change 4108674 by Max.Chen

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

	#jira UESEQ-358

Change 4108673 by Max.Chen

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

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

	#jira UESEQ-358

Change 4108418 by Mark.Satterthwaite

	Fix Shipping iOS builds.

	#jira UE-59883

Change 4108118 by Alexis.Matte

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

Change 4108059 by Ben.Marsh

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

	#jira

Change 4107719 by Mark.Satterthwaite

	Duplicate 4107661:

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

	#jira UE-59883

Change 4107443 by Lauren.Ridge

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

Change 4107248 by Dan.Oconnor

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

	#jira UE-59835

Change 4107137 by Jason.Bestimt

	Removing ML Analytics Plugin to fix regressions

	#JIRA: UE-59874, UE-59873

Change 4107125 by paulo.souza

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

Change 4107113 by Phillip.Kavan

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

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

	#jira UE-59125

Change 4106736 by Jamie.Dale

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

	#jira UE-59849

Change 4106581 by Martin.Wilson

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

	#jira UE-54851

Change 4106475 by Jason.Bestimt

	Fix for Lumin Linux dependency in a better way

	#JIRA: CIS

Change 4106201 by Michael.Trepka

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

	#jira UE-59842

Change 4106188 by Jason.Bestimt

	Wrapping Lumin call with PLATFORM_LUMIN

	#JIRA: CIS

Change 4106179 by Michael.Dupuis

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

Change 4106176 by Martin.Wilson

	Fix for crash introduced in 4105998

	#jira UE-56395

Change 4106103 by Ben.Marsh

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

	#jira

Change 4106081 by Marc.Audy

	Fix shadow variable
	#jira UE-59848

Change 4106078 by Jason.Bestimt

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

	#JIRA: none

Change 4106015 by Martin.Wilson

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

	#4320
	#jira UE-53392

Change 4106005 by Anthony.Bills

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

	#jira UE-59382

Change 4105998 by Martin.Wilson

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

	#Jira UE-56395

Change 4105962 by Jeff.Fisher

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

	#jira UE-59359

Change 4105952 by Ben.Marsh

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

	#jira

Change 4105946 by Ben.Marsh

	Disable debug info for IOS and TVOS in installed builds.

	#jira UE-59816

Change 4105939 by Michael.Dupuis

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

Change 4105915 by Jamie.Dale

	Implemented negative indexing for Python wrapped arrays

	#jira UE-59841

Change 4105896 by Richard.Wallis

	Another macOS TIS non-MainThread spam warning fix.

	#jira UE-54623

Change 4105813 by Michael.Dupuis

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

Change 4105764 by Ben.Marsh

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

	#jira

Change 4105747 by Ben.Marsh

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

	#jira UE-59838

Change 4105642 by Jason.Bestimt

	Disabling Lumin Platform Editor modules on linux

	#JIRA: UE-59543

Change 4105553 by Matt.Kuhlenschmidt

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


	#jira UE-57283

Change 4105486 by Michael.Dupuis

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

Change 4105474 by Michael.Dupuis

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

Change 4105427 by Sorin.Gradinaru

	UE-59698 Cannot load youtube URLs on Android

	#jira UE-59698
	#Android
	#4.20

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

Change 4105308 by Mieszko.Zielinski

	Merge of 4077826 over from Dev-Framework #UE4

	#jira UE-59186

Change 4105050 by Ben.Marsh

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

	#jira UE-59816

Change 4104584 by Mike.Beach

	Mirroring CL 4103694 from Dev-VR

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

	#jira UE-56511

Change 4104538 by Alexis.Matte

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

Change 4104534 by Mike.Beach

	Mirroring CL 4090670/4094620 from Dev-VR

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

	#jira UEVR-24

Change 4104381 by Alexis.Matte

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

Change 4104365 by Mike.Beach

	Mirroring CL 4064903 from Dev-VR

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

	#jira UE-58914

Change 4104341 by Alexis.Matte

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

Change 4104328 by Alexis.Matte

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

Change 4104318 by Phillip.Kavan

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

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

	#jira UE-59125

Change 4104305 by Mike.Beach

	Mirroring CL 4098493 from Dev-VR

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

	#jira UE-58953

Change 4104274 by Mike.Beach

	Mirroring CL 4088048 from Dev-VR

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

	#jira UE-59275

Change 4104259 by Mike.Beach

	Mirroring CL 4084827/4085071 from Dev-VR

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

	#jira UEVR-847

Change 4104246 by Mike.Beach

	Mirroring CL 4084289 from Dev-VR

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

	#jira UE-58187

Change 4104240 by Mike.Beach

	Mirroring CL 4083160 from Dev-VR

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

	#jira UE-56511

Change 4104233 by Mike.Beach

	Mirroring CL 4081823 from Dev-VR

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

	#jira UE-58190

Change 4104196 by Alexis.Matte

	Unshelved from pending changelist '4075677':

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

Change 4104191 by Mike.Beach

	Mirroring CL 4080389 from Dev-VR

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

	#jira UE-57680

Change 4104177 by Mike.Beach

	Mirroring CL 4080119 from Dev-VR

	CIS fix - circumventing vs2015 errors/warnings

	#jira UE-59326, UE-59324

Change 4104170 by Mike.Beach

	Mirroring CL 4078631 from Dev-VR

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

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

	#jira UE-55499

Change 4104167 by Jostin.Bilyeu

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

	#jira UE-29618

Change 4104158 by Peter.Sumanaseni

	#jira

Change 4104057 by Wes.Hunt

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

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

Change 4104031 by Dan.Oconnor

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

Change 4103946 by Dan.Oconnor

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

Change 4103859 by Brandon.Schaefer

	Vulkan on Linux does not allow debugging with markers

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

	#jira none

Change 4103677 by Sorin.Gradinaru

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

	#jira UE-59052
	#iOS
	#4.20

	from CL4077699 on Dev-Mobile

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

Change 4103637 by Sorin.Gradinaru

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

	#UE-39451
	#Android
	#4.30

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

Change 4103619 by Marc.Audy

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

	#jira UE-58875

Change 4103590 by mason.seay

	Added Show Mouse Cursor

	#jira UE-29618

Change 4103469 by paulo.souza

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

Change 4103459 by mason.seay

	Updated maps so users can toggle UI-only input

	#jira UE-29618

Change 4103423 by paulo.souza

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

Change 4103280 by Jason.Bestimt

	Fixing copyright in Lumin Plugins

	#JIRA: 59192

Change 4103238 by JeanMichel.Dignard

	Copied cl 4077328 from dev-enterprise

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

	#jira UEENT-1423

Change 4103138 by Richard.Wallis

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

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

	#jira UE-59704

Change 4102958 by mason.seay

	Test map update

	#jira UE-29618

Change 4102847 by Marc.Audy

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

	#jira UE-59746

Change 4102449 by Ben.Marsh

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

	#jira UE-58275

Change 4102431 by Ben.Marsh

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

	#jira UE-54979

Change 4102328 by Guillaume.Abadie

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

	#jira none

Change 4102318 by Emil.Persson

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

Change 4102310 by Dmitriy.Dyomin

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

Change 4101920 by Ben.Marsh

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

	#jira

Change 4101538 by Mark.Satterthwaite

	Duplicate 4073368

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

	#jira NA

Change 4101500 by Mark.Satterthwaite

	Duplicate 4098091

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

	#jira NA

Change 4101453 by Mark.Satterthwaite

	Duplicate 4078874 & 4079396

	Make LPV visualisation work on macOS to aid debugging.

	#jira UE-58937

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

	#jira UE-58937

Change 4101448 by Max.Chen

	Sequencer: Fix uninitialized default completion mode

	#jira UE-58335

Change 4101417 by Sam.Deiter

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

Change 4101412 by Mark.Satterthwaite

	Duplicate 4075868

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

	#jira N/A

Change 4101393 by Mark.Satterthwaite

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

	#jira N/A

Change 4101390 by Marc.Audy

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

	#jira UE-59743

Change 4101367 by Brandon.Schaefer

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

	#jira UE-36663

Change 4101362 by Mark.Satterthwaite

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

Change 4101349 by Brandon.Schaefer

	VHACD Needs to be recompiled

	#jira UE-59506

Change 4101335 by Brandon.Schaefer

	Cache files that are invalid or the wrong case sensitivity

	#jira UE-58250

Change 4101325 by Dan.Oconnor

	SA fix, remove unneeded null check

	#jira UE-46834

Change 4101278 by Brandon.Schaefer

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

	#jira UE-59127, UE-57928

Change 4101219 by Brandon.Schaefer

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

	#jira UE-56041

Change 4101169 by Dan.Oconnor

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

Change 4101157 by Sam.Deiter

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

Change 4101132 by Jamie.Dale

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

	#jira UE-59766

Change 4101125 by Jamie.Dale

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

	#jira UE-59766

Change 4101102 by Dan.Oconnor

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

Change 4101017 by Brandon.Schaefer

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

	#jira UE-59617

Change 4100961 by Michael.Trepka

	Updated Mac VHACD libs

	#jira UE-59506

Change 4100703 by Dan.Oconnor

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

	#jira UE-59526

Change 4100697 by Dan.Oconnor

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

	#jira UE-59036

Change 4100687 by Dan.Oconnor

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

	#jira UE-58916

Change 4100658 by Jostin.Bilyeu

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

	#jira UE-29618

Change 4100600 by Max.Chen

	Sequencer: Fix uninitialized default completion mode

	#jira UE-58335

Change 4100576 by Dan.Oconnor

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

	#jira UE-58473

Change 4100559 by Dan.Oconnor

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

Change 4100540 by Dan.Oconnor

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

Change 4100527 by Dan.Oconnor

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

	#jira UE-57763

Change 4100478 by Mike.Zyracki

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

	#jira UE-58573

Change 4100445 by Mike.Zyracki

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

	#trivial

Change 4100438 by Dan.Oconnor

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

	#jira UE-46834

Change 4100374 by Mike.Zyracki

	Fix for bad Camera Rotation Imported From Maya

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

	#jira  UE-59116

Change 4100310 by Jamie.Dale

	Fixed ExecutePythonScript failing when passing file arguments

	#jira none

Change 4100305 by Mike.Zyracki

	Fix for performance issues with motion trails.

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

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

	#jira UE-58712

Change 4100290 by Ben.Marsh

	Prevent schema being added as a build product twice.

	#jira UE-59757

Change 4100259 by Jeff.Fisher

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

	#review-4087096
	#jira UE-58249

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

Change 4100170 by Brandon.Schaefer

	Need dump_syms and BreakpadSymbolEncoder in installed builds

	#jira UE-59500

Change 4100070 by Richard.Wallis

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

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

	#jira UE-52294

Change 4099999 by James.McNatton

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

Change 4099996 by Ben.Marsh

	Build: Merge changes to support AutoSDKs on Mac.

	#jira UE-59574

Change 4099991 by Jamie.Dale

	Updated wrapped enums to be more consistent with native Python enums

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

	#jira none

Change 4099973 by Mitchell.Wilson

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

Change 4099913 by Jamie.Dale

	Fixed some places that were calling LoadModuleChecked during shutdown

	#jira UE-59482

Change 4099905 by Jamie.Dale

	Fixed InitializeAvailableCultures missing some languages

	#jira UE-59349

Change 4099879 by Jamie.Dale

	Fixed a crash when a Blueprint with variable watches was destroyed

	#jira UE-59117

Change 4099874 by Mitchell.Wilson

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

Change 4099860 by Benn.Gallagher

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

	#jira UE-57337

Change 4099819 by Richard.Wallis

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

	#jira UE-55678

Change 4099808 by Jamie.Dale

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

	#jira UE-59163

Change 4099773 by Jamie.Dale

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

	#jira UE-58121

Change 4099759 by Jamie.Dale

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

	#jira UE-57762

Change 4099744 by Jamie.Dale

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

	#jira UE-58987

Change 4099735 by Jurre.deBaare

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

Change 4099612 by Michael.Trepka

	Reverted change that delays crash reporting initialization for CEF on Mac

	#jira UE-57378

Change 4099564 by Guillaume.Abadie

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

	#jira none

Change 4099557 by Guillaume.Abadie

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

	#jira none

Change 4099549 by Guillaume.Abadie

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

	#jira none

Change 4099544 by Guillaume.Abadie

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


	#jira UE-58051

Change 4099540 by Richard.Wallis

	Fix for PIE HighDPI touch location.

	#jira UE-59015

Change 4099516 by Richard.Wallis

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

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

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

	#jira UE-57012

Change 4099511 by Max.Chen

	Fix CIS
	#jira UE-59739

Change 4099486 by Richard.Wallis

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

	#jira UE-55071

Change 4099392 by Andrew.Rodham

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

	#jira UE-59138

Change 4099386 by Ben.Marsh

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

	#jira UE-58692

Change 4099382 by Benn.Gallagher

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

Change 4099363 by Jason.Bestimt

	Fix for HMD errors
	#jira UEVR-1191

Change 4099307 by Richard.Wallis

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

	#jira UE-51698

Change 4099289 by Richard.Wallis

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

	Tested with World Outliner docked and undocked.

	#jira UE-55280

Change 4099279 by Richard.Wallis

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

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

	#jira UE-57774

Change 4099256 by Richard.Wallis

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

	#jira UE-57049

Change 4098972 by Max.Chen

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

	#jira UE-59726

Change 4098967 by Mike.Zyracki

	Turn off turning off optimization for geometry sequencer tracks.

	#trivial
	#jira UESEQ-372

Change 4098942 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098906 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098881 by Max.Chen

	Fix CIS
	#jira UESEQ-372

Change 4098667 by Marcus.Wassmer

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

Change 4098542 by Mike.Zyracki

	Geometry Cache Sequencer Support for 4.20
	#jira UESEQ-372

Change 4098373 by Jason.Bestimt

	Misc Vulkan/Lumin fixes from Dev-VR

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

	#JIRA: UE-59722

Change 4098334 by Ethan.Geller

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

Change 4098286 by Matt.Kuhlenschmidt

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

	#jira UE-55792

Change 4098284 by Brandon.Schaefer

	Missing header in Monolithic builds

	Fixed indent issues, was using spaces vs tabs

	#jira UE-59705

Change 4098247 by Michael.Trepka

	Fixed a crash in FMacApplication::ProcessMouseUpEvent()

	#jira UE-57859

Change 4098219 by Matt.Hoffman

	Linux CIS Fixes for TOptional

	#trivial
	#jira  None

Change 4098209 by Matt.Kuhlenschmidt

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

	#jira UE-59710

Change 4098132 by Ben.Marsh

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

	#jira UE-59376

Change 4098110 by Ben.Marsh

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

	#jira UE-59150

Change 4098088 by Matt.Kuhlenschmidt

	Fix ensure starting tutorials in any editor project

	#jira UE-59714

Change 4098011 by Ben.Marsh

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

	#jira UE-58652

Change 4098006 by Matt.Hoffman

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

	#jira UE-58270

Change 4097995 by Ryan.Vance

	#jira UEVR-1190

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

Change 4097981 by Ben.Marsh

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

	#jira

Change 4097963 by Ben.Marsh

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

	#jira UE-59222

Change 4097940 by Ben.Marsh

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

	#jira UE-59145

Change 4097927 by Ethan.Geller

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

Change 4097905 by Krzysztof.Narkowicz

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

Change 4097898 by Ryan.Vance

	#jira UEVR-1191

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

Change 4097855 by Ben.Marsh

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

	#jira UE-58593

Change 4097850 by Ben.Marsh

	Fix UE4Game compile errors.

	#jira UE-58593

Change 4097849 by Marcin.Undak

	Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues)

	- Fixed by BrandonS.

	#jira UE-59484

	(merged from Dev-Console)

Change 4097844 by Ben.Marsh

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

	#jira UE-58593

Change 4097840 by Ben.Marsh

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

	#jira UE-58593

Change 4097831 by Ben.Marsh

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

	#jira UE-58593

Change 4097825 by Marcin.Undak

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

	#jira UE-58923

Change 4097783 by Ethan.Geller

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

Change 4097767 by Matt.Kuhlenschmidt

	Fix crash processing mainframe keybindings during slow tasks

	#jira UE-55765

Change 4097745 by Ben.Marsh

	Fixes to UpdateCopyright for latest source.

	#jira

Change 4097743 by mason.seay

	Test map for Virtual Camera Focus testing

	#jira UE-29618

Change 4097723 by Matt.Kuhlenschmidt

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

	#jira UE-59166,UE-44071

Change 4097713 by Max.Chen

	Sequencer: Fix missing buttons in the particle toggle track.

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

	#jira UE-59542

Change 4097683 by Max.Chen

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

	#jira UE-59568

Change 4097681 by Krzysztof.Narkowicz

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

Change 4097655 by Krzysztof.Narkowicz

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

Change 4097634 by Max.Chen

	Sequencer: Add checks for valid sequencer.

	#jira UE-59287

Change 4097627 by Max.Chen

	Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange

	#jira UE-58343

Change 4097625 by Max.Chen

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

	#jira UE-58688

Change 4097620 by Max.Chen

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

	#jira UE-53186
	#jira UE-59664

Change 4097616 by Max.Chen

	Text Render Component: Fix crash on shutdown.

	#jira UE-58116

Change 4097607 by Max.Chen

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

	#jira UE-59219

Change 4097606 by Max.Chen

	Sequencer: Check for a valid segment ID in EvaluateStatic

	#jira UE-57596

Change 4097538 by Marc.Audy

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

Change 4097518 by Marcin.Undak

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

	#jira UE-59485

Change 4097417 by Benn.Gallagher

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

	#jira UE-57097

Change 4097407 by Jason.Bestimt

	Changing MLSDK missing callback to launch MagicLeap URL

	#JIRA: UE-58631

Change 4097404 by Jason.Bestimt

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

	#JIRA: UE-58864

Change 4097296 by Matt.Kuhlenschmidt

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

	#jira UE-58983

Change 4097284 by Matt.Kuhlenschmidt

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


	#jira UE-57562

Change 4097275 by Matt.Kuhlenschmidt

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

	#jira UE-58888

Change 4097261 by Matt.Kuhlenschmidt

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

	#jira 0

Change 4097249 by Matt.Kuhlenschmidt

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

	#jira UE-58888

Change 4097165 by Nick.Shin

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

Change 4097163 by Nick.Shin

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

Change 4096984 by Ben.Marsh

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

	#jira

Change 4096873 by Ben.Marsh

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

	#jira

Change 4095992 by Ben.Marsh

	Update stream for analytics.

	#robomerge none
	#jira

Change 4111924 by Ben.Marsh

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

	#jira UE-59891

Change 4106160 by Ben.Marsh

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

	#jira UE-59691

Change 4101702 by Mark.Satterthwaite

	Duplicate 4098660 & 4101604

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

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

	#jira UERNDR-404

Change 4101598 by Andrew.Grant

	Changed RemoteSession background to something more generic.

	#jira UE-59062

Change 4101553 by Mark.Satterthwaite

	Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647

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

	#jira NA

Change 4099406 by Ben.Marsh

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

	#jira UE-57801

[CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
78ce1089a6 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden

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

Change 3623720 by Phillip.Kavan

	#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.

	Change summary:
	- Temporarily excluded all AnimBP assets from nativization as a workaround.

Change 3626305 by Phillip.Kavan

	#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.

Change 3629145 by Marc.Audy

	Don't hide developer nativization tool behind ini

Change 3630849 by Marc.Audy

	Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
	#jira UE-44085

Change 3631037 by Marc.Audy

	(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
	#jira UE-49440

Change 3631206 by Marc.Audy

	Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))

Change 3631232 by Marc.Audy

	Remove outdated diagnostic code throwing false positives
	#jira UE-47986

Change 3631573 by Marc.Audy

	Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'

Change 3633168 by Lukasz.Furman

	fixed behavior tree changing its state during latent abort,
	modified order of operations during abort to: abort & wait -> change aux nodes -> execute

Change 3633609 by Marc.Audy

	Don't get unneeded string

Change 3633691 by Marc.Audy

	Fix copy-pasting of a collapsed graph containing a map input losing the value type
	#jira UE-49517

Change 3633967 by Ben.Zeigler

	Actor.h header cleanup, fix various comments and reorganize some members,  saves 80 bytes per actor in a cooked Win64 build
	bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
	Fixed a few other fields to be private that were accidentally made public in 4.17

Change 3633984 by Michael.Noland

	Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links

Change 3634464 by Ben.Zeigler

	Header cleanups for Pawn, Controller, Character, and PlayerController

Change 3636858 by Marc.Audy

	In preview worlds don't display the light error sprite
	#jira UE-49555

Change 3636903 by Marc.Audy

	Fix numerous issues with copy/pasting editable pin bases
	#jira UE-49532

Change 3638898 by Marc.Audy

	Allow right-click creation of local variables in blueprint function libraries
	#jira UE-49590

Change 3639086 by Marc.Audy

	PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
	#jira UE-49591

Change 3639445 by Marc.Audy

	Fix mistaken override and virtual markup on niagara schema function.

Change 3641202 by Marc.Audy

	(4.17.2) Fix crash undoing pin changes with split pins
	#jira UE-49634

Change 3643825 by Marc.Audy

	(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
	#jira UE-49756

Change 3645110 by mason.seay

	Fixed up QA-ClickHUD map so it's usable and makes more sense

Change 3646428 by Dan.Oconnor

	Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
	#jira None

Change 3647298 by Marc.Audy

	PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
	#jira UE-49748

Change 3647815 by Marc.Audy

	Minor performance improvements

Change 3648931 by Lina.Halper

	#Compiler : fixed so that each type of BP can provide module info, and compiler info
	- Moved out AnimBlueprint Compiler
	- Refactored WidgetBlueprint

	- DUPE - Merging using ControlRig_Dev-Framework

Change 3654310 by Marc.Audy

	Shrink USkinnedMeshComponent 64 bytes
	Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)

Change 3654636 by Lina.Halper

	Fix crashing on shutdown

	#jira: UE-50004

Change 3654960 by Lina.Halper

	- Fix with automation test of creation/duplication
	- Fixed shut down crash with editor again due to uobject GCed

	#jira: UE-50028

Change 3655023 by Ben.Zeigler

	#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag

Change 3655426 by Ben.Zeigler

	#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them

Change 3657627 by Ben.Zeigler

	#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction

Change 3662086 by Mieszko.Zielinski

	Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4

	This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList

	#jira UE-50101

Change 3662294 by Ben.Zeigler

	Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check

Change 3662825 by Mieszko.Zielinski

	Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4

	there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no

Change 3664424 by Marc.Audy

	UE-50076 test assets #rb none #rnx

Change 3664441 by Mieszko.Zielinski

	PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)

	Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.


Change 3664506 by Phillip.Kavan

	#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.

	Change summary:
	- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
	- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
	- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
	- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
	- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
	- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
	- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
	- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
	- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
	- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
	- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
	- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
	- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
	- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
	- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
	- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
	- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
	- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
	- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
	- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
	- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
	- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
	- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
	- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
	- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
	- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.

	Notes:
	- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
	- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
	    - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
	    - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
	- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
	- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).

Change 3665061 by Phillip.Kavan

	Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.

	Mirrored from //UE4/Release-4.18 (CL# 3664993).

	#3969
	#jira UE-49233

Change 3665108 by Marc.Audy

	(4.18) Fix  crash when diffing a blueprint whose older version's parent blueprint has been deleted
	+ additional code cleanup
	#jira UE-50076

Change 3665114 by Marc.Audy

	Minor change that could potentially improve performance in some cases

Change 3665410 by Mieszko.Zielinski

	Fixed naming of Vislog's BP API #UE4

Change 3665634 by Ben.Zeigler

	#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk

Change 3666970 by Phillip.Kavan

	Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.

	#jira UE-46814

Change 3667058 by Phillip.Kavan

	Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.

	Mirrored from //UE4/Release-4.18 (CL# 3667043).

	#jira UE-50403

Change 3667150 by Mieszko.Zielinski

	PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)

	Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.


	#jira UE-50249

Change 3667152 by Mieszko.Zielinski

	PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)


	#jira UE-50298

Change 3667166 by Mieszko.Zielinski

	Fixed FRichCurve baking so that it doesn't loose its curvature #UE4

	Also, added some baking sanity checking (like if the range is larger than a single point).

Change 3668025 by Dan.Oconnor

	Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed

	#jira UE-50453

Change 3672063 by Ben.Zeigler

	#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case

Change 3672306 by Ben.Zeigler

	#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it

Change 3672683 by Marc.Audy

	Code cleanup

Change 3672749 by Ben.Zeigler

	Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build

Change 3672831 by Ben.Zeigler

	#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
	Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project

Change 3673551 by Ben.Zeigler

	#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load

Change 3675074 by mason.seay

	Test map for VisLog Testing

Change 3675084 by Mieszko.Zielinski

	Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4

	#jira UE-43430

Change 3676490 by Ben.Zeigler

	#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset

Change 3676579 by Lukasz.Furman

	fixed crash in behavior tree's search rollback

Change 3676586 by Lukasz.Furman

	added local scope mode to behavior tree's composite nodes

Change 3676587 by Ben.Zeigler

	Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
	Add browse, use selected, and clear buttons, and make ID selector font the normal property font

Change 3676715 by Lukasz.Furman

	changed order of behavior tree's aux node ticking

Change 3676867 by Ben.Zeigler

	#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
	Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early

Change 3677892 by Ben.Zeigler

	Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites

Change 3678247 by Marc.Audy

	Fix static analysis warning

Change 3678357 by Ben.Zeigler

	#jira UE-50696 Add some container variables to diff test to track down crashes

Change 3678385 by Ben.Zeigler

	#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match

Change 3678600 by Ben.Zeigler

	#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference

Change 3679075 by Dan.Oconnor

	Mirror 3679030 from Release-4.18
	Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
	#jira UE-48692

Change 3679087 by Dan.Oconnor

	Filter out unnecessary relink jobs from the compilation manager

	#jira None

Change 3680221 by Ben.Zeigler

	#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary

Change 3680561 by Lukasz.Furman

	fixed unsafe StopTree calls in behavior tree
	#jira nope

Change 3680788 by Ben.Zeigler

	Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind

Change 3683001 by mason.seay

	Submitting various test maps and assets

Change 3686837 by Mieszko.Zielinski

	Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion

	#jira UE-50857

Change 3688451 by Marc.Audy

	Fix up new material expression to work with String -> Name refactor

Change 3689097 by Mason.Seay

	Test content for nativization and enum testing

Change 3689106 by Mieszko.Zielinski

	Made NavMeshBoundsVolume react to undo in the editor #Orion

	#jira UE-51013

Change 3689347 by Mieszko.Zielinski

	Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4

	Manual merge of CL#3689316 over from 4.18

	#jira UE-51019

Change 3692524 by mason.seay

	Moved some assets to folder for org, fixed up redirectors

Change 3692540 by mason.seay

	Renaming test maps so they are clearly indicated for testing nativization

Change 3692577 by mason.seay

	Deleted a bunch of old assets I created specifically for various bugs reported.  All issues are closed so they're no longer needed

Change 3692724 by mason.seay

	Deleting handful of assets found in developer folders of those no longer with the team.  Moved assets that are still used by test maps

Change 3693184 by mason.seay

	Assets for testing nativization with structs

Change 3693367 by mason.seay

	Improvements to test content

Change 3695395 by Dan.Oconnor

	Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced

	#jira None

Change 3695484 by Marc.Audy

	Fix sound cue connection drawing policy not getting returned.
	#jira UE-51032

Change 3695494 by mason.seay

	More test content for nativization testing

Change 3697829 by Mieszko.Zielinski

	PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)


Change 3700541 by mason.seay

	Test map for containers with function bug

Change 3703459 by Marc.Audy

	Remove poorly named InverseLerp
	Fix degenerate behavior returning bad value
	#jira UE-50295

Change 3703803 by Marc.Audy

	Clean up autos
	Minor improvement to ShouldGenerateCluster

Change 3704496 by Mason.Seay

	More test content for testing nativization

Change 3706314 by Marc.Audy

	PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
	#jira UE-50874

Change 3707502 by Mason.Seay

	Final changes to nativization test content (hopefully)

Change 3709478 by Marc.Audy

	PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
	Same as CL# 3689702 implemented in Fortnite
	#jira UE-51453

Change 3709967 by Marc.Audy

	PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
	#jira UE-51372

Change 3709970 by Marc.Audy

	PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
	#jira UE-51495

Change 3709971 by Marc.Audy

	PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
	#jira UE-51492

Change 3710041 by Marc.Audy

	Minor code cleanup

Change 3711223 by Phillip.Kavan

	Move some Blueprint nativization log spam into the verbose category.

	#jira UE-49770

Change 3713398 by Marc.Audy

	PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
	#jira UE-51517

Change 3713601 by Marc.Audy

	Fix merge error

Change 3713994 by Marc.Audy

	(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
	#jira UE-50738

Change 3714270 by Marc.Audy

	Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
	#jira UE-51534

Change 3714406 by Marc.Audy

	Fix dumb inverted boolean check

Change 3716594 by Dan.Oconnor

	Integrate 3681301 from 4.18
	Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
	#jira UE-50780, UE-51568

Change 3686450 by Marc.Audy

	PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
	CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
	CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
	Material Expressions now store input and output names as FName instead of FString
	FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
	Most existing pin related functions using string have been deprecated.

Change 3713796 by Marc.Audy

	Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.

	IsTickable no longer a pure virtual (defaults to true).

	Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.

Change 3638554 by Marc.Audy

	Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.

Change 3676502 by Ben.Zeigler

	Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635

[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
Thomas Sarkanen
59267dc158 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3683440)
#lockdown Nick.Penwarden
#rb none

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

Change 3624599 by Thomas.Sarkanen

	Added the ability to rename shapes in the Physics Asset Editor

	Added "CanRenameItem" to skeleton tree item API so we are not limited to hard-coded bones/sockets
	Tweaked physics shape item widget to use editable text in the same vein as virtual bones etc.

	#jira UEAP-341 - Ability to name collision shapes

Change 3624765 by Benn.Gallagher

	Fixed bad blend profile references

	#jira UE-46227

Change 3624773 by Danny.Bouimad

	Content fix for #Jira UE-49191

Change 3625007 by Thomas.Sarkanen

	Fixed monolithinc game builds

	Moved new Name member to WITH_EDITORONLY_DATA, as the generated code still picks it up using WITH_EDITOR

Change 3625659 by Ori.Cohen

	Make sure that components being unwelded are always unwelded even if they are about to be deleted. This is needed for fixing dangling pointers.

Change 3625850 by Thomas.Sarkanen

	Fix for crash in physics asset editor after garbage collection

	Move bone proxies from rooting to FGCObject

Change 3625966 by Lina.Halper

	Instead of PinShownByDefault, changed to PinHiddenByDefault

	https://github.com/EpicGames/UnrealEngine/pull/3964

	#3964

	#jira: UE-49168

Change 3626020 by Martin.Wilson

	Protect against checkSlow when using post process instance without a main instance

	#jira UE-49275

Change 3627178 by Aaron.McLeran

	#jira UE-49322 Fixing background muting and preview sound

Change 3627179 by Aaron.McLeran

	Optimizing active sound by not processing active sounds if they are out of range.

	Allowing virtualized sounds to be exempt.

	Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.

Change 3627187 by Aaron.McLeran

	Allowing overriding the sample rate of synth components in C++.

	Useful for cases where synth component is being used to output media auido or VOIP.

Change 3627563 by Thomas.Sarkanen

	Tweaked tooltip so it isnt the same as other menus

	#jira UE-47817 - Two Viewport tooltips are the same in Physics Asset Editor

Change 3627580 by James.Golding

	PR #3974: UE-49200: Fixed typo in Physics Handle (Contributed by carloshellin)

	#jira UE-49264

Change 3627581 by James.Golding

	Reduce output verbosity during cooking

	#jira UE-47126

Change 3627584 by James.Golding

	PR #3954: Upgrade to V-HACD version 2.3 (Contributed by jratcliff63367)
	Auto-convex generation now exposes more useful 'max hulls' instead of 'accuracy'
	Auto-generation of convex collision is now done async in StaticMesh Editor

	#jira UE-49027

Change 3627599 by Martin.Wilson

	Make sure raw data debug bone rendering in the animation editors actually shows raw data in the case of additive track layers (used to show source instead)

Change 3627605 by James.Golding

	Forgot to remove Box2D from TargetRules.cs (see CL 3555437)

Change 3627627 by Martin.Wilson

	Change raw data evaluation so that virtual bone positions are built before interpolation is carried out

	#jira UE-42659

Change 3627663 by Martin.Wilson

	Fix typo

Change 3627730 by Martin.Wilson

	Allow notifies to be trigger on follower animations in a sync group

	#jira UE-46770

Change 3627852 by Thomas.Sarkanen

	Add warning to "Use Async Scene" property when shown in the physics asset editor, if the project doesn't currently use an async scene.

	#jira UE-47964 User is not told to Enable Async Scene in Project Settings when enabling it on a physics asset

Change 3627864 by Lina.Halper

	Fix issue where "reset to default" on search box for bone doesn't work

	#jira: UE-48874

Change 3627946 by Thomas.Sarkanen

	Prevent undo/redo breaking when moving both a constraint and a body at the same time

	#jira UE-49344 - Physics Asset Editor: Moving both a body and a constraint causes undo.redo to break for the whole editor

Change 3628091 by Thomas.Sarkanen

	Fix dangling lines, poor search focus and graph not refreshing when making new constraints

	Found by Nick D in Main.

	#jira UE-47812 - Physics Asset Graph wires sometimes get stuck to the window not attached to a node

Change 3628107 by Lina.Halper

	Fixed issue where Blendspace 1D can't scale due to the property not exposed
	https://udn.unrealengine.com/questions/389958/input-interpolationaxis-to-scale-in-1d-blendspace.html

Change 3628108 by Arciel.Rekman

	Update Linux VHACD.

	- Also removed arm 32-bit version (the library is editor-only).

Change 3628437 by Michael.Trepka

	Updated Mac VHACD libraries and Xcode project

Change 3628667 by Lina.Halper

	- Fixed issue of showing combo box multiple times
	- Fixed issue of inconsistent combo box width
	- Fixed text of pick bone to "select" for more general instruction
	- Fixed issue with struct displaying children when pin is enabled

	#jira: UE-49295, UE-46496, UE-47427

Change 3629744 by Aaron.McLeran

	#jira UE-49383 Fix for source bus loading in sound waves and playing without audio mixer

Change 3629846 by Aaron.McLeran

	#jira UE-49390 Required API change to spatialization interface for google

Change 3630322 by Thomas.Sarkanen

	Fix right-click not displaying context menu for constraints correctly

	Selection logic was lightly broken

	#jira UE-49399 - Physics Asset Editor: Right-clicking constraints in the viewport does not bring up the context menu

Change 3630463 by Martin.Wilson

	Remove accidently submitted debug code

Change 3630523 by Jurre.deBaare

	Paint threshold and fill value and can be set to negative numbers
	#fix Added metadata and default values for cloth fill tool
	#jira UE-48352

Change 3632009 by Aaron.McLeran

	#jira UE-49470 Fix for iOS master volume not getting set

	Recent changes to master volume resulted in platforms which don't have a headroom value defined will not get their master volume updated. IOS doesn't have a headroom value set so the master volume is never set and the fade in is never triggered.

Change 3632699 by Thomas.Sarkanen

	Fix crash undo-ing primitive regeneration while simullation is in progress & stopping simulation

	#jira UE-49283 - Editor crashes if you regenerate and manipulate a phys body, simulate, undo and then exit simulation

Change 3633336 by James.Golding

	PR #3978: effect is the noun. affect is the verb (Contributed by cdietschrun)
	#jira UE-49324

Change 3634665 by Aaron.McLeran

	#jira UE-49538 Fixing param interpolation

Change 3634922 by James.Golding

	Static analysis fix (PhysXCookHelper.cpp)

Change 3634926 by James.Golding

	Fix HTML5 build (which builds with PhysX, but without APEX)

Change 3636005 by Thomas.Sarkanen

	Constraint setup shortcuts are now undo-able

	Also fixed body-body collision as you couldnt undo this either.
	Added transaction and calls to Modify().

	#jira UE-49484 - Shortcut for Swing1Motion (2, and 3) do not change physics asset state dirty.

Change 3636018 by Thomas.Sarkanen

	Added back constraint shortcut to PhAT toolbar

	#jira UE-48859 - Constraint quick set buttons are missing in the new Physics Asset tool

Change 3636086 by Martin.Wilson

	Fix for enabling Live Link plugin in Orion

Change 3638367 by Thomas.Sarkanen

	Connection reporting is now more user-freindly in the physics asset editor graph view

	Expanded UEdGraphSchema API to allow for more specific feedback when dragging over a graph.
	Implemented node & pin feedback for physics asset graphs.
	Also fixed alignment of icon for drag feedback as it stretches with multi-line text.

	#jira UE-47984 - No node created when dragging off of Constraint node in Physics Asset Graph

Change 3640144 by Aaron.McLeran

	#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio

	Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.

Change 3640276 by Aaron.McLeran

	#jira UE-49606 Project does not cook with actors containing ModularSynth component

Change 3640313 by Aaron.McLeran

	#jira UE-49675 Fixing shutdown of audio mixer

	- Final queued commands aren't getting pumped during audio mixer shutdown, added a new interface to get a final shutdown callback back to audio mixer device. We can do any cleanup or final shutdown tasks in this callback. Added a call to pump the source manager one last time. For cases of audio mixer running without audio plugins, this won't have much of an effect, but is a good thing to do anyway. For the case of audio plugins, who are depending on paired init and release calls, this is valueable to avoid memory leaks between subsequent PIE sessions.

Change 3640941 by Martin.Wilson

	Add editor only animation loading debug data in the hope of diagnosing rare loading crash

	#jira UE-49335

Change 3641976 by Ethan.Geller

	#jira UE-49675 ensure that we pump both command queues

Change 3642613 by James.Golding

	Add NoPhysX sample, for CIS testing compilation without PhysX

Change 3644001 by Aaron.McLeran

	#jira UE-49805 looping sounds are, in rare cases, extremely loud

Change 3644124 by Aaron.McLeran

	#jira UE-49787 [CrashReport] Mac crash - UE4Editor-AudioEditor.dylib!FSoundCueEditor::DeleteInput()

	Adding ensure on returned ptr to avoid crash but keep getting some logging.

Change 3644157 by Aaron.McLeran

	Fixing build error

Change 3644163 by Aaron.McLeran

	Fixing build error (for real)

Change 3650331 by Aaron.McLeran

	#jira UE-49994 SoundMix Fade Time not fading audio properly

	Making sure we properly set passive mix modifier states.

Change 3652648 by Aaron.McLeran

	#jira UE-49994 SoundMix Fade Time not fading audio properly

Change 3652995 by Aaron.McLeran

	#jira UE-50053 Reduce log level of audio mixer debug category

	Turning down the log spam level of the underrun category by switching to debug category and reducing level of the debug category.

Change 3653461 by James.Golding

	V-HACD updates from JohnR @ NVIDIA (adding new functions for future use)

Change 3654056 by Aaron.McLeran

	Fixing an issue with caching node states for editor builds and adding optimization to cache if we should apply interior volumes.

Change 3654579 by Aaron.McLeran

	Allow sound submixes and sound classes to be a blueprint type

	Made all properties of sound classes BlueprintReadOnly.

Change 3662519 by James.Golding

	Merge CL 3575543 from //Fortnite/Main to Dev-AnimPhys
	Don't call into UpdateKinematicBones if there are no physx bodies

Change 3664976 by Aaron.McLeran

	#jira UE-50175 New Tap Delay Submix Pan parameter does not work in Surround Sound

Change 3665751 by Aaron.McLeran

	Adding a simple panner effect

Change 3665851 by Aaron.McLeran

	Fixing naming convention for new panner source effect

Change 3666894 by Thomas.Sarkanen

	Bone modifications via transform type-in can now be undone

	Added RF_Transactional & called Modify()

	#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work

Change 3666919 by Lina.Halper

	Fixed equal operator for bonereference to work when not initialized

Change 3668850 by Thomas.Sarkanen

	Skeleton tree now no longer allows selection of filtered items

	This fixes an issue where filtered-out constraints were being deselected after a select all operation because the tree thought it had no selection (all constraints were filtered).

	#jira UE-50200 - Constraint Details do not populate in the Details Panel if the Skeleton tree does not include Constraints

Change 3669028 by James.Golding

	Fix CIS error after merge-down

Change 3669053 by James.Golding

	Fix bad merge in SynthComponent.cpp

Change 3669273 by Lina.Halper

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

Change 3671396 by James.Golding

	Fix FSkelMeshComponentLODInfo cleaning up all override resources when it should only have been cleaning up one of them

Change 3671701 by Martin.Wilson

	Maya Live Link plugin
	- Added UI to Maya
	    - Display currently streamed subjects
	    - Allow add and removal of streamed subjects
	    - Display connection status to editor
	- Stream active camera as EditorActiveCamera
	- Refactored entire plugin so that streaming has a manager and streaming objects / interfaces
	- Reworked editor update hook so that streaming is more robust and facial rigs / leaf bones now correctly update.

Change 3672170 by Lina.Halper

	Remove track support for Animation Blueprint Library

Change 3675921 by Ethan.Geller

	Rollback invalidated check from copy down

Change 3677606 by Martin.Wilson

	Add live link driven component - allows an actor to take its rotation and translation from a live link subject

Change 3678594 by Lina.Halper

	Changed API name for clarification

Change 3680913 by Ethan.Geller

	#jira UE-50750 fix stuttering on AudioMixer on MacOS

Change 3681127 by Ethan.Geller

	#jira UE-50720 Fix invalidated audio clock time when audio device is unplugged on legacy audio engine

Change 3682729 by Ethan.Geller

	#jira UE-50832 Fix for null concurrency settings when removing active sounds from a concurrency group. [Dev-AnimPhys]

Change 3633185 by James.Golding

	Fix engine not compiling when WITH_PHYSX == 0
	PR #3691: 4.16_WITH_PHYSX_optional (Contributed by JacobNelsonGames)
	PR #3695: 4.16_PhysXVehicles_WITH_PHYSX_optional (Contributed by JacobNelsonGames)

Change 3637031 by Ethan.Geller

	#jira UE-49605 Platform Headroom fix for non-float devices.

Change 3642598 by James.Golding

	Change bCompileNvCloth to use same pattern as bCompileAPEX (on by default, disabled on some platforms). This allows game projects to disable it.

Change 3645224 by Martin.Wilson

	Fix for rare notify crash.

	For speed purposes Notify Queue caches a pointer to the notify, this is memory that is owned by the animation and if it gets garbage collected we have a pointer to invalid memory.
	This change caches a pointer to the owner of the notify memory to so we can track its validity.

	#jira UE-44869

Change 3668926 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3668712

Change 3674824 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3674368

[CL 3683447 by Thomas Sarkanen in Main branch]
2017-10-06 04:43:18 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

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

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

Change 3166824 on 2016/10/18 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

Change 3166821 on 2016/10/18 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3166740 on 2016/10/18 by Lina.Halper

	Fix crash with hide name when bone buffer doesn't exist due to slave component
	#jira: UE-37467

Change 3166737 on 2016/10/18 by Jeff.Campeau

	Fix double release in PhysX if there's an exception during shutdown

	#jira UE-37058

Change 3166733 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166719 on 2016/10/18 by Richard.TalbotWatkin

	Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
	#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Change 3166701 on 2016/10/18 by Daniel.Wright

	Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
	#jira UE-37317

Change 3166549 on 2016/10/18 by Alexis.Matte

	Make sure the vertex paint circle brush is display when painting
	#jira UE-37462

Change 3166459 on 2016/10/18 by Mitchell.Wilson

	Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
	#jira UE-37471

Change 3166435 on 2016/10/18 by Mitchell.Wilson

	Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
	#jira UE-29718

Change 3166363 on 2016/10/18 by Mitchell.Wilson

	copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
	Rebuilt lighting for shootergame levels and added build data for each level.
	#jira UE-37435

Change 3166342 on 2016/10/18 by Rolando.Caloca

	UE4.14 - Fix for crash on splines with decals
	#jira UE-36864

Change 3166315 on 2016/10/18 by Ori.Cohen

	Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.

	#JIRA UE-21572, UE-37429

Change 3166274 on 2016/10/18 by Peter.Sauerbrei

	deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
	#jira UE-37034

Change 3166238 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
	Copied from Dev-Sequencer CL# 3166218

	#jira UE-37470

Change 3166209 on 2016/10/18 by Daniel.Lamb

	Fixed issue with launch on marking packages as dirty.
	#test Cook shooter game
	#jira UE-37455

Change 3165901 on 2016/10/18 by Jamie.Dale

	Fixed Clang error caused by missing return type

	#jira UE-37421

Change 3165774 on 2016/10/18 by Steve.Robb

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3165457 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	#jira UE-37420

Change 3165444 on 2016/10/17 by Max.Chen

	Sequencer: Fix reset view range so that it's a no-op when the range is negative.

	#jira UE-37412

Change 3165257 on 2016/10/17 by Keli.Hlodversson

	Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
	#jira UE-37432

Change 3165225 on 2016/10/17 by Nick.Darnell

	Strategy Game - No longer overrides the engine default iOS build machine to use.
	Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.

	#jira UE-37001

Change 3165110 on 2016/10/17 by Michael.Trepka

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

Change 3165107 on 2016/10/17 by Mitchell.Wilson

	Resolve CIS content warnings in Shooter Game.
	#jira UE-30791

Change 3165001 on 2016/10/17 by Alexis.Matte

	Bump the static mesh build version to force a rebuild.
	#jira UE-37262

Change 3164928 on 2016/10/17 by Ben.Marsh

	GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.

Change 3164914 on 2016/10/17 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	Copy from Dev-Sequencer

	#jira UE-35285

Change 3164896 on 2016/10/17 by Ben.Marsh

	UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.

Change 3164892 on 2016/10/17 by Jamie.Dale

	Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText

	#jira UE-36977

Change 3164886 on 2016/10/17 by Jamie.Dale

	Fixed issues propagating property changes when editing Blueprints

	- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
	- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
	- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.

	#jira UE-36977

Change 3164884 on 2016/10/17 by Jamie.Dale

	We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor

	#jira UE-36977

Change 3164843 on 2016/10/17 by Ben.Marsh

	UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.

	#jira UE-37386

Change 3164823 on 2016/10/17 by Daniel.Lamb

	Fixed warning about shader compiler stalling.
	#test Cook Shootergame
	#jira UE-37393

Change 3164805 on 2016/10/17 by Alexis.Matte

	Remove the skinxx import workflow for static mesh
	#jira UE-37262

Change 3164803 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting on all template projects
	#jira UE-37317

Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed Editing InlineEditConditionToggle variable inside a blueprint  causing the editor to crash

	#jira UE-37029

Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed crash debugging blueprints in a networked game session
	- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete.  This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.

	#jira UE-37360

Change 3164711 on 2016/10/17 by Chris.Wood

	Added char limit to user description in Crash Report Client
	[UE-37377] - Limit description field size in Crash Report Client

	#jira UE-37377

Change 3164706 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone

	#jira UE-37300

Change 3164686 on 2016/10/17 by Alexis.Matte

	Remove unwanted re-import setting option in both mesh editor.
	#jira UE-36640

Change 3164622 on 2016/10/17 by Dan.Oconnor

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

Change 3164620 on 2016/10/17 by Robert.Manuszewski

	UE4 - Critical fix for task graph memory leak.

	(re-implementing CL #3159689 by Gil.Gribb)

	#jira UE-37382
	#fyi Gil.Gribb

Change 3164557 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting in code and bp first person template.
	#jira UE-37317

Change 3164370 on 2016/10/17 by Chris.Wood

	Fix broken application path in Crash Report Client app restart code.
	[UE-36429] - Send and Restart from Crash Reporter does nothing

	#jira UE-36429

Change 3164329 on 2016/10/17 by Dmitriy.Dyomin

	Fixed: Shader compile error using Point Lights Nvidia Shield
	#jira UE-25671

Change 3164219 on 2016/10/16 by Max.Chen

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

Change 3164173 on 2016/10/16 by Zachary.Wilson

	Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections

	#jira UE-29618

Change 3164171 on 2016/10/16 by Benjamin.Hyder

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

Change 3164169 on 2016/10/16 by Benjamin.Hyder

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

Change 3164022 on 2016/10/15 by zachary.wilson

	Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node

	#jira UE-29618

Change 3163970 on 2016/10/15 by Benjamin.Hyder

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

Change 3163961 on 2016/10/15 by Benjamin.Hyder

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

Change 3163958 on 2016/10/15 by Benjamin.Hyder

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

Change 3163728 on 2016/10/14 by Tyler.Cole

	Prep build scripts for WEX MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163718 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163715 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163711 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Orion MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163698 on 2016/10/14 by Michael.Trepka

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt

	Disable versioning info in project badge by default

	#jira UE-37335

Change 3163485 on 2016/10/14 by Michael.Trepka

	Add one more RPATH entry on Mac to support launching staged builds

	#jira UE-36799

Change 3163479 on 2016/10/14 by Michael.Trepka

	A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store

	#jira UE-25742

Change 3163465 on 2016/10/14 by Daniel.Lamb

	Fix issue with cook command from editor was trying to package also.
	#test Cook command in editor
	#jira UE-36796

Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt

	Fixed selected section highlight and vertex color view modes not working.

	#jira UE-37308

Change 3163450 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.

	#jira UE-37055

Change 3163400 on 2016/10/14 by Benjamin.Hyder

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

Change 3163392 on 2016/10/14 by Benjamin.Hyder

	Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials

	#jira UE-29618

Change 3163336 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3163335 on 2016/10/14 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3163230 on 2016/10/14 by Richard.TalbotWatkin

	Duplicated from //UE4/Release-4.13, CL 3111897

	When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
	#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
	#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
	#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building

Change 3163155 on 2016/10/14 by Benn.Gallagher

	Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
	#jira UE-37332

Change 3163146 on 2016/10/14 by Marc.Audy

	Properly add/remove wind sources when activated/deactivated
	#jira UE-37289

Change 3163135 on 2016/10/14 by Phillip.Kavan

	[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.

	Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).

	Additional changes (for release branch):
	- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.

	#jira UE-35259

Change 3162999 on 2016/10/14 by Ben.Marsh

	QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.

Change 3162988 on 2016/10/14 by Thomas.Sarkanen

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

Change 3162938 on 2016/10/14 by Ben.Zeigler

	Merging CL 3162934 to //UE4/Release-4.14
	#jira UE-37044 Fix crash when loading map that has null actors in the actor list

Change 3162900 on 2016/10/14 by Dmitriy.Dyomin

	Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
	#jira UE-37312

Change 3162864 on 2016/10/14 by Yannick.Lange

	VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
	- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
	#jira UE-37050 #jira UE-37272

Change 3162761 on 2016/10/14 by Jack.Porter

	Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel

	#jira UE-36863

Change 3162724 on 2016/10/14 by Max.Chen

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

Change 3162617 on 2016/10/13 by Jeff.Campeau

	Fix Windows XP compilation issues.
	- Block Win10 SDK includes
	- Remove unused Win10 SDK path collecting
	- Fix extraneous includes
	- Add 32b atomic option for certain stats

	#jira UE-36909

Change 3162503 on 2016/10/13 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
	Merged from Dev-Sequencer CL# 3160995

	#jira UE-37248

Change 3162470 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and saved levels in StrategyGame.
	#jira UE-36913

Change 3162466 on 2016/10/13 by Michael.Trepka

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3162458 on 2016/10/13 by Keli.Hlodversson

	When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
	#jira UE-37292 Game does not exit when exited through SteamVR UI

Change 3162421 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
	#jira UE-36913

Change 3162420 on 2016/10/13 by Marc.Audy

	Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
	#jira UE-37071

Change 3162406 on 2016/10/13 by Ben.Marsh

	Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.

	#jira UE-37269

Change 3162382 on 2016/10/13 by Ben.Marsh

	UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.

Change 3162314 on 2016/10/13 by Ben.Marsh

	Add PhysX build job to 4.14 branch.

Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt

	Ensure FBX scene import data object is not garbage collected during import

	#jira UE-35606

Change 3162270 on 2016/10/13 by Ben.Marsh

	UBT/Editor: Improved integration for Visual Studio "15".

	* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
	* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
	* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
	* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
	* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
	* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
	* Added support for enums in UBT XML configs
	* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...

	#jira UE-37176
	#jira UE-36872

Change 3162236 on 2016/10/13 by Mike.Beach

	Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.

	#jira UE-37224

Change 3162225 on 2016/10/13 by Alex.Delesky

	#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.

	Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)

Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt

	Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.

	#jira UE-37278

Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt

	Fix mac build

	#jira  UE-36885

Change 3162025 on 2016/10/13 by Daniel.Wright

	Compile fix
	#jira UE-37246

Change 3162009 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed movable lights getting assigned a shadowmap channel
	#jira UE-37246

Change 3161963 on 2016/10/13 by Jon.Nabozny

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

	The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).

	#jira UE-36888

Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

Change 3161865 on 2016/10/13 by mason.seay

	Making the name more user friendly for test asset

	#jira UE-29618

Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt

	Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
	- Made the keybindings setting a proper developer settings object

	#jira  UE-36885

Change 3161854 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
	#jira UE-37204

Change 3161743 on 2016/10/13 by Lauren.Ridge

	Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift

	#jira UE-37245

Change 3161694 on 2016/10/13 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3161689 on 2016/10/13 by Thomas.Sarkanen

	Fixed failing detachment automation test

	The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.

	#jira UE-37160 - Detachment automation tests failing

Change 3161685 on 2016/10/13 by mason.seay

	Test content for retargeting animation

	#jira UE-29618

Change 3161423 on 2016/10/13 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3161394 on 2016/10/13 by Mitchell.Wilson

	Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
	#jira UE-37256

Change 3161363 on 2016/10/13 by Jamie.Dale

	Fixing mangled English translations

	#jira UE-36128

Change 3161319 on 2016/10/13 by Benn.Gallagher

	Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
	#jira UE-37254

Change 3161310 on 2016/10/13 by Martin.Wilson

	Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled

	#jira UE-35149

Change 3161303 on 2016/10/13 by Jurre.deBaare

	Crash when using merge actor on static meshes that have been affected by simplygon
	#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
	#jira UE-36880

Change 3161166 on 2016/10/13 by Jack.Porter

	Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps

	#jira UE-37131

Change 3161161 on 2016/10/13 by Thomas.Sarkanen

	Fixed override materials hanging around when setting skeletal meshes

	#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are

Change 3161160 on 2016/10/13 by Thomas.Sarkanen

	Fix crash changing preview skeletal mesh with bone selected

	Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
	Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.

	#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash

Change 3160882 on 2016/10/12 by Mike.Beach

	Mirroring CL 3158790 from Dev-BP

	Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).

	#jira UE-37033

Change 3160863 on 2016/10/12 by Lauren.Ridge

	Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it

	#jira UE-35685

Change 3160855 on 2016/10/12 by Jeff.Campeau

	Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.

	#jira UE-36909

Change 3160844 on 2016/10/12 by Marcus.Wassmer

	Duplicate PR #2855:  Ansel plugin fixes (Contributed by adamnv)
	#jira UE-37162

Change 3160749 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy lightmaps are renamed with the world that uses them.  Fixes 'graph linked to external object' when renaming a map in the content browser.
	#jira UE-37231

Change 3160748 on 2016/10/12 by Daniel.Wright

	[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
	#jira UE-37231

Change 3160747 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
	#jira UE-37231

Change 3160727 on 2016/10/12 by Mitchell.Wilson

	Updating minimum iOS version to iOS 8 for all samples and templates
	#jira UE-37022

Change 3160655 on 2016/10/12 by Chad.Taylor

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

Change 3160643 on 2016/10/12 by Keli.Hlodversson

	Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.

	#jira UE-36440

Change 3160641 on 2016/10/12 by Mike.Beach

	Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt

	Missed change from CL 3159889

	#jira UE-35503

Change 3160518 on 2016/10/12 by Ryan.Gerleve

	Fix assert when adding a new sublevel.

	#jira UE-37148

Change 3160439 on 2016/10/12 by Ben.Marsh

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

Change 3160363 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160277 on 2016/10/12 by Mieszko.Zielinski

	Manually recreated CL#3159909 #UE4

	Original comment:
	---
	Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4

	Lack of those test has been reported licencees as source of some crashes

	#jira UE-37209

Change 3160120 on 2016/10/12 by Chris.Babcock

	Fix x86 and x86_64 libpng libraries for Android
	#jira UE-37192
	#ue4
	#android

Change 3160080 on 2016/10/12 by Matthew.Griffin

	PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
	#jira UE-36945

Change 3160063 on 2016/10/12 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3160045 on 2016/10/12 by Ryan.Gerleve

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

Change 3160044 on 2016/10/12 by Gareth.Martin

	Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
	- This should fix the crash that caused it to be commented out
	#jira UE-37152

Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh

	#jira UE-36985

Change 3159965 on 2016/10/12 by Ben.Zeigler

	#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager

Change 3159957 on 2016/10/12 by Robert.Manuszewski

	Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.

	#jira UE-35570, UE-35511, UE-35570, UE-35924

Change 3159921 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3153485 from Dev-Build
		Removed GUBP from Automation Tool Mono solution

Change 3159919 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3150017 from Dev-Build
		Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html

Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt

	Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game

	#jira UE-37112

Change 3159903 on 2016/10/12 by Ben.Zeigler

	#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen

Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt

	Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.

	#jira UE-36814

Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed part of the details panel UI showing up when there is nothing in the  details panel.  This was causing crashes when clicking on those parts of the UI

	#jira UE-35503

Change 3159888 on 2016/10/12 by Ben.Zeigler

	#jira UE-36849 DataTable::LoadStructData allocating wrong size

	Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory

Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt

	Guard against crash in Fcanvas drawing

	#jira UE-36496

Change 3159886 on 2016/10/12 by Ben.Zeigler

	#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
	#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
	Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
	Fix it so pending kill component templates do not end up in import table, they will fail to import
	Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
	This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint

Change 3159885 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
	Including source for additional programs to Installed Build
	#jira UE-36668
	#jira UE-37072

Change 3159853 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3148611 from Dev-Build
		Added list of Dependant modules to EULA check
		#jira UE-29432

Change 3159385 on 2016/10/11 by Nick.Shin

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

	it seems, floats are 64 bits on browsers...

	stream: release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159384 on 2016/10/11 by Nick.Shin

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

	stream: Release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159210 on 2016/10/11 by Ben.Marsh

	Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Marc Audy
af581ecffc Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815)
#lockdown Nick.Penwarden

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

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2965743 on 2016/05/04 by Tom.Looman

	Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA

Change 2965744 on 2016/05/04 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2965813 on 2016/05/04 by Tom.Looman

	Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early.

	UE-27529 #rb MarcA

Change 2966564 on 2016/05/04 by Marc.Audy

	VS2015 shadow variable fixes

Change 2967244 on 2016/05/05 by Jon.Nabozny

	Remove UPROPERTY from members that don't require serialization and aren't user editable.
	#JIRA UE-30155

Change 2967377 on 2016/05/05 by Lukasz.Furman

	fixed processing of AIMessages when new message appears during notify loop
	#ue4

Change 2967437 on 2016/05/05 by Marc.Audy

	Add a static One to TBigInt
	Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp
	Part of fixing shadow variables for VS2015

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2967552 on 2016/05/05 by Marc.Audy

	Fix compile error in DocumentationCode

Change 2967556 on 2016/05/05 by Marc.Audy

	Enable shadow variable warnings in 2015

Change 2967836 on 2016/05/05 by Marc.Audy

	Another DocumentationCode project fix

Change 2967941 on 2016/05/05 by Marc.Audy

	Make bShowHUD not config
	Expose HUD properties to blueprints
	Cleanup stale entries in BaseGame.ini
	Deprecate unnecessary colors in AHUD in favor of using FColor statics
	#jira UE-30045

Change 2969008 on 2016/05/06 by Marc.Audy

	VS2015 Shadow Variable fixes found by CIS

Change 2969315 on 2016/05/06 by John.Abercrombie

	Duplicating CL 2969279 from //Fortnite/Main/

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

	--------
	Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40.

Change 2969611 on 2016/05/06 by Marc.Audy

	Default bShowHUD to true

Change 2971041 on 2016/05/09 by Marc.Audy

	Add Get/Set Actor/Component TickInterval functions and expose to blueprints

Change 2971072 on 2016/05/09 by Marc.Audy

	Fix VS2015 shadow variables warnings

Change 2971629 on 2016/05/09 by Marc.Audy

	PR#1981 (contributed by EverNewJoy)
	CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController
	DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint
	#jira UE-25901

Change 2971632 on 2016/05/09 by Marc.Audy

	Missed file from CL# 2971629

[CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Michael Noland
4c3276c5b6 Graph Editing: Renamed UEdGraphNode::NodeWidget DEPRECATED_NodeWidget to indicate it should not be used in future code since the assumption that at most a single graph editor is viewing a UEdGraph is not valid
(existing uses have been updated to the new name but not refactored yet)

[CL 2606946 by Michael Noland in Main branch]
2015-06-30 22:14:13 -04:00
Michael Schoell
5f3f433198 Can drag and drop pins onto a variety of K2Node_EditablePinBase nodes to add pins to them.
Shifted a lot of pin adding functionality from Blueprint Details customizion to the nodes themselves or BlueprintEditorUtils.

#jira UE-11334 - Dragging a pin to a node that can add pins (function entry/exit, custom events...) should add a pin of the type to the node.

[CL 2497224 by Michael Schoell in Main branch]
2015-03-31 10:32:10 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Thomas Sarkanen
a279557d28 Dont block graph connections in behavior trees, replace existing instead
Reworked connection logic in the behavior tree graph schema.
Found that while the code to check while dragging/hovering was switched when dropping interms of pin direction. This made denying connections in directed graphs (like BTs) problematic. Fixed this by just reversing the pin order on drop, tested in Blueprint & it seems to be working fine.
Also fixed creating graph cycles, which caused a crash.

TTP# 339732 - Editor: Behaviour Tree: Dragging link should replace existing, not be blocked

reviewed by Lukasz.Furman

[CL 2119237 by Thomas Sarkanen in Main branch]
2014-06-27 05:35:20 -04:00
Michael Noland
7500a363d9 Editor: Moved Construct() call outside of FDragConnection onstructor
#codereview nick.darnell

[CL 2109657 by Michael Noland in Main branch]
2014-06-18 15:58:03 -04:00
Michael Noland
6046bb9cc9 Blueprints: Add reroute nodes to help organize wires
- Clean up FDragConnection construction and add a factory function in SGraphPin to extend it for some pins
- Clean up arguments to FOnGetContextMenuFor in SGraphPanel
- Various modifications to SGraphPin to permit implementation of wire knots/reroute nodes
#codereview nick.whiting

[CL 2074801 by Michael Noland in Main branch]
2014-05-15 17:34:14 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00