#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3226413 on 2016/12/07 by Jeff.Farris
Fixed potential crash in USkeletalMeshComponent::InitArticulated().
Change 3226257 on 2016/12/07 by Mike.Beach
Mirroring CL 3219381 from Dev-Blueprints
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3226147 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into odin
Change 3225906 on 2016/12/07 by Jeff.Farris
Merge-copied 3216144 from Dev-Framework to Odin (Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.)
Change 3225097 on 2016/12/07 by Zak.Middleton
#odin-ue4 - Fix GameEngine.cpp compile error (FMessageDialog not declared).
Change 3225050 on 2016/12/07 by Jeff.Farris
Added forward declaration to IOculusRiftPlugin.h to fix compile error in Test builds.
Change 3224757 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
Change 3224451 on 2016/12/06 by Max.Chen
Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.
Copy from Dev-Sequencer
#jira UE-39419
Change 3223856 on 2016/12/06 by Guillaume.Abadie
Fixes merge collision of Base Pass's selective outputs and MSAA alpha to coverage
Change 3223673 on 2016/12/06 by Zak.Middleton
#odin-ue4 - Fixed crash when opening data table assets and working with some types of nodes in the graph editor.
Merged fixes from Dev-Editor: CL 3156326, 3172078, 3187276, 3210983.
Change 3223381 on 2016/12/06 by Nick.Whiting
Merging using UE4_MAIN_to_ODIN @ CL 3221533
Change 3223325 on 2016/12/06 by Alex.Delesky
Plugin wizard definition for creating Odin game mods. Currently this just creates an empty Content Only plugin.
This also enables the mod creation window to be shown on editor startup (can be toggled off) or invoked via a toolbar button.
Change 3221825 on 2016/12/05 by Nick.Whiting
Updating VCToolChain.cs file, which was skipped in last integration
Change 3221793 on 2016/12/05 by Zak.Middleton
#odin - Back out changelist 3218159. Going to move to trace by profile in the future instead.
Change 3219668 on 2016/12/02 by Alex.Delesky
Partially duplicating CL 3185126 into Odin:
-Fixes an issue where adding a new plugin could unnecesarily added to the additional plugin directory, which can cause build failures.
Change 3219558 on 2016/12/02 by Zak.Middleton
#odin - Fix adapative pixel density crash (again). INI settings are dumb and locally saved INIs ignore the change to the base I pushed yesterday, so pushing a code fix instead. Wrapped in "DO NOT MERGE" since this crash is fixed in Dev-VR.
Change 3218953 on 2016/12/02 by Alex.Delesky
Back out changelist 3216159 - Reintroducing Plugin Wizard Definition for defining New Plugin Wizard functionality
Change 3218822 on 2016/12/02 by Matthew.Griffin
Remove modding from folder paths
Add logging for delete task
Delete more temp files from Copy and DDC process
Change 3218410 on 2016/12/01 by Zak.Middleton
#ue4-odin - Fix crash when unloading levels or exiting the editor when objects placed in levels had a MID set in construction scripts.
CLs from Dev-Editor: 3203739, 3205814
Change 3218277 on 2016/12/01 by Zak.Middleton
#ue4-odin - Fixed crash when opening data table assets.
Merged small fixes from Dev-Editor: CL 3156326, 3172078, 3187276.
#jira ODIN-2096
Change 3218178 on 2016/12/01 by Jeff.Farris
Fix for bad merge in InheritableComponentHandler (discovered via shadow var warning)
Change 3218159 on 2016/12/01 by Zak.Middleton
#ue4-odin - Wrap blueprint trace functions using trace channels to a generic helper that uses any collision channel. Before we decide whether to expose object channel or general collision channel functions to blueprints, this allows games to at least build off the general functions.
Change 3216502 on 2016/11/30 by Nick.Whiting
Missed files from merge
Change 3216490 on 2016/11/30 by Nick.Whiting
Merge Main -> Odin, up to CL 3202946
Change 3216159 on 2016/11/30 by Zak.Middleton
#odin - Back out changelist 3216005
Change 3216005 on 2016/11/30 by Alex.Delesky
Adding the IPluginWizardDefinition interface, which is used to determine the functionality of the new plugin wizard along with what kind of plugins can actually be created. This can be used to change the behavior of the plugin wizard to create new game mods.
Change 3215329 on 2016/11/30 by Jeff.Farris
Re-expose collision settings on EQSTestingPawn so users can make the test pawn agent dimensions match the pawn they are trying to simulate.
Change 3213875 on 2016/11/29 by Jeff.Farris
Turned off collision on EQSRenderingComponent for EQSTestingPawns. Fixes issue with bogus agent dimensions.
Change 3213027 on 2016/11/29 by Matthew.Griffin
Added Modding Build steps to copy everything needed for an installed editor build
Added BuildCommand to run GenerateDistillFileSetsCommandlet and copy the resulting file list to another location
Fix for APEX .pdb paths
Change 3206638 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class
Change 3206175 on 2016/11/21 by Nick.Atamas
#umg exposed support for explicit wrap width in WrapBox.
Change 3204658 on 2016/11/18 by Alan.Villani
#odin Wiring up new intro cinematic to game flow.
Change 3201200 on 2016/11/16 by Alan.Villani
#odin Spectator/Leaderboards: Added console var vr.bAllowSpectatorTexture to enable/disable the display of the spectator texture. Also enabling spectator panel and leaderboards with this change.
Change 3201064 on 2016/11/16 by Wyeth.Johnson
Support new billboards
Change 3199357 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Removing logging now that problem has been fixed.
Change 3199302 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Skip reinit if not a successful init in ovr_ResetInitAndContext(). Also added logging to shutdown.
Change 3198947 on 2016/11/15 by Alan.Villani
#odin Spectator/Leaderboards: Reinstating CL 3197812 with fix to make InitWithWindowsPlatform() return warnings instead of errors.
Change 3198803 on 2016/11/15 by Jeff.Farris
Copied CL 3198691 frojm Dev-Sequencer (Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.)
Change 3198525 on 2016/11/15 by Alan.Villani
#odin ODIN-1758. Spectator/Leaderboards: Back out changelist 3197812. This change was causing the automated packaged build to fail. Since the root cause hasn't been found, reverting the change.
Change 3197909 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Fix for linking issue with Odin Monolithics build.
Change 3197812 on 2016/11/14 by Alan.Villani
#odin Spectator and leaderboard code support:
Support for enhanced oculus leaderboard functionality. Player's score is uploaded on FinishLevel(). Added delegate function to allow Rift render code to render an additional passed in texture - this is used to display spectator information in the mirrored window. GetMissionRowName() can now return the row name for the intro mission.
This is only code support. Blueprint support to follow.
Change 3196940 on 2016/11/14 by Nick.Whiting
Fix for include path
Change 3196897 on 2016/11/14 by Nick.Whiting
Integrating IKinema plugin. Note that there are some deprecation warnings that have not been fixed up because of the refactoring. We're going to avoid fixing that up for now, because it's a large refactor, and the plugin is only needed for this week.
Change 3194897 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) -- Downgrade warning log spam when sweeping skeletal mesh components.
Change 3194799 on 2016/11/11 by Nick.Atamas
Added better normals for curved WidgetComponent.
Change 3194697 on 2016/11/11 by Chris.Bunner
Duplicated CL 3194665 from Dev-Rendering: Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194383 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) - Avoid calling ComponentOverlapComponent() when handling overlap checks if either component is a SkeletalMeshComponent. That function returns false for those, however a normal global overlap check would return a valid result.
Also elevated warnings (from log) when trying to use above function with SkeletalMeshComponents.
Change 3194380 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) - UPrimitiveComponent::GetCollisionEnabled() checks the owner Actor enable collision setting. Handles cases where the BodyInstance doesn't have physics state.
Also merge CL 3136709 to fix overlap events spam.
Change 3192616 on 2016/11/09 by Zak.Middleton
#odin - Jump arcs only draw in editor if Navigation is shown, or when selected in editor.
Change 3192310 on 2016/11/09 by Daniel.Wright
[Copy] Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3191042 on 2016/11/08 by Nick.Atamas
#slate/umg
Added SetIsExapanded_Animated() method to SExpandableArea.
Added anim length to ExpandableArea's widget style.
Change 3190411 on 2016/11/08 by Guillaume.Abadie
Adds some randomness in particul collisions.
Change 3186455 on 2016/11/03 by Stanley.Hayes
Fixed Tangents the mesh generation of Widget Component, now works with Bump Offset! -- The Impl for non-planar widgets is wrong but works as a temp fix
Change 3186335 on 2016/11/03 by Alan.Villani
#odin Oculus Input:
Fix for haptic feedback not processing unless both touch controllers are active.
Change 3184215 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3182542 on 2016/11/01 by Nick.Atamas
Applied feedback after code review:
- Fixed bug with incorrectly assigned LocalHitLocation
- PerformTrace is now const
- Clarified comments.
Potentially fixed jira ODIN-1590, pending verification.
Change 3181845 on 2016/11/01 by Nick.Atamas
Details panel filters now show a distinct visual state (yellow highlight) when a filter is active.
https://jira.it.epicgames.net/browse/UE-11088
Change 3179037 on 2016/10/28 by Zak.Middleton
#ue4 - (Odin) - Avoid crash in PropertyChangeListener when WeakObjectPtr goes null. Prevent passing null objects in array to delegates that don't null check the elements. Repro steps still unclear, adding ensure() to catch it for more info.
Change 3177127 on 2016/10/27 by Alan.Villani
#odin Menu Shell:
Put in cvar to allow disabling of haptics.
Change 3174582 on 2016/10/26 by Zak.Middleton
#ue4 - Changed Actor::GetForwardVector, GetUpVector, and GetRightVector to just wrap to the FQuat functions. These use inline constants rather than a memory fetch to the static FVector::ForwardVector etc, so the multiplies are better optimized in-place by the compiler (ie with constant folding).
Change 3174401 on 2016/10/25 by Maciej.Mroz
In nativized code Nullptr is always casted to UObject type.
#jira ODIN-1560
Change 3173310 on 2016/10/25 by Guillaume.Abadie
Fix a bug in the forward shading particule collision hack using ddx/ddy to compute the normal and implement an accurate way of compute the normal requiering two addtional scene depth buffer fetches for neighboorhing pixels and use it as default.
Change 3172997 on 2016/10/24 by Nick.Atamas
Cylindrical Widget - First Pass Support.
Change 3172707 on 2016/10/24 by Nick.Whiting
Integrating fix for haptic effects with sound waves crashing when no sound wave is loaded.
Change 3172167 on 2016/10/24 by Jeff.Farris
Merged 3120587 from Dev-Sequencer to Odin (Fbx Export: Fix double transforms on an exported mesh.)
Change 3170221 on 2016/10/21 by Zak.Middleton
#ue4 - Fix projectiles and characters not moving at all when frame delta time is very low (time dilation is very low, framerate is very high, or a combination of both).
Change 3170036 on 2016/10/20 by Zak.Middleton
#ue4 - Make Ragdoll collision profile ignore Visibility channel (to match CharacterMesh collision profile).
Change 3169728 on 2016/10/20 by Zak.Middleton
#ue4 - Fix comment.
Change 3169727 on 2016/10/20 by Zak.Middleton
#ue4 - Fix spacing/indentation.
Change 3169277 on 2016/10/20 by Zak.Middleton
#ue4 - Lower default simulations per second in PredictProjectilePath. Now that it is more accurate (after CL 3124174), this will still maintain quality with better performance.
Change 3169272 on 2016/10/20 by Zak.Middleton
#ue4 - Change some array Reset() calls back to Empty(), since blueprints typically keep these arrays around forever and we don't want them to stay large.
Change 3168157 on 2016/10/19 by Jeff.Farris
Merging 3168079 from Dev-Framework to Odin (Fix timing issue that causes snapshotpose to t-pose.)
Change 3167894 on 2016/10/19 by Chris.Bunner
Updated tooltip comment.
Change 3167569 on 2016/10/19 by Jeff.Farris
#engine Fixed issue with cine camera component where blueprint-accessible FOV data could be incorrect in some circumstances
Change 3166950 on 2016/10/18 by Zak.Middleton
#ue4 - Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
Change 3166807 on 2016/10/18 by Zak.Middleton
#ue4 - Make all GameplayStatics functions take const WorldContextObjects, so they are more usable from C++.
Change 3166540 on 2016/10/18 by Jeff.Farris
Merging 3164818 from Dev-Framework to Odin (Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.)
Change 3166323 on 2016/10/18 by Jeff.Farris
#engine Fixed issue where Navlink smartlinks wouldn't respect the Direction property proprely.
Change 3163415 on 2016/10/14 by Chris.Bunner
Allow surface actor particles to inherit UV coordinates through the dynamic parameter struct.
Change 3162716 on 2016/10/13 by Jeff.Farris
#engine Made UPathFollowingComponent::HasReachedCurrentTarget() virtual
Change 3161602 on 2016/10/13 by Jeff.Farris
#engine removed a comment I left in
Change 3161037 on 2016/10/12 by Alan.Villani
#odin Loading Screens:
Modified AsyncLoadingSplash to use platform specific max layer number.
Change 3160690 on 2016/10/12 by Jeff.Farris
#engine Added PathFollowingComponent::bIsDecelerating to know when AI is in its "decelerate at the end of the path" state
Change 3160686 on 2016/10/12 by Jeff.Farris
#engine Fixed comment on NavMovementComponent::bUseAccelerationForPaths
Change 3160200 on 2016/10/12 by Zak.Middleton
#odin - Added Odin versions of Sphere, Capsule, Box trace functions taking any trace channel.
Change 3156847 on 2016/10/10 by Maciej.Mroz
#jira ODIN-1345
In nativized code, value of output array parameter is reset before the funtion, that will fill the parameter, is called. The same mechanism is already used by bytecode comiler.
Change 3155495 on 2016/10/07 by Zak.Middleton
#ue4 - RootComponent fixup in AActor::PostLoadSubojects should handle constructors that also try to fix up the old root component on their own.
Additionally we should attach the old root component to the new one, otherwise it has no parent.
Change 3154962 on 2016/10/07 by Chris.Bunner
Duplicating CL 3148934, 3148994 from Dev-Rendering - Added pre-skinned local position material graph node, vertex shader only.
Change 3154255 on 2016/10/06 by Zak.Middleton
#ue4 - Add AIController to the delegate for move completion for blueprint "AI Move To Location or Actor" nodes, so you can know which AI finishes the move.
Change 3154217 on 2016/10/06 by Mike.Beach
Backing out changelist 3146883, as it was causing properties to clear on load (in Gun_Shotgun/BP_RightHand).
Change 3154199 on 2016/10/06 by Zak.Middleton
#ue4 - Inline a few simple functions in UKismetSystemLibrary for performance in nativized builds.
Change 3153427 on 2016/10/06 by Jeff.Farris
Updated Oculus AppID to the full game ID
Change 3148205 on 2016/10/02 by Zak.Middleton
#ue4 - Perf: Add simple path for UPrimitiveComponent::UpdatePhysicsVolume() when there are no physics volumes placed in a level. Avoid checking overlapping components for any volumes at all.
Change 3148089 on 2016/10/01 by Phillip.Kavan
Merging in CLs 3148022 and 3148033 from //UE4/Dev-Blueprints/...
Note: These were dependent on the following additional CLs, which have also been merged in:
=> 3081010,3116021,3123581,3131318,3132348,3133072,3133817,3137800,3137851
Change 3148054 on 2016/10/01 by Nick.Whiting
Adding much smaller footprint entitlement check
Change 3147910 on 2016/10/01 by Nick.Whiting
Back out changelist 3147807
Change 3147909 on 2016/10/01 by Nick.Whiting
Back out changelist 3147787
Change 3147810 on 2016/09/30 by Zak.Middleton
#odin - Fix "Delay" nodes in macros not working correctly. This made simultaneous instances of our "UndilatedDelay" and "0-1 Lerp" macros incorrect.
(Mirror CL 3119502 from Dev-Blueprints)
Change 3147807 on 2016/09/30 by Nick.Whiting
Blueprint cyclic dependency fixes, submitted on behalf of DanO.
Change 3147787 on 2016/09/30 by Nick.Whiting
Adding Oculus Entitlement check for Odin
Change 3147732 on 2016/09/30 by Daniel.Wright
From Guillaume: Skip ClearStencilFromBasePass by using a single bit of stencil as a sandbox bit. This requires all passes that use stencil to setup a proper read / write mask, as other stencil bits will be non-zero. Saves .14ms
Change 3147285 on 2016/09/30 by Dan.Oconnor
Back out changelist 3147258
Introduced "Detaching from existing linker" crash
Change 3147258 on 2016/09/30 by Dan.Oconnor
Making sure we defer objects that have unserialized archetypes
Change 3146985 on 2016/09/30 by Daniel.Wright
Skip Prepass ResolveSceneDepthTexture if there's no way decals or shadows will use it, since there's another resolve after the base pass. Saves .1ms in the planar reflection pass.
Change 3146883 on 2016/09/30 by Dan.Oconnor
Fix for component data getting lost on load. Two primary causes:
1. Loading component, then loading its template and reinitializing it from parent
2. Discarding inheritable component handler on load because it 'matched' the unloaded super (or it was unloaded and matched a loaded super, or both of them weren't yet loaded and they matched)
Change 3145504 on 2016/09/29 by Daniel.Wright
Capsule indirect shadows are now affected by DynamicShadows showflag
Change 3145416 on 2016/09/29 by Wyeth.Johnson
optimized vector to radial value to use atan2fast. Small polish to weapon available indicators, slightly smaller, radial res in, get brighter right before pickup to match the glow transition
Change 3144359 on 2016/09/28 by Zak.Middleton
#ue4 - Add IsPointInBox() and IsPointInBoxWithTransform() to KismetMathLibrary.
Change 3144302 on 2016/09/28 by Daniel.Wright
New SceneCapture functions for managing the ShowOnly list: RemoveShowOnlyComponent, RemoveShowOnlyActorComponents, ClearShowOnlyComponents
Change 3144210 on 2016/09/28 by Daniel.Wright
Manual copy - Shadow stencil optimisation from Ben Woodhouse with cvar (enabled by default). Saves .2ms in Odin.
Change 3144208 on 2016/09/28 by Daniel.Wright
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
Change 3143778 on 2016/09/28 by Ryan.Vance
Disabling motion blur scale behavior. We want the motion blur scale to be consistent regardless of time dilation.
Cleaning up the velocity bias change made yesterday for odin, need to ensure it doesn't make it back to main as it will break TAA.
Change 3143728 on 2016/09/28 by Jeff.Farris
Made AIController::MoveTo virtual
Change 3142740 on 2016/09/27 by Nick.Whiting
Fix for dynamic object velocity rendering not working. MSAA was breaking it, needed to add a bias in the VelocityShader in order to pass depth tests
Change 3142665 on 2016/09/27 by Ryan.Vance
Fixing incorrect uniform/buffer references for passes that aren't drawn with ISR when ISR is turned when using forward.
Change 3142488 on 2016/09/27 by Zak.Middleton
#ue4 - Expose Character::MovementModeChangedDelegate to blueprints. Fix category on OnReachedJumpApex event.
Change 3142360 on 2016/09/27 by Frank.Fella
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Change 3142204 on 2016/09/27 by Zak.Middleton
#odin - Nav jump links update their nav data in realtime as the start and end points are moved. Still need to color the predicted path based on the nav data.
Change 3141695 on 2016/09/27 by Guillaume.Abadie
Fixes depth buffer collision on GPU particle in the forward render by computing the world normal using a cross(ddx(), ddy()) of the world position.
#review-3141656 @ben.woodhouse
Change 3141013 on 2016/09/27 by Zak.Middleton
#ue4 - NavLinkProxy properly calls SetNavigationRelevancy() when created in the editor. Fixes the need to uncheck/recheck bSmartLinkIsRelevant.
Change 3140878 on 2016/09/26 by Zak.Middleton
#ue4 - Add MarkRenderStateDirty() to UNavLinkCustomComponent::SetLinkData(), so visualizers update asap after link data changes.
Change 3140863 on 2016/09/26 by Nick.Whiting
Adding in vr.MonoCapture, which disables the right eye for capturing in order to give a performance boost
Change 3140790 on 2016/09/26 by Zak.Middleton
#ue4 - Make LineBatchComponent's FLineBatcherSceneProxy::GetViewRelevance() respect show flags (such as hidden in game).
Change 3140175 on 2016/09/26 by Dan.Oconnor
Mirror of 3140143
#jira UE-36395
Change 3139622 on 2016/09/26 by Maciej.Mroz
Fixed const local variables in Nativized code
Change 3139257 on 2016/09/24 by Jeff.Farris
Added GetGrabbedComponent() to UPhysicsHandleComponent.
Change 3139050 on 2016/09/23 by Nick.Whiting
Support for trailer capturing, as well as gamepad controls for adjustment
Change 3138644 on 2016/09/23 by Zak.Middleton
#ue4 - Added FPredictProjectilePathPointData::Reset(). Presize path points array in UGameplayStatics::PredictProjectilePath().
Change 3138521 on 2016/09/23 by Ryan.Vance
#jira UE-36114
We need to bind the right eye's forward lighting state when ISR is enabled and branch depending on which eye instance we're drawing.
Added a copy of FForwardGlobalLightData, NumCulledLightsGrid CulledLightDataGrid, and ForwardLocalLightBuffer for the right eye and set them when drawing with ISR
Moved ForwardLightingResources from FViewInfo up to FSceneView for access
Removed USE_CULLED_LOCAL_LIGHTS as it wasn't being used and complicated the shader refactor
TODO: This can be greatly simplified by generating the FForwardGlobalLightData uniform assignment shader code similar to how I'm handling the view uniforms. To clean up the branching for the grid buffers we should write both eyes into a single buffer and just use an offset.
Change 3138178 on 2016/09/23 by Zak.Middleton
#ue4 - Add FVector::DistXY() and Dist2D() (as an alias). Add FVector::Distance() as an alias for Dist(), and FVector::DistSquared2D() as an alias for DistSquaredXY(). Fixed comment in FVector2D::Distance() saying it was the squared distance.
- This is more in line with the Size2D(), SizeSquared2D(), GetSafeNormal2D() naming, but maintains backwards compat for a large amount of code.
Change 3138162 on 2016/09/23 by Lukasz.Furman
fixed navmesh crash on attempt to regenerate an empty tile layer
Change 3137578 on 2016/09/23 by Maciej.Mroz
#jira ODIN-1017 [Nativization] Crash while loading Hub_env level
Ensured, that CreateExport (and fully construction) is called for loaded DynamicClass.
Change 3136774 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
#jira ODIN-1013
Change 3136491 on 2016/09/22 by Jeff.Farris
Removed an unnnecessary ensure in ApplyPhysicalAnimationProfileBelow.
Change 3136412 on 2016/09/22 by Zak.Middleton
#ue4 - Inlined more functions in KismetMathLibrary that used error reporting (eg divide by zero errors). Moved the actual error reporting to the cpp so the inline overhead and compilation overhead is negligible.
Change 3136288 on 2016/09/22 by Zak.Middleton
#ue4 - Inline KismetMathLibrary functions where appropriate. Improves performance in nativized builds where the calls were not inlined even for the most simple functions (like "Not Bool", "Add Ints").
Change 3136162 on 2016/09/22 by Ben.Marsh
Merge CL 3136158 to fix issues generating project files with Visual Studio Express.
Change 3135403 on 2016/09/22 by Jeff.Farris
GameplayStatics::ApplyPointDamage and ApplyDamage now return the actual damage that was applied
Change 3135052 on 2016/09/21 by Zak.Middleton
#ue4 - Add new GameplayStatics::PredictProjectilePath functions with added functionality.
- Option to trace for collision by trace channel, object type, or both.
- Added versions that take input and output struct parameters.
- Output now includes location, velocity, and time for each point on the path.
Change 3134757 on 2016/09/21 by Guillaume.Abadie
Removes all resolve operations from distortion pass and support MSAA for the forward shader.
#review-3134758 @daniel.wright
Change 3134635 on 2016/09/21 by Jeff.Farris
Merged from Dev-Physics-Upgrade to Odin. This is the upgrade to PhysX 3.4.
Change 3134101 on 2016/09/21 by David.Hill
Post process CombineLUT shouldn't be per eye.
Also disable weighted-average post process passes for bloom when filter size is set to zero.
#review-3134102 @chris.bunner
Change 3133191 on 2016/09/20 by Guillaume.Abadie
Normalizes material's Opacity Mask according to Opacity Mask Clip Value.
Change 3133082 on 2016/09/20 by Brian.Karis
Static light source shapes in reflection captures will fade out when outside influence instead of going black.
Change 3132936 on 2016/09/20 by Jeff.Farris
Fixed some engine issues with setting mass overrides.
Change 3132821 on 2016/09/20 by Guillaume.Abadie
Adds support for MSAA on masked material using shader implemented alpha to coverage.
#review-3130154 @daniel.wright
Change 3132522 on 2016/09/20 by Zak.Middleton
#ue4 - Cache conversion of WalkableSlopeAngle to the cosine value in FWalkableSlopeOverride struct, when used in the override modes. Avoids computing this conversion (potentially multiple times per frame) for every character movement move and floor test.
Change 3130457 on 2016/09/19 by Daniel.Wright
Reuse ESceneColorFormatType::HighEndWithAlpha if the format allows it - prevents two scene color textures being allocated with planar reflections with r.SceneColorFormat=4
Change 3129467 on 2016/09/16 by Zak.Middleton
#ue4 - Improve Accuracy of final point in UGameplayStatics::PredictProjectilePath() to respect MaxSimTime. Previously the sim could have exceeded the max time if (MaxSimTime / SimFrequency) had a fractional part.
Change 3129327 on 2016/09/16 by Daniel.Wright
Added r.NormalCurvatureToRoughnessExponent for tweaking
NormalCurvatureToRoughness is now applied to clearcoat roughness
Change 3129324 on 2016/09/16 by Daniel.Wright
Added r.TemporalAACurrentFrameWeight for debugging
Change 3128812 on 2016/09/16 by Daniel.Wright
Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Change 3128811 on 2016/09/16 by Daniel.Wright
Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
Change 3126195 on 2016/09/15 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Manually merged cl#3124667 from Dev-Blueprints
Change 3126108 on 2016/09/14 by Nick.Whiting
Added GetLaunchOption blueprint node to check if command line arguments are set
Added -demo path for Odin, which disables pause, and changes opening flow
Change 3125819 on 2016/09/14 by Zak.Middleton
#ue4 - Add option for accurate bounds for LineBatchComponent, on by default. Corrects attempts to focus on actors using them causing the view to zoom out to HALF_WORLD_MAX.
Turned this off for world debug line visualizers, to avoid affecting perf for those (and they often have lines/points all over anyway).
Change 3125686 on 2016/09/14 by Zabir.Hoque
Slimed down when and where we resolve RT particularly for forward rendering.
Change 3124174 on 2016/09/13 by Zak.Middleton
#ue4 - Improved accuracy and performance of PredictProjectilePath(). Switched to semi-implicit Euler integration. Fixed not being able to pass in const WorldContextObjects (only an issue when used from code, BP didn't care).
Change 3124121 on 2016/09/13 by Zak.Middleton
#odin - Integrate CL 3122728 from Dev-Editor:
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
Change 3124116 on 2016/09/13 by Zak.Middleton
#odin - Back out revision 3 from //Odin/Main/Engine/Source/Runtime/UMG/Private/Components/WidgetInteractionComponent.cpp
Change 3123485 on 2016/09/13 by Stanley.Hayes
Added optional trace channels to WidgetInterationComponent
Change 3123301 on 2016/09/13 by Zak.Middleton
#ue4 - Added ENGINE_API to some functions in ULineBatchComponent that were not exported: DrawLines, DrawLine, DrawPoint, DrawSolidBox, DrawMesh.
Change 3122632 on 2016/09/13 by Maciej.Mroz
Improved ReverseForEachLoop macro in StandardMacros
Change 3122351 on 2016/09/12 by Nick.Whiting
Adding 90fps tracking to the FPS summary chart creation
Change 3122325 on 2016/09/12 by Wyeth.Johnson
Needed a 5 minute breather. Updated Editor splash screen because reasons
Change 3121869 on 2016/09/12 by Zak.Middleton
#ue4 - (Merge to Odin) Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
(Integrate Framework->Odin)
Change 3121407 on 2016/09/12 by Wyeth.Johnson
Fixed shopfront for Oz, big bot WIP
Change 3121253 on 2016/09/12 by Zak.Middleton
#ue4 - Fix CharacterMovement braking when using acceleration for paths.
- Fixed pathfinding using friction in GetPathFollowingBrakingDistance() and using wrong formula for stopping distance. Pathfinding adjusts analog input to achieve this deceleration, so friction is never applied and should not be included here.
- Added virtual "GetMaxBrakingDeceleration()" function to CharacterMovementComponent. Returns deceleration value set for current movement mode (ie BrakingDecelerationWalking, BrakingDecelerationFlying, etc).
Change 3121231 on 2016/09/12 by Wyeth.Johnson
Fixed procedural Stuff, now to fix aliasing :)
[CL 3226598 by Nick Whiting in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3212485 on 2016/11/28 by Dmitry.Rekman
Update libwebsockets to use -fPIC.
Change 3212280 on 2016/11/28 by Guillaume.Abadie
Fixes static lighting regression caused by selective outputs fix.
Change 3211095 on 2016/11/28 by Ian.Fox
#UE4 - Add nullptr check to cookonthefly server ini check
Change 3211042 on 2016/11/28 by Bob.Tellez
#UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered
Change 3209336 on 2016/11/23 by Rob.Cannaday
Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded
Move the cancel call to the PreUnload step
#jira FORT-33515
Change 3208350 on 2016/11/22 by Jeff.Campeau
Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior)
Always open a virtual keyboard when the facebutton bottom is pressed on an active text field
Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false
#jira FORT-30722
Change 3207430 on 2016/11/22 by James.Hopkin
#fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles.
Change 3207422 on 2016/11/22 by Ben.Woodhouse
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3206301 on 2016/11/21 by Ben.Woodhouse
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3206144 on 2016/11/21 by Lukasz.Furman
improved path following sticking to tether bounds
#jira FORT-32097
Change 3206142 on 2016/11/21 by Lukasz.Furman
added post processing to navigation filters for making filter-bound paths (feedback iteration)
#fortnite
Change 3206053 on 2016/11/21 by Lukasz.Furman
added post processing to navigation filters for making filter-bound paths
#fortnite
Change 3205790 on 2016/11/21 by Lukasz.Furman
pass on flow field usage by EQS
Change 3205764 on 2016/11/21 by Lukasz.Furman
seeding AIModule's random stream from world manager, using random stream in EQS
#fortnite
Change 3205763 on 2016/11/21 by Lukasz.Furman
added random stream to AIModule
copy of CL# 3150031
Change 3205162 on 2016/11/19 by James.Hopkin
Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors.
Change 3205124 on 2016/11/19 by James.Hopkin
Enabled websockets and Stomp for Linux
Change 3205121 on 2016/11/19 by James.Hopkin
From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux
#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez
Change 3205119 on 2016/11/19 by James.Hopkin
Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu
#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez
Change 3204994 on 2016/11/18 by Billy.Bramer
- Sort the function results that show up in the blueprint "Copy signature from:" combo box
Change 3203688 on 2016/11/18 by James.Hopkin
#stomp Lower-cased FName strings before encoding to prevent random case at runtime.
Change 3201533 on 2016/11/16 by Mark.Satterthwaite
More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC:
- Better handling of parallel context creation & pooling in MetalRHI.
- Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer.
- Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls.
#jira FORT-32706
Change 3201077 on 2016/11/16 by Mark.Satterthwaite
Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use.
#jira FORT-32706
Change 3200269 on 2016/11/16 by John.Abercrombie
Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public
- Removed unnecessary code duplication in FortIndicator as a result
Change 3198230 on 2016/11/15 by James.Hopkin
#stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute.
Change 3197273 on 2016/11/14 by Mark.Satterthwaite
Fix Metal related memory leaks.
#jira FORT-32706
Change 3196974 on 2016/11/14 by Lukasz.Furman
increased distance to focal point for path following
copy of CL# 3196971
#jira FORT-32048
Change 3196885 on 2016/11/14 by John.Pollard
FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant
Change 3196772 on 2016/11/14 by John.Pollard
Speculative fix for assert when shutting down replicators
Change 3196617 on 2016/11/14 by Lukasz.Furman
improved readability of EQS results in gameplay debugger's table view
#fortnite
Change 3195394 on 2016/11/11 by John.Pollard
UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy
Change 3195272 on 2016/11/11 by Bob.Tellez
#Fortnite Fix warning output in UDataTable for missing row
Change 3195152 on 2016/11/11 by Lukasz.Furman
fixed target selection in gameplay debugger's spectator
#fortnite
Change 3195071 on 2016/11/11 by Lukasz.Furman
pass on EQS category of gameplay debugger
#fortnite
Change 3194111 on 2016/11/10 by Bob.Tellez
#UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename.
Change 3193547 on 2016/11/10 by Bob.Tellez
#UE4 LODGroup is now AssetRegistrySearchable
Change 3193545 on 2016/11/10 by Bob.Tellez
#UE4 Allow setting the default LODGroup when importing a mesh
Change 3193541 on 2016/11/10 by Bob.Tellez
#UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1
Change 3192035 on 2016/11/09 by Saad.Nader
#engine Updated Migration of properties to handle static arrays properly from previous check-in.
Change 3191062 on 2016/11/08 by Saul.Abreu
Added accessor for all items in list views.
Change 3190998 on 2016/11/08 by Chris.Gagnon
Partially fixes a problem with the scale bax ignore inherited scale isn't working properly.
There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain.
This portion will be handled by the tools team.
Change 3190812 on 2016/11/08 by Lukasz.Furman
fixed crash on path string pulling when path corridor is empty
#jira FORT-32811
Change 3190800 on 2016/11/08 by Saad.Nader
#engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value.
Change 3189573 on 2016/11/07 by Bob.Tellez
#UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component.
Change 3189268 on 2016/11/07 by Michael.Trepka
Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged
Change 3189179 on 2016/11/07 by Michael.Trepka
Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen
Change 3189154 on 2016/11/07 by Lukasz.Furman
added unbound exploration mode to A* solver
#ue4
Change 3189072 on 2016/11/07 by Saad.Nader
#commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style.
Change 3188769 on 2016/11/07 by Guillaume.Abadie
Fixes r.SelectiveBasePassOutput and use it in Fortnite.
This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color.
Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color.
#review-3187180 @brian.karis
Change 3187864 on 2016/11/04 by Bob.Tellez
#UE4 Better handling for setting return values in error cases where a function cannot be executed.
Change 3187815 on 2016/11/04 by Bob.Tellez
#UE4 Fix for SetLODGroup to trim LODs that are not needed.
Change 3187309 on 2016/11/04 by Lukasz.Furman
added projection and pathfinding to navigation graph
#fortnite
Change 3186304 on 2016/11/03 by Saul.Abreu
Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets.
Change 3186301 on 2016/11/03 by Saul.Abreu
Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none).
Change 3185979 on 2016/11/03 by David.Hamm
Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect.
#jira FORT-32141
Change 3185534 on 2016/11/03 by Daniel.Broder
Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much).
#UE4 #NoReleaseNotes
Change 3185386 on 2016/11/03 by Daniel.Broder
"Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true.
#UE4 #ReleaseNoteAbove
Change 3185370 on 2016/11/03 by Mark.Satterthwaite
Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side.
#jira FORT-30180
Change 3185249 on 2016/11/03 by Lukasz.Furman
added caching for neighbor count in template A* solver
#fortnite
Change 3184403 on 2016/11/02 by Daniel.Broder
Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries.
^^ReleaseNoteAbove
Data is automatically converted to the query from the old data format.
Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match.
#UE4 #ReleaseNoteAbove
Change 3184311 on 2016/11/02 by Daniel.Broder
Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly).
Fixed spelling of ReturnValueAddress (from ReturnValueAdress).
#UE #NoReleaseNotes
Change 3183823 on 2016/11/02 by Mark.Satterthwaite
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3183807 on 2016/11/02 by Mark.Satterthwaite
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3183470 on 2016/11/02 by Bob.Tellez
#UE4 Lights with 0 intensity are now removed from the scene
Change 3183230 on 2016/11/02 by Bob.Tellez
#UE4 Console history no longer keeps duplicate entries
Change 3182547 on 2016/11/01 by Bob.Tellez
#UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting.
Change 3182498 on 2016/11/01 by Chris.Gagnon
Added ItemIcon widget and ItemCountTextBlock widget.
EpicCMSScreen derives from COmmonActivatable Panel.
Added CommonUIUtils with function to get a owning userwidget or contexts.
Begining of the new Topbar, and a number of supporting widgets.
Change 3182497 on 2016/11/01 by Chris.Gagnon
Engine:
GameViewportClient now has a global toggle to turn software cursor mapping on and off.
Fortnite:
Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible.
This allows us to hide the cursor without all the baggage and undesired behavior that comes with that.
Change 3181853 on 2016/11/01 by Saad.Nader
#commonui
Added uproperty annotations to prevent garbage collection.
Updated code to cleanup internal caches to happen earlier.
Change 3181782 on 2016/11/01 by Bob.Tellez
#UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene.
Change 3181516 on 2016/11/01 by Saad.Nader
#commonui
Added an action handler interface that I have been wanting for awhile.
Updated action widget to ignore design time changes since it relies on a common ui context instance.
Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should.
Cleanedup up miscellaneous activatable panel internals
Activatable panels can now choose to expose input actions registered to that panel.
Replaced activatable panel reflector with common input reflector
Added a common global input handler that implements the action handler interface
Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions.
Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime.
Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions.
Fixed typos in common ui types.
Updated CommonUITestBed with new changes.
Change 3179753 on 2016/10/31 by Lukasz.Furman
replaced ensure with vlog warning in GameplayTask processing
#jira FORT-32324
Change 3178028 on 2016/10/28 by Lukasz.Furman
attempt to fix rare crash in crowd simulation
#jira FORT-27847
Change 3177966 on 2016/10/28 by James.Hopkin
Removed some redundant text/string copies and conversions in 'Find in Blueprints'
Change 3176795 on 2016/10/27 by Fred.Kimberley
Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values.
#jira FORT-30491
Change 3175818 on 2016/10/26 by Bob.Tellez
#UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null.
Change 3175615 on 2016/10/26 by Michael.Trepka
Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075
Change 3175369 on 2016/10/26 by Saul.Abreu
Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement.
Change 3175233 on 2016/10/26 by Saul.Abreu
#fortnite
Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable.
Change 3174285 on 2016/10/25 by Mark.Satterthwaite
Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures.
#jira FORT-31649
Change 3173872 on 2016/10/25 by Bob.Tellez
#UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains.
Change 3172828 on 2016/10/24 by Saul.Abreu
Added useful contextual information to the message log errors provided when attempting to create widgets but failing.
Change 3172649 on 2016/10/24 by Michael.Trepka
Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread
#jira FORT-30177
Change 3172568 on 2016/10/24 by Saad.Nader
#commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed.
Change 3172341 on 2016/10/24 by Mark.Satterthwaite
Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client...
#jira FORT-31526
Change 3172304 on 2016/10/24 by James.Longstreet
#fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete.
Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings.
Default to TextChanged in Fortnite.
Change 3171630 on 2016/10/24 by Saul.Abreu
#fortnite
Added API export to Common List View.
Added support to Common List View for changing selection modes.
Added delegate to Common List View to support hook-ups on creation of new list item widgets.
Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button.
Change 3171474 on 2016/10/22 by Saul.Abreu
#fortnite
New numeric text block.
Change 3171463 on 2016/10/22 by Saad.Nader
#commonui
Added the common action widget which can visualize the input of an activatable panel or button.
Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle.
Cleaned up the input manager's handling of pushing and poping activatable panels
Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab.
Updated common ui context to expose API blueprint.
Updated input action data to make better sense in common ui types
Added a viewport client to redirect input for the common ui test bed.
Added a completion delegate for listeners such as a button in a activatable panel reflector widget.
Added test harness for activatable panel, activatable panel reflector, action widget
Change 3170868 on 2016/10/21 by Jeff.Campeau
AutoSDK props included earlier
Change 3170663 on 2016/10/21 by Mark.Satterthwaite
Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache.
#jira FORT-25473
Change 3170020 on 2016/10/20 by Bob.Tellez
#UE4 Render scale was off by one when setting via buckets in the editor widget.
Change 3169764 on 2016/10/20 by Mark.Satterthwaite
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3169631 on 2016/10/20 by Mark.Satterthwaite
Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex.
Change 3169614 on 2016/10/20 by Mark.Satterthwaite
Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant.
#jira FORT-25473
Change 3169163 on 2016/10/20 by Fred.Kimberley
Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors.
Change 3168732 on 2016/10/20 by Saul.Abreu
Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO.
Change 3168713 on 2016/10/20 by Saul.Abreu
Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module.
Change 3168659 on 2016/10/20 by Saul.Abreu
Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class.
Change 3168658 on 2016/10/20 by Saul.Abreu
The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file.
Change 3167632 on 2016/10/19 by John.Pollard
Fix FN replay scrubbing issues
* Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified
* Solution for when net startup actors should be deleted past checkpoints
* Added version support to load older replays that don't save out deleted net startup actors in checkpoints
Change 3166065 on 2016/10/18 by Saad.Nader
#commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console.
Change 3166049 on 2016/10/18 by Lukasz.Furman
added navmesh exploration helpers in FortNavMesh
#fortnite
Change 3165085 on 2016/10/17 by Saad.Nader
#blueprintcontext fixed log output for created blueprint context
Change 3163115 on 2016/10/14 by James.Hopkin
Prevented variable combo box clipping long type names in blueprint details panel
[UE-19710]
Change 3162629 on 2016/10/13 by Saul.Abreu
#fortnite
#jira FORT-31489
Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed.
Change 3162624 on 2016/10/13 by Saul.Abreu
Improved "Create Event" node with text showing the function signature in a friendly manner.
Change 3162114 on 2016/10/13 by Guillaume.Abadie
Implements r.EarlyZPassOnlyMaterialMasking.
Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader.
Change 3161479 on 2016/10/13 by Saad.Nader
#commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked.
Updated Activatable panel to ignore input if it is not activated
Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel.
Change 3161092 on 2016/10/13 by Saul.Abreu
#fortnite
Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary.
Change 3160762 on 2016/10/12 by Billy.Bramer
- Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation
Change 3160736 on 2016/10/12 by Lukasz.Furman
fixed some gameplay debugger's categories not rendering correctly in simulate mode
#fortnite
Change 3160417 on 2016/10/12 by Mark.Satterthwaite
Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently.
#jira FORT-31268
Change 3160314 on 2016/10/12 by Michael.Trepka
Fixed incorrect rect initialization in Mac GetDisplayMetrics
Change 3160309 on 2016/10/12 by Lukasz.Furman
pass on gameplay debugger in Simulate in Editor mode
copy of CL 3160014
#ue4
Change 3159892 on 2016/10/12 by John.Abercrombie
Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing
#ue4
Change 3159630 on 2016/10/12 by Jamie.Dale
Fixed an issue where async and non-async loading could result in the package being given a different name
Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing.
Change 3159249 on 2016/10/11 by Jonathan.Lindquist
fixing a potential uv bug related to their names
Change 3159145 on 2016/10/11 by Lukasz.Furman
fixed behavior tree task restart conditions
#ue4
Change 3158846 on 2016/10/11 by John.Pollard
Add ability to override network async loading for replays
Change 3158551 on 2016/10/11 by Saad.Nader
#commonui remove checks for common tab list widget when set listening for input occurs.
Change 3157727 on 2016/10/10 by Saul.Abreu
#fortnite
Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums.
Change 3157364 on 2016/10/10 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 FORT-31207
Change 3156616 on 2016/10/10 by Lukasz.Furman
added more failsafes to crowd simulation crash
#jira FORT-27847
Change 3155092 on 2016/10/07 by Chris.Gagnon
SlateApplication
- Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply
- Added custom handling support for the navigation responce using the FCustomNavigationHandler
Fortnite
- Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position
- Added the Input mode switching support for gamepad <-> keyboard (Currently disabled)
Change 3154721 on 2016/10/07 by Lukasz.Furman
automation fix for AI tests with multiple spawn sets
copy of CL# 3154035
#jira FORT-31106
Change 3154466 on 2016/10/07 by Saul.Abreu
#fortnite
Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager.
Change 3154349 on 2016/10/06 by Saul.Abreu
#fortnite
Relocate BP context and common UI plugins to Engine (NotForLicensees).
Change 3152396 on 2016/10/05 by Lukasz.Furman
fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator
#ue4
Change 3152390 on 2016/10/05 by Lukasz.Furman
including AgentRadius in area modifier bounds in layer's intersection test
fixes modifier cuts at tile boundary
#jira FORT-31051
Change 3151999 on 2016/10/05 by Lukasz.Furman
added vlogs for applying and removing gameplay effects
#jira FORT-30982
Change 3150947 on 2016/10/04 by Bob.Tellez
#UE4 Fix to find the title.json file in the correct game folder.
Change 3149775 on 2016/10/03 by Bob.Tellez
#UE4 Added property editor code support for doubles.
Change 3148729 on 2016/10/03 by Lukasz.Furman
fixed memory corruption in DemoNetDriver
#fortnite
Change 3146148 on 2016/09/29 by Bob.Tellez
#UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles.
#JIRA FORT-30378
Change 3146016 on 2016/09/29 by Daniel.Broder
Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query".
It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it.
It can be used at initialization time to find a specific subset of actors to act on (for example).
#UE4 #ReleaseNote
Change 3145827 on 2016/09/29 by Lukasz.Furman
added sanity checks to EQS tick
#jira FORT-30755
Change 3145520 on 2016/09/29 by Chad.Garyet
changing notifications to require there be a type to verify the user exists
#jira FORT-30754
Change 3145428 on 2016/09/29 by Bob.Tellez
#UE4 Made plugin loaded log statements verbose.
Change 3145229 on 2016/09/29 by Bob.Tellez
#UE4 Fix for only running the first test on commandline
Change 3142730 on 2016/09/27 by Bob.Tellez
#UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight
Change 3142632 on 2016/09/27 by Saul.Abreu
#fortnite
Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name.
Change 3140907 on 2016/09/26 by Bob.Tellez
#UE4 Allowing movie files to be renamed to match platform requirements
Change 3140399 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
#jira FORT-30439
Change 3138880 on 2016/09/23 by Fred.Kimberley
Added source tag requirements to conditional gameplay effects.
#jira FORT-29772
Change 3138262 on 2016/09/23 by Chad.Garyet
Integrating codesign fix into Fortnite/Main
Change 3137164 on 2016/09/22 by Mark.Satterthwaite
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3136720 on 2016/09/22 by Rob.Cannaday
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira OGS-428
Change 3136391 on 2016/09/22 by Lukasz.Furman
fixed crowd path section switch rejecting navlinks at end of path
#jira FORT-30400, FORT-30402
Change 3136295 on 2016/09/22 by Lukasz.Furman
fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode,
adjusted scoring in navmesh projection - findNearestPoly2D
#jira FORT-30358
Change 3136033 on 2016/09/22 by Mark.Satterthwaite
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3135237 on 2016/09/21 by Mark.Satterthwaite
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3135177 on 2016/09/21 by Rob.Cannaday
Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party
#jira FORT-22575
Change 3135176 on 2016/09/21 by Rob.Cannaday
When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state.
#jira FORT-27737
Change 3135174 on 2016/09/21 by Mark.Satterthwaite
- Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772
Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats.
Definitely fixes:
#jira FORT-29430
Change 3135169 on 2016/09/21 by Mark.Satterthwaite
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3135157 on 2016/09/21 by Mark.Satterthwaite
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3135136 on 2016/09/21 by Bob.Tellez
#UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit.
Change 3135132 on 2016/09/21 by Bob.Tellez
#UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests
Change 3134313 on 2016/09/21 by Lukasz.Furman
attempt to fix crash in navmesh generation
#jira FORT-30340
Change 3134091 on 2016/09/21 by Rob.Cannaday
Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated
#jira OGS-428
Change 3133949 on 2016/09/21 by Lukasz.Furman
crowd agents will use shorter path corridor when one of two last polys are navlink
(corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink)
#jira FORT-29880
Change 3133219 on 2016/09/20 by Lukasz.Furman
fixed broken navlink's "snap to cheapest area" mode
#fortnite
Change 3133087 on 2016/09/20 by Saul.Abreu
Updated comments on FARFilter to more explicitly express interactions between class filtering settings.
Change 3132990 on 2016/09/20 by Saul.Abreu
#fortnite
Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection.
Change 3132627 on 2016/09/20 by Bob.Tellez
#Fortnite Added XLoc language ID for for zh-CN
Change 3132616 on 2016/09/20 by Lukasz.Furman
added tolerance to navmesh project point 2D query
added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on
#jira FORT-29474
Change 3130819 on 2016/09/19 by Ben.Marsh
UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values.
Change 3130639 on 2016/09/19 by Lukasz.Furman
pass on crowd simulation
- husks should move faster through funnels now
- husks can clip each other a bit more often :(
#fortnite
Change 3130625 on 2016/09/19 by Bob.Tellez
#UE4 Added an ensure to further track down invalid usage of playerinput
#JIRA FORT-30183
Change 3128884 on 2016/09/16 by Ben.Salem
Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly.
Change 3128874 on 2016/09/16 by Daniel.Lamb
Testing to see if memory changes have injured fortnite cook times.
Change 3127175 on 2016/09/15 by John.Abercrombie
GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key
- Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution
Clear out the TagToFunctionMap whenever we cleanup a world
Move the TagToFunctionMap into a namespace
#jira FORT-29194 - Crash during Fight the Storm Defense
Change 3126840 on 2016/09/15 by Bob.Tellez
#UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU"
Change 3125944 on 2016/09/14 by Billy.Bramer
- Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text
Change 3125764 on 2016/09/14 by Saul.Abreu
Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic.
Change 3125719 on 2016/09/14 by Bob.Tellez
#UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing)
Change 3125504 on 2016/09/14 by jonathan.lindquist
adding a comment to the exclude wpo offsets input
Change 3124203 on 2016/09/13 by Bob.Tellez
Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now.
Change 3124192 on 2016/09/13 by Tim.Tillotson
Fix bad format string in FLinkerLoad::VerifyImport
Warning:
[2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for
errors: ": Failed import for {ImportClass}".
Change 3124083 on 2016/09/13 by Bob.Tellez
#UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag.
Change 3123783 on 2016/09/13 by Jonathan.Lindquist
Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system.
Change 3122223 on 2016/09/12 by Jonathan.Lindquist
Adding optional uv controls for the texture based animations
Change 3122220 on 2016/09/12 by jonathan.lindquist
adding an optional uv input for the Vertex animation toolset
Change 3122070 on 2016/09/12 by John.Abercrombie
Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner
Made crowd folowing component use the velocity while traversing a link, except if we're falling
AIs will not update their paths while following a nav link
Lowered the step height of all AIs from 90 to 72
#jira FORT-29786 - Husks can move over the balcony wall on floor structures.
Change 3121098 on 2016/09/12 by Chris.Wood
Increased Linux timeout when waiting for CRC to complete.
[UE-30259] - Some server crashes are missing from crashreporter database
#jira UE-30259
Change 3120694 on 2016/09/12 by Saul.Abreu
#fortnite
Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems).
Change 3120686 on 2016/09/11 by Saul.Abreu
#fortnite
Deleting erroneous config files in EpicCMS plugin.
Change 3120659 on 2016/09/11 by Saul.Abreu
Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.)
Change 3120658 on 2016/09/11 by Saul.Abreu
Fixed UMG grid panel to properly set the padding on the slots it creates.
Change 3118466 on 2016/09/08 by Bob.Tellez
#UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior
Change 3118149 on 2016/09/08 by Bob.Tellez
#UE4 Dont cook non-native CDO references that are excluded for your target
Change 3117604 on 2016/09/08 by John.Abercrombie
FortGameModeFTesting no longer spawns a pawn
Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen
Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around
Change 3116964 on 2016/09/07 by Bob.Tellez
#Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4
Change 3116284 on 2016/09/07 by Tim.Tillotson
#fortnite Add support for quest objectives that track player ability activation.
As part of this also:
+Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely.
+Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended.
Some additional improvements thanks to code review feedback from Fred.Kimberley.
After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it.
Change 3116039 on 2016/09/07 by John.Abercrombie
Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs
[CL 3215544 by Bob Tellez in Main branch]
Needed to fix WEX Packaging failure caused by recent integrations to main.
#rb Matthew.Griffin
#lockdown Nick.Penwarden
[CL 3209754 by Richard Fawcett in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3146735 on 2016/09/30 by Ben.Marsh
EC: Add the standard postprocessor onto conform job steps.
Change 3147190 on 2016/09/30 by Ben.Marsh
UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added.
Change 3148611 on 2016/10/03 by Matthew.Griffin
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3149098 on 2016/10/03 by Ben.Marsh
PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson)
Change 3149395 on 2016/10/03 by Ben.Marsh
UBT: Don't execute pre- and post-build steps when generating project files.
Change 3150398 on 2016/10/04 by Ben.Marsh
UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain.
#jira UE-18652
Change 3150569 on 2016/10/04 by Ben.Marsh
UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly.
Change 3150606 on 2016/10/04 by Ben.Marsh
UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it.
Change 3150628 on 2016/10/04 by Ben.Marsh
UBT: Remove .NET framework assembly paths for C++ modules.
Change 3150640 on 2016/10/04 by Ben.Marsh
UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment.
Change 3152101 on 2016/10/05 by Ben.Marsh
UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally.
Change 3153231 on 2016/10/06 by Ben.Marsh
UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging.
Change 3154868 on 2016/10/07 by Richard.Fawcett
Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties
Change 3155017 on 2016/10/07 by Ben.Marsh
Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core.
Change 3156159 on 2016/10/08 by Ben.Marsh
UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows)
* Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header.
* Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler.
* Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings
* Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs
* Enabled shared PCHs for Mac, iOS, Linux.
Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m).
Change 3163040 on 2016/10/14 by Ben.Marsh
UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild).
Change 3165028 on 2016/10/17 by Ben.Marsh
PR #2799: Set Windows exe properties from ini (Contributed by projectgheist)
Change 3165076 on 2016/10/17 by Ben.Marsh
Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op).
Change 3167773 on 2016/10/19 by Ben.Marsh
BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files.
Examples, taken from Engine/Build/Graph/TagsAndFiles.xml:
<!-- Source and destination are treated as directories due to presence of 'Files' attribute -->
<Copy Files="..." From="Engine/Build" To="Output0" />
<!-- Single file -->
<Copy From="Engine/Build/Build.version" To="Output1/Output.version" />
<!-- Output treated as directory -->
<Copy From="Engine/Build/.../*.txt" To="Output2" />
<Copy From="Engine/Build/.../*.txt" To="Output3/" />
<Copy From="Engine/Build/....txt" To="Output4" />
<!-- With rename -->
<Copy From="Engine/Build/....txt" To="Output5/....old" />
<!-- Copy only subdirectories of Engine/Build, but maintain directory structure -->
<Copy From="Engine/Build/*/....txt" To="Output6/" />
<!-- Match bat*/.../*.txt -->
<Copy From="Engine/Build/bat...txt" To="Output7" />
<!-- Copy only PS4 subfolders -->
<Copy From="Engine/Build/.../ps4/..." To="Output8" />
Change 3167852 on 2016/10/19 by Ben.Marsh
BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task.
Change 3168034 on 2016/10/19 by Ben.Marsh
BuildGraph: Add support for multi-line properties, declared inside a <Property> tag.
Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value:
<Property Name="Prop1" Value="One;Two;Three;One hundred"/>
<Property Name="Prop2">
<!-- Some numbers -->
One
Two
Three
<!-- Values are delimited by newlines; spaces within a line are preserved -->
One hundred
</Property>
Change 3169256 on 2016/10/20 by Ben.Marsh
UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module.
Previously took >10s to run on my machine, now takes < 0.2s.
Change 3169271 on 2016/10/20 by Ben.Marsh
BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph.
Change 3179662 on 2016/10/31 by Matthew.Griffin
Fixed last remaining issues with building QAGameEditor as a monolithic executable
Added a node for building mono editor in CIS so that we catch any new issues
#jira UE-32712
Change 3184857 on 2016/11/03 by Matthew.Griffin
Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013
#jira UE-35628
Change 3187232 on 2016/11/04 by Ben.Marsh
UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch.
Change 3188413 on 2016/11/07 by Matthew.Griffin
Added Switch to Installed Build so that it matches pattern for other confidential platforms
Change 3188426 on 2016/11/07 by Matthew.Griffin
Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms
Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc.
#jira UE-36205
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3191372 on 2016/11/09 by Ben.Marsh
UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps.
Change 3191381 on 2016/11/09 by Ben.Marsh
UGS: Allow Ctrl-A to select all in the log window.
#jira UE-38378
Change 3193388 on 2016/11/10 by Ben.Marsh
Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser.
Change 3193677 on 2016/11/10 by Ben.Marsh
UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it.
Change 3193942 on 2016/11/10 by Ben.Marsh
UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable.
Change 3198296 on 2016/11/15 by Ben.Marsh
UBT: Include .modules files in target receipts and manifests.
Change 3200284 on 2016/11/16 by Matthew.Griffin
Move Sample game projects into a different solution folder like Templates
Change 3205168 on 2016/11/19 by Ben.Marsh
Update strings to refer to Visual Studio "15" as Visual Studio 2017.
Change 3206333 on 2016/11/21 by Ben.Marsh
Merge fix to detection of VS2017 RC from 4.14 release.
Change 3206786 on 2016/11/21 by Ben.Marsh
BuildGraph: Spawn child processes to embed source server information into PDB files in parallel.
Change 3207588 on 2016/11/22 by Ben.Marsh
UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases.
[CL 3209331 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948319 on 2016/04/19 by Nick.Shin
update zlib to v1.2.8
part 1 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2948661 on 2016/04/19 by Nick.Shin
keep using old zlibs until they are recompiled with the newer version
Change 2948737 on 2016/04/19 by Nick.Shin
build warning fix
Change 2949334 on 2016/04/20 by Nick.Shin
fix library path
for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...
Change 2951556 on 2016/04/21 by Nick.Shin
static libs double checked
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2951559 on 2016/04/21 by Nick.Shin
static libs double checked
forgot these files - they were in another changelist
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2952411 on 2016/04/22 by Nick.Shin
add win32 build targets for zlib openssl libcurl libwebsockets
part 1 of 2: these are the C# build scripts
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3118163 on 2016/09/08 by Josh.Adams
perm test 2, not a useful file at all
Change 3121142 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3121150 on 2016/09/12 by Daniel.Lamb
Added warning logs to help track down issue UE-33453.
Change 3121201 on 2016/09/12 by Keith.Judge
Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.
Change 3121302 on 2016/09/12 by Joe.Graf
Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors
Change 3121379 on 2016/09/12 by Dmitry.Rekman
Linux: only link libraries that export needed symbols (UE-35720).
- Fixes very long startup times of modular builds.
- Includes PR #2778 by slonopotamus.
#jira UE-35720
Change 3121383 on 2016/09/12 by Dmitry.Rekman
Linux: added some missing _API declarations on symbols used externally.
- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).
Change 3121456 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3122939 on 2016/09/13 by Luke.Thatcher
[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
- Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.
Change 3123040 on 2016/09/13 by Brent.Pease
+ Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.
Change 3123664 on 2016/09/13 by Nick.Shin
this was originally checked into: release 4.13.1
bringing here to dev-platform
-- original submit comments --
first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"
next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop
jira UE-35363 - Huge game window when launching onto Safari 9.1.2
Change 3125282 on 2016/09/14 by Michael.Trepka
Fixed iOS and tvOS code indexing in Xcode project
Change 3126812 on 2016/09/15 by Josh.Adams
Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
- Added Parse function to JsonObject.cs to be able to parse a string
- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
- Renamed a UT copy of a global function to not linker-conflict
- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.
Change 3126842 on 2016/09/15 by Michael.Trepka
Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.
Change 3126956 on 2016/09/15 by Michael.Trepka
Added support for compiling Vulkan shaders for Android on Mac
Change 3127206 on 2016/09/15 by Michael.Trepka
PR #2604: Remove some warnings. (Contributed by reapazor)
Change 3127324 on 2016/09/15 by Michael.Trepka
Allow third party dylibs on Mac to be loaded from plugin subfolders
Change 3127924 on 2016/09/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3128369 on 2016/09/16 by Nick.Shin
zlib 1.2.8
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128377 on 2016/09/16 by Nick.Shin
openssl 1_0_2h
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128383 on 2016/09/16 by Nick.Shin
libcurl 7_48_0
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128384 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128464 on 2016/09/16 by Nick.Shin
webRTC rev.12643
NOTE: VS2015
- only Win64 is available
- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment
NOTE: VS2013
- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways
FUTURE NOTE:
- will continue to try to get VS2015 Win32 functional
- and am working on trying to get VS2013 tested
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128500 on 2016/09/16 by Nick.Shin
zlib 1.2.8 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128504 on 2016/09/16 by Nick.Shin
openssl 1_0_2h - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128506 on 2016/09/16 by Nick.Shin
libcurl 7_48_0 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128508 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128513 on 2016/09/16 by Nick.Shin
webRTC rev.12643 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128602 on 2016/09/16 by Nick.Shin
webRTC rev.9862 - Win64 VS2013
NOTE:
- not tested (i'm working on getting a VS2013 pro license)
- checking in for testing purposes
WARNING:
- VS2013 is no longer supported by webRTC latest
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128605 on 2016/09/16 by Nick.Shin
re-enabling updated ThirdParySoftware libs:
- zlib (v.1.2.8)
- openssl (1.0.2h)
- libcurl (7_48_0)
- libwebsocket (v.1.7.4)
- webRTC (rev.12643)
to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...
Change 3128651 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605
Change 3128704 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605 - this time actually compiling it...
Change 3128825 on 2016/09/16 by Dmitry.Rekman
Linux: proper fix for too slow startup times (UE-35967).
- Pull request #2793 by slonopotamus.
- Now without stripping dependencies on libraries specified before.
- Contains a work around for ld bug <2.25.
Change 3128972 on 2016/09/16 by Nick.Shin
fix to local build error.
Change 3129283 on 2016/09/16 by Brent.Pease
+ Add Android local notification support based on existing system used for iOS
+ Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release
Change 3129494 on 2016/09/17 by Nick.Shin
fix CIS build errors
Change 3129503 on 2016/09/17 by Dmitry.Rekman
Fix Linux build (case sensitivity issue).
Change 3129514 on 2016/09/17 by Nick.Shin
fix CIS build errors for consoles - missing zlib include path
special thanks to Dmitry.Rekman for pointing me in the right direction
Change 3129647 on 2016/09/17 by Dmitry.Rekman
Linux: fix non-unity build.
Change 3131043 on 2016/09/19 by Nick.Shin
archiving build instructions/steps when building:
- zlib (v.1.2.8)
win: #3128369
osx: #3128500
- openssl (1.0.2h)
win: #3128377
osx: #3128504
- libcurl (7_48_0)
win: #3128383
osx: #3128506
- libwebsocket (v.1.7.4)
win: #3128384
osx: #3128508
- webRTC
win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
osx: #3128513
Change 3132801 on 2016/09/20 by Dmitry.Rekman
Linux: support specifying default OpenGL version via configs (UE-34777).
- The first targeted RHI is going to be used.
Change 3132905 on 2016/09/20 by Josh.Adams
- Fixed up some paths with the WolfPlat rename
Change 3133148 on 2016/09/20 by Josh.Adams
- Only show UT EULA if PLATFORM_DESKTOP
Change 3133152 on 2016/09/20 by Josh.Adams
- Beginning support for applets. Disabled unless you have a special SDK with applet support.
Change 3133169 on 2016/09/20 by Josh.Adams
- Fixed issue with Wolf access but no SDK installed
Change 3133344 on 2016/09/20 by Daniel.Lamb
Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
Added new flag to limit number of concurrent shader compiles.
#test Cook QAGame, Cook Paragon
Change 3133345 on 2016/09/20 by Daniel.Lamb
FRedirectCollector collects string asset references all the time when running the editor.
#test Cook paragon cook QAGame.
Change 3133852 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.
Change 3133875 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)
Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick
Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.
Change 3134544 on 2016/09/21 by Josh.Adams
- Reduced UT textures for Wolf
Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick
FPS4Time::SystemTime now calculates the local machine time, instead of UTC.
#jira UE-35170
Change 3135036 on 2016/09/21 by Michael.Trepka
Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process
Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick
GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32
Change 3135292 on 2016/09/21 by Jeff.Campeau
Change include order to favor the XDK edition specific headers where available.
Change 3136414 on 2016/09/22 by Josh.Adams
- Fixed a checkf() that had the case reversed
#jira ue-36311
Change 3137082 on 2016/09/22 by Dmitry.Rekman
Added support for Linux installed builds to 4.14
Change 3137220 on 2016/09/22 by Dmitry.Rekman
Linux: do not rebuild hlslcc on each setup.
- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.
Change 3137227 on 2016/09/22 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3137259 on 2016/09/22 by Dmitry.Rekman
Linux installed build: fix CIS (missed one .csproj)
Change 3137290 on 2016/09/22 by Dmitry.Rekman
Linux installed builds: fix for the resulting directory.
Change 3137291 on 2016/09/22 by Chris.Babcock
Restore texture filtering mode properly when movie played on Android
#jira UE-36342
#ue4
#android
Change 3137376 on 2016/09/22 by Dmitry.Rekman
Linux: re-enabled crash handler stack smash protection.
- Race condition in FRunnableThreadPThread has been previously fixed.
Change 3138498 on 2016/09/23 by Dmitry.Rekman
Linux: add missed package for installed builds.
- mono-devel package for resgen2.
Change 3138523 on 2016/09/23 by Dmitry.Rekman
Linux: Update hlslcc now that we're not rebuilding it each time.
Change 3138658 on 2016/09/23 by Josh.Adams
- Moved UT's Social Plugin into NotForLicensees
Change 3139042 on 2016/09/23 by Dmitry.Rekman
Linux: more robust check of installed packages.
- Also added mono-devel to the list of packages installed on 14.04.
Change 3139674 on 2016/09/26 by Dmitry.Rekman
Fix crash when editing widget blueprints (UE-35185).
- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).
Change 3140203 on 2016/09/26 by Josh.Adams
- Wolf Fix for SHIPPING
Change 3140206 on 2016/09/26 by Josh.Adams
- NEX work, still in progress
Change 3140276 on 2016/09/26 by Josh.Adams
- Fixed Wolf compile error
Change 3140485 on 2016/09/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3140570 on 2016/09/26 by Dmitry.Rekman
SDL2: Delete obsolete files.
- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.
Change 3140577 on 2016/09/26 by Dmitry.Rekman
Fix CudaTest monolithic build.
- Not the best fix, the better fix is to build against bundled libc++.
Change 3141184 on 2016/09/27 by Keith.Judge
Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.
#jira UE-35973
Change 3141623 on 2016/09/27 by Chris.Babcock
Support hiding virtual keyboard on Android
#jira UE-34201
#ue4
#android
Change 3141887 on 2016/09/27 by Joe.Graf
Added support for additional plugin directories that are specified by the .uproject file
New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins
Change 3141916 on 2016/09/27 by Josh.Adams
- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)
Change 3141926 on 2016/09/27 by Josh.Adams
- Support for skipping Wolf user selector (-nologinui)
Change 3141938 on 2016/09/27 by Chris.Babcock
Allow Android media player to seek past 999ms (contributed by rcywongaa)
#jira UE-36453
#PR #2797
#ue4
#android
Change 3142207 on 2016/09/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3142219 on 2016/09/27 by Josh.Adams
- Wolf PhysX 3.4 libs and includes
Change 3142220 on 2016/09/27 by Josh.Adams
- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)
Change 3142314 on 2016/09/27 by Chase.McAllister
#jira UE-35011 fixes to some assets to remove redundancies/output log spam
Change 3142510 on 2016/09/27 by Daniel.Lamb
Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
#jira UE-35942
Change 3142650 on 2016/09/27 by Chris.Babcock
Android support for Linux by yaakuro
- requires CodeWorks for Android Linux installed and OpenJDK 1.8
- need to set Android SDK paths manually in Project Settings
#jira UE-32752
#jira UE-32753
#PR #2564
#PR #2565
#ue4
#android
#linux
Change 3142802 on 2016/09/27 by Dmitry.Rekman
Upgrade to SDL 2.0.5-ish (still technically 2.0.4).
- Upstream revision 10374:dccf51aee79b.
- Merged all our changes hopefully.
Change 3143075 on 2016/09/28 by Luke.Thatcher
[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
#jira UE-33077
Change 3143219 on 2016/09/28 by Daniel.Lamb
Added new is compiling function which tells you if it's really compiling instead of lying.
If def out additional logging for debugging shader compilation issue for 4.14 release.
Change 3143428 on 2016/09/28 by Luke.Thatcher
[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061
Change 3143488 on 2016/09/28 by Daniel.Lamb
Changed defaults for skip cooking editor content to true.
Change 3143526 on 2016/09/28 by Daniel.Lamb
Increased the concurrent shader compile limit while in the cooker.
#test Cook paragon
Change 3143874 on 2016/09/28 by Chris.Babcock
Read Android environment variables from .bashrc on Linux
#jira UE-36565
#ue4
#android
#linux
Change 3143911 on 2016/09/28 by Dmitry.Rekman
Fix SDL EGL API binding (UE-18979).
- Contains PR #1398 by x414e54.
- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.
Change 3143929 on 2016/09/28 by Daniel.Lamb
Removed some more temporary logging.
#test Cook paragon
Change 3143959 on 2016/09/28 by Jeff.Campeau
Media Player for Xbox One
Change 3143997 on 2016/09/28 by Dmitry.Rekman
Linux: faster linking in Debug.
- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.
Change 3144004 on 2016/09/28 by Dmitry.Rekman
Linux: make SCW dump core on crash in debug builds.
- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).
Change 3144007 on 2016/09/28 by Dmitry.Rekman
Linux: Allow equals character in command line parameter value (UE-26406).
- PR #2019 by bozzaro.
- Allows passing parameters like -Switch=Key=Value.
Change 3144042 on 2016/09/28 by Jeff.Campeau
Add tag for DX12 support being experimental in target settings.
#jira UE-36150
Change 3144068 on 2016/09/28 by Dmitry.Rekman
Linux: enable using xgConsole in UAT (UE-28096).
- PR #2144 by bozzaro.
- Picks correct xgConsole binary.
- Allegedly fixes crash in CombineXGEItemFile on mono.
Change 3144120 on 2016/09/28 by Michael.Trepka
Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...
Change 3144172 on 2016/09/28 by Chris.Babcock
Add libpng 1.5.27 for Android
#jira UE-36573
#ue4
#android
Change 3144318 on 2016/09/28 by Chris.Babcock
Correct logic for checking .bashrc on Linux
#ue4
#android
Change 3144331 on 2016/09/28 by Dmitry.Rekman
Linux: repair ARM server builds.
- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).
Change 3144354 on 2016/09/28 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
this is intermediate, not fully working
Change 3144368 on 2016/09/28 by Josh.Adams
- Moved the new Social files into NFL
Change 3144395 on 2016/09/28 by Chris.Babcock
Add missing functions for AndroidWebBrowserWindow
#ue4
#android
Change 3144417 on 2016/09/28 by Josh.Adams
- Probable fix for FWebBrowserWindow missing virtuals
Change 3144438 on 2016/09/28 by Jeff.Campeau
XDK updated to 160802
Change 3144569 on 2016/09/29 by Dmitry.Rekman
Linux: allow a selectable clock source (UE-36564).
- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.
#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).
Change 3145108 on 2016/09/29 by Joe.Graf
Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)
Change 3145245 on 2016/09/29 by Joe.Graf
#wolf
Checking in removal of plugin use on Win64 per Josh's request
Change 3145514 on 2016/09/29 by Will.Fissler
Updated Mac Info.plist files to disable high DPI on macOS 10.12
Change 3145538 on 2016/09/29 by Josh.Adams
- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.
Change 3145540 on 2016/09/29 by Josh.Adams
- Fix for checking some Wolf dev tool installation existence
- Fix for various Wolf build issues
- Fix for Wolf devices not showing up in Launch on
Change 3145542 on 2016/09/29 by Josh.Adams
- Pulled over Wolf changes from Wolf branch into Dev-Platform
Change 3145572 on 2016/09/29 by Josh.Adams
- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
#jira UE-36591
Change 3145769 on 2016/09/29 by Chris.Babcock
Remove duplicate platforms from deploy list in UFE
#jira UE-36636
#ue4
Change 3146061 on 2016/09/29 by Chris.Babcock
Linux: be less spammy in log when launching external procs
#jira UE-36638
#ue4
#linux
Change 3146208 on 2016/09/29 by Dmitry.Rekman
Linux: fix PhysX crash (UE-36613).
- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.
#jira UE-36613
Change 3146476 on 2016/09/30 by Josh.Adams
- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose
Change 3146554 on 2016/09/30 by Josh.Adams
- Removed another wolf secret log
Change 3146626 on 2016/09/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3146712 on 2016/09/30 by Josh.Adams
- Fixed case for building Android on Linux
#jira #UE-36652
Change 3146844 on 2016/09/30 by Josh.Adams
- Removed ES2 shader compiling from TVOS, and force Metal compiling
#jira UE-36306
Change 3146865 on 2016/09/30 by Daniel.Lamb
Removed temp logging for materials
#test Launch on paragon
Change 3146874 on 2016/09/30 by Dmitry.Rekman
Linux: add rpath for libTextureConverter.so (UE-36620).
Change 3147030 on 2016/09/30 by Josh.Adams
- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
#jira UE-36623
Change 3147151 on 2016/09/30 by Josh.Adams
- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?
Change 3147621 on 2016/09/30 by Michael.Trepka
Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac
Change 3147712 on 2016/09/30 by Josh.Adams
- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
#jira UE-36225
Change 3147725 on 2016/09/30 by Josh.Adams
- Fixed yet another Wolf log for people with Wolf access but no SDK
[CL 3147801 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3129636 on 2016/09/17 by Ben.Marsh
UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc...
Change 3129825 on 2016/09/18 by Ben.Marsh
UBT: Don't force Linux to build in unity; it seems to build fine without.
Change 3129965 on 2016/09/19 by Matthew.Griffin
Duplicating CL#3129960 from Release-4.13
Exclude NetworkProfiler when building CS tools for Linux
Change 3130653 on 2016/09/19 by Ben.Marsh
UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails.
Change 3130662 on 2016/09/19 by Ben.Marsh
EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output.
Change 3131956 on 2016/09/20 by Matthew.Griffin
Addtional fixes for compiling Editor as a monolithic executable
Change so monolithic editor is output to Project Binaries directory
Removed duplicated ReturnContainerIndexFromChannelName function
Only check for out of date modules for non monolithic editor
Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere
Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules
Change 3132112 on 2016/09/20 by Ben.Marsh
Docs: Remove reference to UBT environment variables from configuration docs.
Change 3132815 on 2016/09/20 by Ben.Marsh
AutomationTool: Delete GUBP. Everything now uses BuildGraph!
Change 3132871 on 2016/09/20 by Ben.Marsh
UBT: Remove GUBP callbacks from TargetRules instances.
Change 3132987 on 2016/09/20 by Ben.Marsh
Allow public distribution of the compiled SimplygonMeshUtilities binaries.
Change 3133974 on 2016/09/21 by Ben.Marsh
Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly.
Change 3137228 on 2016/09/22 by Ben.Marsh
UAT: Merging fix to parallel executor on Linux from 4.13 branch.
Change 3139783 on 2016/09/26 by Matthew.Griffin
Fixed Xbox support for Installed Builds
Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe
Added Xbox versions of ThirdParty libs that hadn't been specified until now
Change 3141721 on 2016/09/27 by Ben.Marsh
Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games.
Change 3141789 on 2016/09/27 by Ben.Marsh
UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules.
Change 3141805 on 2016/09/27 by Ben.Marsh
UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another.
Change 3141980 on 2016/09/27 by Ben.Marsh
EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step.
Change 3143996 on 2016/09/28 by Ben.Marsh
BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate.
Change 3144696 on 2016/09/29 by Matthew.Griffin
Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game
Fixed redefinition of __WINDOWS_DS__
Change 3144931 on 2016/09/29 by Ben.Marsh
Core: Changes to search paths for DLL loading.
* The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories().
* Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory().
* Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory.
* Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do.
Change 3144932 on 2016/09/29 by Ben.Marsh
Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times.
Change 3145011 on 2016/09/29 by Ben.Marsh
Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix.
[CL 3146509 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
+ Remove other non AnyCPU platforms
+ Ensure all AnyCPU targets actually use the AnyCPU architecture
+ Clean up inconsistent references and paths
#rb ben.marsh
#lockdown ben.marsh
[CL 3125996 by Brent Pease in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106830 on 2016/08/30 by Daniel.Lamb
Fix hang in cooker caused by not processing async shader compilation.
#test cook shootergame git hub
#jira UE-35329
Change 3104890 on 2016/08/29 by Marc.Audy
Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
#jira UE-35280
Change 3104847 on 2016/08/29 by Dan.Oconnor
Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
#jira UE-35276
Change 3104828 on 2016/08/29 by Marc.Audy
Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
#jira UE-35280
Change 3104706 on 2016/08/29 by Dan.Oconnor
Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
#jira UE-35276
Change 3104329 on 2016/08/29 by Marcus.Wassmer
Fix PostProcess materials being broken in SM4
#jira UE-35267
Change 3103964 on 2016/08/28 by Mitchell.Wilson
Rebuildt lighting in Content Examples lighting level
#jira UE-34656
Change 3103819 on 2016/08/27 by nick.bullard
Submitting change as fallback for next build
#jira UE-29618
Change 3103810 on 2016/08/27 by Daniel.Wright
Point and spot lights are now supported in orthographic projections using standard deferred
#jira UE-35198
Change 3103756 on 2016/08/27 by Steve.Robb
Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h
#jira UE-34361
Change 3103632 on 2016/08/26 by Steve.Robb
Fixes for FGCObject usage. Hopefully will fix partially-initalized pointers being passed to the GC.
#jira UE-34361
Change 3103541 on 2016/08/26 by Marcus.Wassmer
Duplicate 3102654
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3103313 on 2016/08/26 by Mitchell.Wilson
Rebuilt lighting on multiple levels in Content Examples
#jira UE-34656
Change 3103283 on 2016/08/26 by Mark.Satterthwaite
Mac binaries for hlslcc update in CL #3076397.
#jira UE-32629
Change 3103126 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
PULLING from CL: #3102900
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3102929 on 2016/08/26 by Marc.Audy
Don't display inaudible sounds when using stat soundcues
#jira UE-35237
Change 3102563 on 2016/08/26 by Matthew.Griffin
Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux
Change 3102491 on 2016/08/26 by Matthew.Griffin
Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts
Change 3102424 on 2016/08/26 by Matthew.Griffin
Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac
Change 3102265 on 2016/08/26 by Jack.Porter
Fixed crash due to landscape texture streaming on iOS referring to PC-only data
#jira UE-34874
Change 3102194 on 2016/08/25 by Zabir.Hoque
Fix FD3D12ResouceLocation being created without a valid device.
#jira UE-35137
Change 3102079 on 2016/08/25 by Chris.Babcock
Fix Android OnControllerConnectionChange event to return right controller ID
#jira UE-25697
#ue4
#android
Change 3102001 on 2016/08/25 by Jeff.Campeau
Force root path for era.xvd
#jira UE-35138
Change 3101468 on 2016/08/25 by Peter.Sauerbrei
fix for no debug information in development, debug, debug game, or test
#jira UE-35203
Change 3100475 on 2016/08/24 by Jeff.Campeau
Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).
#jira UE-35138
Change 3100347 on 2016/08/24 by Max.Preussner
Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)
#jira UE-35162
Change 3100277 on 2016/08/24 by Jeremiah.Waldron
Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case
Copied from Dev-Platform CL 3100246
#jira UE-35173
Change 3100244 on 2016/08/24 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3100076 on 2016/08/24 by Dmitry.Rekman
Fix crash on Linux server start (UE-35102)
- Avoid initializing VR resources on servers.
- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.
#jira UE-35102
Change 3099964 on 2016/08/24 by Graeme.Thornton
Make sure hot reload is disabled in all server builds
#jira UE-35140
Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt
Fix crash when deleting sample content from a project. At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely. This is fine as the cleaned up object is already deleted. We just need to check for nulls in the object to delete array
#jira UE-35104
Change 3099744 on 2016/08/24 by Mitchell.Wilson
Rebuilt lighting and geometry on Sanctuary map.
#jira UE-34991
Change 3099707 on 2016/08/24 by Mitchell.Wilson
Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
#jira UE-34856
Change 3099660 on 2016/08/24 by Chris.Babcock
Make SPIRV default shader format for Vulkan on Android
#jira UE-35159
#ue4
#android
Change 3099629 on 2016/08/24 by Tom.Looman
Fixed issue in VR Template with floating teleport indicator.
#jira ue-35145
Change 3099570 on 2016/08/24 by Peter.Sauerbrei
development provision out of date which was causing Game Center to ignore login requests
#jira UE-35089
Change 3099442 on 2016/08/24 by Gareth.Martin
Fixed landscape accidentally being made blueprintable in 4.13
#jira UE-35147
Change 3099304 on 2016/08/24 by Benn.Gallagher
Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
#jira UE-35030
Change 3099232 on 2016/08/24 by Max.Preussner
Fixed non-unity build.
#jira UE-35124
Change 3099148 on 2016/08/24 by Matthew.Griffin
Normalize path separators of ParentDir so that check against root build storage directory succeeds
Change 3099137 on 2016/08/24 by Matthew.Griffin
Added node to Clean old Packaged Samples now that we're happy they're working correctly
Change 3099133 on 2016/08/24 by Matthew.Griffin
Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts
Change 3099082 on 2016/08/24 by Matthew.Griffin
Adding token for Github promotion step so that it can't be run twice
Change 3099028 on 2016/08/24 by Max.Chen
Movie Capture: Fix matinee movie capture not getting ticked
#jira UE-35116
Change 3098890 on 2016/08/23 by Max.Preussner
PS4Media: Implemented an option to play audio tracks via the OS sound mixer
#jira UE-35125
Change 3098887 on 2016/08/23 by Max.Preussner
WmfMedia: Moved settings into shared module
#jira UE-35124
Change 3098700 on 2016/08/23 by Leslie.Nivison
Updating UE credits
#jira UEPROD-879
Change 3098682 on 2016/08/23 by Mark.Satterthwaite
Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
#jira UE-35117
Change 3098645 on 2016/08/23 by Marc.Audy
Handle RegisterSoundClasses on the AudioThread correctly
#jira UE-35130
Change 3098591 on 2016/08/23 by Mitchell.Wilson
Back out changelist 3095222
#jira UE-35120
Change 3098579 on 2016/08/23 by Max.Preussner
WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)
#jira UE-35124
#jira UEPLAT-1375
Change 3098559 on 2016/08/23 by Marc.Audy
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
Change 3098461 on 2016/08/23 by Richard.TalbotWatkin
Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error. Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything. Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor
Change 3098451 on 2016/08/23 by Peter.Sauerbrei
fix for low end devices which don't support arm64 not being able to install on device
#jira UE-35109
Change 3098425 on 2016/08/23 by Olaf.Piesche
replicating CL 3098418
#jira UE-34838
Change 3098415 on 2016/08/23 by Max.Preussner
MediaAssets: Fixed image sink not being reset (UE-35114)
#jira UE-35114
Change 3098389 on 2016/08/23 by Chris.Babcock
Add Android Mediaplayer GetInfo support
#jira UE-35111
#ue4
#android
Change 3098181 on 2016/08/23 by Jeff.Fisher
UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
-duplicating fix in dev-VR for 4.13
-Replace the assert & return with logging. Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode. Dialogs may not function, however.
#jira UEVR-134
Change 3098111 on 2016/08/23 by Ben.Marsh
UAT: Insert quotes as appropriate when printing out the command line for a command.
Change 3098082 on 2016/08/23 by Ben.Marsh
EC: Fix missing argument to build_agent_setup().
Change 3098076 on 2016/08/23 by Ben.Marsh
Tidy up token diagnostic messages.
Change 3098065 on 2016/08/23 by Ben.Marsh
EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.
Change 3097830 on 2016/08/23 by Max.Chen
Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).
#jira UE-35092
Change 3097829 on 2016/08/23 by Gareth.Martin
Fixed crash loading a landscape level after deleting a layer info it depends on
#jira UE-35059
Change 3097700 on 2016/08/23 by Mason.Seay
Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)
#jira UE-29618
Change 3097687 on 2016/08/23 by Ben.Woodhouse
Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.
#jira UE-32221
Change 3097667 on 2016/08/23 by Mitchell.Wilson
Rebuilt geometry to resolve rebuilt pop up when launching the project.
#jira UE-34991
Change 3097664 on 2016/08/23 by mason.seay
Deleted old blueprint
#jira UE-29618
Change 3097622 on 2016/08/23 by Ben.Marsh
BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.
Change 3097602 on 2016/08/23 by Ben.Marsh
Remove dependency on DeploymentInterface from UAT modules.
Change 3097592 on 2016/08/23 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Number of smoothing groups should equal number of faces not indices
#jira UE-35026
Change 3097574 on 2016/08/23 by Gareth.Martin
Fixed crash importing a heightmap larger than the landscape
#jira UE-35054
Change 3097361 on 2016/08/22 by Max.Chen
Sequencer: Move ExportEDL to close()
#jira UE-35032
Change 3097297 on 2016/08/22 by Jeff.Campeau
LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
Reset the lib path for XP in UEBuildWindows.cs
#jira UE-31243, UE-32421
Change 3097292 on 2016/08/22 by Max.Chen
Sequencer: Fix export not writing out edl files.
#jira UE-35032
Change 3097176 on 2016/08/22 by Mike.Beach
Mirroring CL 3097150 from Dev-BP
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097161 on 2016/08/22 by Aaron.McLeran
#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue
Change 3097128 on 2016/08/22 by Dmitry.Rekman
Linux: fix crash on exit (UE-34909).
- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
- This is a patch, issue will be addressed properly in UE-35074.
#jira UE-34909
Change 3097126 on 2016/08/22 by Marc.Audy
Reenable stat soundmixes
Fix long names not having a unique enum value
#jira UE-35070
Change 3096987 on 2016/08/22 by Max.Preussner
Media: Fixed media not playing on Android (UE-34898)
#jira UE-34898
Change 3096843 on 2016/08/22 by Marc.Audy
Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
#jira UE-35055
Change 3096732 on 2016/08/22 by Marc.Audy
Just use the default physics volume if there is no WorldSettings object
#jira UE-35060
Change 3096448 on 2016/08/22 by Mitchell.Wilson
Removed "Gear:" from HUD to be consistant with C++ version of template.
#jira UE-34756
Change 3096447 on 2016/08/22 by Gareth.Martin
Fixed crash running Landscape levels on mobile
#jira UE-34874
Change 3096399 on 2016/08/22 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning.
#jira UE-35012
Change 3096364 on 2016/08/22 by alan.willard
Checkin to update engine version.
#jira UE-34683
Change 3096358 on 2016/08/22 by Jurre.deBaare
Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
#misc added check + error message when trying to import an invalid frame range
#jira UE-35014
Change 3096309 on 2016/08/22 by Jurre.deBaare
Materials are not imported with an alembic cache when it is reimported
#fix Notify asset registry of created materials (to make them visible in content browser immediately)
#jira UE-35038
Change 3096271 on 2016/08/22 by Peter.Sauerbrei
fix for incorrect architecture list in generated plist
#jira UE-35002
Change 3096255 on 2016/08/22 by Gareth.Martin
Fixed Mac compile of CL 3096155
#jira UE-34574
Change 3096220 on 2016/08/22 by Jurre.deBaare
Alembic importer does not remove duplicate verts in skeletal mesh
#fix Added duplicate vertex removal to skeletal mesh import path
#jira UE-35025
Change 3096215 on 2016/08/22 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Check for the import settings flag and generate normals/smoothing groups accordingly
#JIRA UE-35026
Change 3096191 on 2016/08/22 by Jurre.deBaare
Should force import type to remain the same when reimporting any Alembic assets
#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
#jira UE-35024
Change 3096188 on 2016/08/22 by Jurre.deBaare
Crash when PIE after reimporting a geometry cache alembic file with materials
#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
#jira UE-35020
Change 3096187 on 2016/08/22 by Mitchell.Wilson
Re-saving level again to resolve vetex paint warning.
#jira UE-34662
Change 3096155 on 2016/08/22 by Gareth.Martin
Fixed another missing shader crash in landscape editor
#jira UE-34574
Change 3096132 on 2016/08/22 by Jack.Porter
Fixed issue with missing landscape components in ElementalDemo
#jira UE-34918
Change 3096116 on 2016/08/22 by Mitchell.Wilson
Adding D-pad controls for certain controllers
#jira UE-34726
Change 3096089 on 2016/08/22 by Matthew.Griffin
Adding Tokens to Installed Build to avoid clashes
Change 3096082 on 2016/08/22 by Joe.Conley
Small PS4 save data fix.
Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam
#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4
Change 3096046 on 2016/08/22 by Richard.TalbotWatkin
PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
Also fixed some other issues introduced with the recent spline code changes.
#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint
Change 3095848 on 2016/08/21 by Dmitriy.Dyomin
Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
#jira UE-35015
Change 3095540 on 2016/08/19 by Gareth.Martin
Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
#jira UE-34794
Change 3095248 on 2016/08/19 by Mitchell.Wilson
Updating PostProcessing level Screen Percentage to be more noticable.
#jira UE-34950
Change 3095247 on 2016/08/19 by Nick.Whiting
Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.
#jira UE-34970
Change 3095222 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Elemental Demo to resolve vert paint warnings
#jira UE-34864
Change 3095119 on 2016/08/19 by Lauren.Ridge
Reverting TapJoy implementation in Unreal Match 3
#jira UE-33256
Change 3095094 on 2016/08/19 by Mark.Satterthwaite
Fix black flickering in Metal rendering when using Metal SM5:
- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
#jira UE-34917
Change 3095058 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Showdown to resolve vert paint warnings.
#jira UE-34722
Change 3094985 on 2016/08/19 by Benn.Gallagher
Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
#jira UE-34832
Change 3094957 on 2016/08/19 by Mitchell.Wilson
Updating spelling errors on multiple levels in Content Examples.
#jira UE-34910 UE-34907 UE-34911
Change 3094924 on 2016/08/19 by Marc.Audy
Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#jira UE-34951
#author aaron.mcleran
Change 3094644 on 2016/08/19 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning
#jira UE-34846
Change 3094641 on 2016/08/19 by Mitchell.Wilson
Updated location of Ledge_17
#jira UE-34848
Change 3094606 on 2016/08/19 by Lina.Halper
#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#jira : UE-34886
Change 3094500 on 2016/08/19 by Matthew.Griffin
Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration
Change 3094477 on 2016/08/19 by Gareth.Martin
Fixed crash loading old Landscape levels with tessellation
#jira UE-34877
Change 3094472 on 2016/08/19 by Gareth.Martin
Fixed crash loading old landscape levels with bad collision in standalone uncooked game
#jira UE-34843
Change 3094471 on 2016/08/19 by Graeme.Thornton
Mark PC platforms as not exiting immediately after launching when using UAT
- Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits
#jira UE-34788
Change 3094362 on 2016/08/19 by Max.Chen
Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.
#jira UE-34459
Change 3093997 on 2016/08/18 by Mitchell.Wilson
Added gamepad keybinding for breaking free at the beginning of platformer game.
Updated jump and slide gamepad controls to be left stick up/down
#jira UE-34726
Change 3093979 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093893 on 2016/08/18 by Max.Chen
Back out changelist 3093883
#jira UE-32141
Change 3093883 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093699 on 2016/08/18 by Dmitry.Rekman
Linux: fixed crash on converting BSP shapes to mesh (UE-28322).
- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.
#jira UE-28322
Change 3093613 on 2016/08/18 by Alan.Willard
Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
#jira UE-34683
Change 3093544 on 2016/08/18 by Mitchell.Wilson
Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
#jira UE-34419
Change 3093328 on 2016/08/18 by James.Golding
Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
#jira UE-34015
Change 3093255 on 2016/08/18 by Matthew.Griffin
Corrected case of output folder so that it's not treated as different folder on Linux
Change 3093236 on 2016/08/18 by Allan.Bentham
Fix android VK crashes.
#jira UE-33593
Change 3093129 on 2016/08/18 by Benn.Gallagher
Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
#jira UE-34739
Change 3092702 on 2016/08/17 by Mark.Satterthwaite
Fix playback of movies on Mac/iOS that have spaces in the filename.
#jira UE-34857
Change 3092565 on 2016/08/17 by Dmitry.Rekman
Fixed incorrect window size in fullscreen (UE-19996).
"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.
The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.
#jira UE-19996
Change 3092550 on 2016/08/17 by Chris.Babcock
Add exception trap for failing to save OBB
#jira UE-34852
#ue4
#android
Change 3092508 on 2016/08/17 by Chris.Babcock
Force OBB to never use Zip64 format
#jira UE-34849
#ue4
#android
Change 3092431 on 2016/08/17 by Chris.Babcock
Correct reading past end of central directory in OBB
#jira UE-34841
#ue4
#android
Change 3092407 on 2016/08/17 by Lauren.Ridge
Adding config for TapJoy
#jira UE-33256
Change 3092346 on 2016/08/17 by Mark.Satterthwaite
Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
- Disable RHI thread on Nvidia on Mac OS X El Capitan.
- Fix Metal validation error - ForwardLocalLightBuffer in LightGridInjection.usf:LightGridInjectionCS must always be bound even if the number of elements is zero as that's how the Metal spec. works.
#jira UE-34721
Change 3092208 on 2016/08/17 by Richard.TalbotWatkin
When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
Downgraded the output log warning to a regular info log.
Allowed both dynamic and static brushes to be fixed up.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3092064 on 2016/08/17 by Max.Chen
Sequencer: Fix tangents on import FBX.
#jira UE-34823
Change 3091985 on 2016/08/17 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
(Manual merge from Dev-Platform)
#jira UE-34773
Change 3091962 on 2016/08/17 by Jurre.deBaare
Force View is enabled after Generating Proxy Meshes
#issue due to latest changes the HLOD meshes were forced into view
#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
#misc replaced duplicate code with function call
#jira UE-34807
Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt
Fix crash with enum properties when there is metadata to define the allowed enum values per property
#jira UE-34804
Change 3091852 on 2016/08/17 by Lina.Halper
Change ensure to Clamp as this isn't any critical warning.
#jira: UE-34776
Change 3091845 on 2016/08/17 by Gareth.Martin
Fixed crash with masked landscape materials
#jira UE-34513
Change 3091816 on 2016/08/17 by Matthew.Griffin
Added Store Released Symbols job, to add symbols to server for a known release.
Change 3091805 on 2016/08/17 by Matthew.Griffin
Also adding source info into UE4Editor and Windows build tools for completeness
Change 3091753 on 2016/08/17 by Mitchell.Wilson
Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
#jira UE-34667
Change 3091613 on 2016/08/17 by Graeme.Thornton
Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log
#jira UE-34785
Change 3091553 on 2016/08/17 by Gareth.Martin
Fixed older levels having default material on landscape when launched in uncooked standalone game
#jira UE-34348
#jira UE-34428
Change 3091519 on 2016/08/17 by Gareth.Martin
Fixed crash cooking landscape for mobile
Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
Based on Dmitriy.Dyomin's changes
#jira UE-34257
Change 3091354 on 2016/08/16 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
- Set tangent mode to user.
- Always bake rotations on cameras.
- Invert values and tangents when converting from unreal coords to fbx.
#jira UE-34459
Change 3091065 on 2016/08/16 by Stephan.Jiang
Duplicate icon changes for asset SoundConcurrency
#jira UE-24350
Change 3091001 on 2016/08/16 by Dmitry.Rekman
Fix for crash during "debug crash" handling (UE-34450).
Compounded problem:
- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.
Fixes:
- Replaced libc++ with release version.
- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
- Increased crash malloc pools (and thus memory reserved on startup) for Linux.
#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton
#jira UE-34450
Change 3090937 on 2016/08/16 by Mitchell.Wilson
Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
#jira UE-34139
Change 3090646 on 2016/08/16 by Martin.Wilson
Fix for cook warnings in Fortnite
#jira UE-34648
Change 3090645 on 2016/08/16 by James.Golding
Fix face normal on cap faces when slicing proc mesh
#jira UE-33301
Change 3090619 on 2016/08/16 by Richard.TalbotWatkin
Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
Change 3090520 on 2016/08/16 by Olaf.Piesche
Replicating 3089104 for
#jira UE-34241
Change 3090513 on 2016/08/16 by Jurre.deBaare
LOD's pop in after LOD actors is visible in viewport.
#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
#jira UE-34689
Change 3090512 on 2016/08/16 by Jurre.deBaare
Prevent preview scene assets being loaded in game
#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
#jira UE-34701
Change 3090494 on 2016/08/16 by Keith.Judge
Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.
#jira UE-34735
Change 3090450 on 2016/08/16 by Richard.TalbotWatkin
Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
Change 3090441 on 2016/08/16 by Frank.Fella
Sequencer - Fix the key struct generatrion and synchronization for vector sections. Prevents a crash and creates the correct UI based on what type of vector you're animating.
#jira UE-34611
Change 3090420 on 2016/08/16 by Matthew.Griffin
Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
Changed some nodes to rely on just the editor rather than everything produced by that node
Change 3090370 on 2016/08/16 by Mitchell.Wilson
Re-saving levels to resolve vertex color warnings.
Clearing material interface and saving M_Sign_Bloc to resolve warning
#jira UE-34722
Change 3090287 on 2016/08/16 by Keith.Judge
Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.
#jira UE-34735
#jira UE-32086
Change 3090258 on 2016/08/16 by Luke.Thatcher
[RELEASE] [!]
Fix crash bug in canvas rendering. It is not valid to pass a null texture.
#jira UE-33077
Change 3090241 on 2016/08/16 by Jurre.deBaare
Adding TPS file for Alembic logo usage
#JIRA UE-123
Change 3090131 on 2016/08/16 by Matthew.Griffin
Added additional cook platforms per platforms listed in Samples List Spreadsheet
Change 3090061 on 2016/08/16 by Joe.Conley
#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"
Adding a few IsValid() checks to prevent the crash
Change 3089968 on 2016/08/15 by Lina.Halper
Fixed Mac compile error
#jira: UE-30405
Change 3089918 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize
Change 3089914 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile error
Change 3089905 on 2016/08/15 by Peter.Sauerbrei
fix for Samples build failure with Match3
#jira UE-34719
Change 3089867 on 2016/08/15 by Dmitry.Rekman
Fix misspelled case in OrionXpAssembly (OR-27441),
#jira OR-27441
Change 3089859 on 2016/08/15 by Zabir.Hoque
Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.
#jira UE-34715
Change 3089790 on 2016/08/15 by John.Billon
Changed integer modulus operations to float modulus operations in media shaders to support ES2.
#Jira UE-34712
Change 3089760 on 2016/08/15 by Lina.Halper
Fix issue with mesh merge crash in packaged build
- reverted that change, and fixed the original issue properly : due to mixed extra vertex influence, not copying data correctly
#jira: UE-30405
Change 3089718 on 2016/08/15 by Mitchell.Wilson
Saving M_TempAATrick_01 to resolve warning.
Saving multiple maps to resolve vertex color warning.
#jira UE-34661 UE-346662 UE-34654
Change 3089710 on 2016/08/15 by Michael.Trepka
Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34639
Change 3089706 on 2016/08/15 by Marc.Audy
Avoid crash if PlayerStateClass is null
#jira UE-34702
Change 3089585 on 2016/08/15 by Chris.Babcock
Fix StrategyGame for Android compile
#jira UE-34697
#ue4
#android
Change 3089473 on 2016/08/15 by Chris.Babcock
Added <insertNewline/> command to UnrealPluginLanguage
#jira UE-34699
#ue4
Change 3089429 on 2016/08/15 by John.Billon
Fixed crash with media shaders not being loaded in ES2.
#Jira UE-34514
Change 3089383 on 2016/08/15 by Mitchell.Wilson
Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
#jira UE-34663
Change 3089375 on 2016/08/15 by Max.Chen
Fbx Export: Convert spaces in level sequence actors to underscores.
#jira UE-34459
Change 3089308 on 2016/08/15 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
#jira UE-34459
Change 3089296 on 2016/08/15 by John.Billon
Fixing compile issue with openGL.
#Jira UE-34688
Change 3089290 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10
Implementing CL 3062338 into 4.13
Change 3089242 on 2016/08/15 by Mitchell.Wilson
Resized text on sample 1.6 in Material_Properties.
#jira UE-34658
Change 3089235 on 2016/08/15 by Daniel.Wright
Copy - Fixed atmospheric fog on translucency
#jira UE-34590
Change 3089230 on 2016/08/15 by Benn.Gallagher
Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
#jira UE-34622
Change 3089204 on 2016/08/15 by Mitchell.Wilson
Raised displays above nav mesh, rebuilt paths and lighting.
#jira UE-34660
Change 3089054 on 2016/08/15 by Mark.Satterthwaite
On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
#jira UE-32323
Change 3089052 on 2016/08/15 by John.Billon
Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
#Jira UE-33752
Change 3089043 on 2016/08/15 by Mitchell.Wilson
Rebuilt lighting and resaved landscape level
Resaved landscape layer info
Verified no warnings/errors in landsacpe master material and resaved
Resaved landscape material instance.
#jira UE-34653
Change 3089020 on 2016/08/15 by Ben.Marsh
Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.
Change 3088985 on 2016/08/15 by Marc.Audy
Mac non-unity fix
#jira UE-34101
Change 3088973 on 2016/08/15 by Matthew.Griffin
Fixed copy paste errors with Mac nodes depending on Win64 ones
Added Build Tools dependencies to all cook nodes
Change 3088960 on 2016/08/15 by Mitchell.Wilson
Moving VR.umap to TestMaps folder
#jira UE-34665
Change 3088886 on 2016/08/15 by Ben.Marsh
Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.
Change 3088676 on 2016/08/15 by Richard.TalbotWatkin
Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
[CL 3112924 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3079316 on 2016/08/05 by Ben.Marsh
Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.
Change 3080579 on 2016/08/08 by Ben.Marsh
Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.
Change 3080587 on 2016/08/08 by Ben.Marsh
StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.
Change 3080789 on 2016/08/08 by Ben.Marsh
Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.
Change 3080815 on 2016/08/08 by Ben.Marsh
BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.
Change 3081374 on 2016/08/08 by Ben.Marsh
UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.
Change 3083152 on 2016/08/09 by Ben.Marsh
PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)
Change 3084039 on 2016/08/10 by Ben.Marsh
BuildGraph: Add additional markup for parameter attributes. Also improve some documation.
Change 3084240 on 2016/08/10 by Ben.Marsh
Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.
Change 3084337 on 2016/08/10 by Ben.Marsh
UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.
Change 3085594 on 2016/08/11 by Ben.Marsh
Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.
Change 3085999 on 2016/08/11 by Ben.Marsh
Add some missing #pragma once directives.
Change 3086146 on 2016/08/11 by Ben.Marsh
Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.
Change 3086172 on 2016/08/11 by Ben.Marsh
Fixup some C-style header guards to use #pragma once instead.
Change 3087289 on 2016/08/12 by Ben.Marsh
Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)
Change 3087310 on 2016/08/12 by Ben.Marsh
Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.
Change 3087341 on 2016/08/12 by Ben.Marsh
UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.
Change 3087457 on 2016/08/12 by Ben.Marsh
Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).
Change 3088407 on 2016/08/13 by Ben.Marsh
Replace use of Windows SIZE_T define with the regular C++ size_t.
Change 3088416 on 2016/08/13 by Ben.Marsh
Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.
Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.
Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.
Change 3088544 on 2016/08/14 by Ben.Marsh
Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.
Change 3088552 on 2016/08/14 by Ben.Marsh
Fix compile errors for some modules that don't already include CoreUObject.h.
Change 3088925 on 2016/08/15 by Ben.Marsh
Remove circular include dependencies from VulkanRHI.
Change 3088926 on 2016/08/15 by Ben.Marsh
Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.
Change 3088930 on 2016/08/15 by Ben.Marsh
Remove circular include dependency from PhysX.
Change 3088935 on 2016/08/15 by Ben.Marsh
OnlineSubsystemUtils: Move CPP files out of public header directory.
Change 3088965 on 2016/08/15 by Ben.Marsh
Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.
Change 3088966 on 2016/08/15 by Ben.Marsh
Engine: Move CPP files out of public header directories.
Change 3089520 on 2016/08/15 by Ben.Marsh
BuildGraph: Change documentation command to output markdown.
Change 3090299 on 2016/08/16 by Ben.Marsh
D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.
Change 3090303 on 2016/08/16 by Ben.Marsh
Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.
Change 3091861 on 2016/08/17 by Ben.Marsh
Remove circular header dependencies, and fix ambiguous include paths in OSVR.
Change 3092068 on 2016/08/17 by Ben.Marsh
Moving VulkanDynamicRHI into its own header.
Change 3093133 on 2016/08/18 by Ben.Marsh
EC: Include additional context lines for Clang errors.
Change 3093147 on 2016/08/18 by Ben.Marsh
UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.
Change 3093228 on 2016/08/18 by Ben.Marsh
Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.
[CL 3093264 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3059740 on 2016/07/21 by Ben.Marsh
Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.
Change 3063115 on 2016/07/25 by Ben.Marsh
Add missing projects to Mono AutomationTool solution.
Change 3067125 on 2016/07/27 by Ben.Marsh
Clean up and document the engine versioning system.
* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.
Change 3067242 on 2016/07/27 by Ben.Marsh
Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.
Change 3068116 on 2016/07/28 by Ben.Marsh
Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.
Change 3068246 on 2016/07/28 by Ben.Marsh
UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.
Change 3068573 on 2016/07/28 by Ben.Marsh
Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.
Change 3068575 on 2016/07/28 by Ben.Marsh
Respect the -noxge command-line argument when compiling UHT.
Change 3068665 on 2016/07/28 by Ben.Marsh
Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).
Change 3073316 on 2016/08/02 by Ben.Marsh
CoreUObject: Replace header guards with #pragma once directives.
Change 3073325 on 2016/08/02 by Ben.Marsh
CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.
Change 3074391 on 2016/08/02 by Ben.Marsh
GitHub #2646: Always allow programs to build as part of non-game solution configurations.
Change 3075123 on 2016/08/03 by Richard.Fawcett
Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles
Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.
Change 3075848 on 2016/08/03 by Ben.Marsh
UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.
Change 3075850 on 2016/08/03 by Ben.Marsh
UBT: Fix UHT failures when running with -nopch.
Change 3077058 by Ben.Marsh
UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.
[CL 3077308 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
#rb marcus.wassmer
#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
#codereview david.nikdel
Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
#rb marcus.wassmer
#tests Tested using MallocLeak Stop and MallocLeak Dump
Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
#rb marcus.wassmer
#tests Tested on my desktop and compared to dxdiag output
Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.
#jira OR-25964
#tests bug repro
#rb john.pollard
Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Borderless window support improvements:
- the cursor changes to resize when hovering over the window edge
- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3063307
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev
Temp fix for broken post process volumes
#rb none
#tests none
Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612
Added check to Redirect collector resolve string asset references.
#rb none
#test cook paragon
Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Use round corners for windows with no system title bar and border only in windowed mode.
#rb Peter.Sauerbrei
#tests Tested in editor build on PC
Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
#rb Benn.Gallagher
Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion
BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.
#rb none
#tests preflight
Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating
Non-unity fix
#rb none
#tests compiled
Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Skipped a file
#rb none
#test none
Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow r.SSR.MaxRoughness in shipping builds.
Art has been tweaking with this value, but it's not being honored in shipping.
#rb none
#tests adjusted settings in agora_p
Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
HLOD distance scalability option (r.HLOD.DistanceScale)
Higher values make HLODS transition further away.
#rb Michael.Noland
#tests Tested in agora_p
Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion
Fix Compression - Reduce functions to be editoronly
#rb: Martin.Wilson
#tests: PIE/compile editor build/noneditor
Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.
#jira OR-25967
#review-3061494 @Max.Chen
#rb Benn.Gallagher
Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: sam.zamani
compile errors
#rb none
#tests compile
#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: andrew.grant
Fixed build breakage
#rb none
#tests compiled PS4 client
#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
#rb Sam.Zamani
#tests Real-money offers that are on sale show the correct sale price / discount display
#jira OR-21659
#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
Fix compile issue of non editor build
#rb: none
#tests: compile
Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Duplicate 3046845
CVAR threading crash fix.
#rb none
#tests compiled, ran ps4
Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
- Back out changelist 3056611
- Fix additive issue and built the new animation DDC
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive, PIE
Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
#jira OR-25648
#rb bart.bressler
#tests frontend parties with promotions, coop matchmaking
Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixes for applocal redist
#rb none
#test built locally
Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream
Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )
#jira UE-33567
#rb Thomas.Sarkanen
#tests In editor testing that animations can be recompressed and saved
Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
WinPlatformAutomation now stages applocaldir to project and engine binaries
Updated OrionBuild.xml to specify -applocaldir
#codereview Jeff.Campeau, Ben.Marsh
#rb none
#tests build client locally and verified DLLs are local to executables
Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
#rb none
#tests add tags without source control
Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
#rb paul.moore
#tests compile with OrionFriendItem.cpp modified
Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
AppLcoalDependencies required by VS2015
Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3059419
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral
Linux build fix (bad case on #include filename)
#rb robert.manuszewski
#tests compiled Paragon on a linux machine
Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev
Implementing 3050352 in Dev-General.
#rb none
#tests Editor
#codereview Marcus.Wassmer
Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream
Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
#rb none
#codereview andrew.grant, ori.cohen
Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Remove QoS* from junk manifest
#review-3058772 @Rob.Cannaday
#rb none
#tests QoS module doesn't get nuked every build
#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added submitted CL to success email for rebuild lighting commandlet.
Removed nosimplygon from resave lighting commandlet commandline.
#rb Daniel.Wright
#test rebuildlighting paragon devgeneral.
Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Fix debug/non-development builds
#rb Rob.Cannaday
#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!
#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added error to the lighting build whent it fails to build.
#test Rebuild lighting commandlet
#rb Daniel.Wright
Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for NAN issue introduced in 3032847
#rb Jeff.Farris
#tests none
Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix developer tags not properly adding to perforce when creating a new file
#rb none
#tests developer tags
Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3057330
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1
Fixed shadowvariable in FAnalyticsEventEntry
#rb none
#tests compiled
#codereview Wes.Hunt
Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.
#jira OR-25234
#rb david.ratti
#tests golden path, bug repro
#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM
OrionAnalytics updates.
* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
* Removed OrionAnalyticsProvider as it was no longer necessary.
* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
#rb sam.zamani, jason.bestimt
#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
#jira UE-30980
Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion
Fix for additive broken with remove linear key
- DDC key has been changed, so it will require to build DDC from this
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive in editor, and PIE
Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
extended gameplay debugger's ability category to show locally owned gameplay tags
#orion
#rb none
#tests PIE
Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion
Fix offset rendering of maximized borderless game window on Windows.
#review-3055205 @michael.trepka
#rb Michael.Trepka
#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).
Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream
Add moved modules to JunkManifest.txt
Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Attempts to fix rare server crashes (OR-24947, OR-24952).
- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).
#rb Steve.Robb
#codereview Steve.Robb
#tests Compiled Windows client and Linux server, played a match.
Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
#rb none
#tests Smoked by engine and dev QA
Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream
Removed warning when client miss-predicts ability activation.
* It is valid for the client to miss-predict. Warning was only added to track down a bug.
#CodeReview David.Ratti
#RB None
#Tests None
Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Missed checkins on ability system engine work:
-Register debug delegate on module startup for easier debugging
-Fallback to actor location if no hit impact is specified in default engine GC notify class
#rb none
#tests ability system sample project
Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Fix issue where config file not actually flushed at right time when adding new tags
Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties
#rb DanY
#codereview Dan.Youhon
#tests pie
Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
-Remove developer tags from master tag list before saving to ini file
-inline some stuff (wip for gc tag translator system)
#rb none
#test adding tags
Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion
Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)
#jira OR-24955
#jira OR-25183
#rb Graeme.Thornton
#tests Win64 cooked client golden path (solo vs AI)
Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Overhaul of behavior of headless applications (server, client) (OR-23529).
- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
- Most of these changes originated from a shelved CL by BradA.
#rb Michael.Noland
#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).
Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Reinstate color grading changes.
Fix broken config file.
#rb none
#tests Agora_p color grading and warning check
Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't record predicted elements of fast TArrays into client replays.
Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.
#jira OR-25234, OR-25413, OR-25403
#tests golden path, bug repo using 'net pktlag', replays
#rb john.pollard, david.ratti
#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612
Added jordan walker to rebuild lighting emails.
Removed peter.sauerbrei.
#rb Peter.Sauerbrei
#test none
Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging support for precompiled binaries in CIS from Release-29.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow seamless upgrade from FVector -> FVector4 for UProperties.
#rb Robert.Manuszewski
#tests Color grading property changes.
Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
#rb none
#tests Real money offers show in the store again
#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - MERGING DUI @ CL 3047139
#RB:none
#Tests:none
[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner
#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't check IsClientOnly() to detemine whether a player controller is local or not.
For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.
#jira OR-25258
#tests bug repro, golden path, replays
#rb john.pollard
[CodeReviewed] zak.middleton, josh.markiewicz
#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon
Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
- Unshelved from Jeff.Farris. Thanks Jeff!
#rb Dan.Youhon
#tests MultiPIE
#codereview Jeff.Farris
Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612
Added skipskin verify to rebuild lighting commandlet.
#rb None
#test Rebuild lighting commandlet
Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: buildmachine
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Back out changelist 3049037 due to incompatibility with current assets
#rb none
#tests Cooked content and verified warnings & errors are gone.
#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker
Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
More work on content filtering (still disabled)
#rb none
#tests cooked content and verified filtered content is not found.
Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2/29 @ CL 3049113
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Constified FObjectFinder::Succeeded because why not #UE4
#rb none
#test golden path
Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Created delegate for object name resolution and moved existing package localization code to use it.
Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
#rb none
#tests ran editor, ran cooker, verified object resolution is equivalent to before.
Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General
Adding shadows, midtones and highlights color correction controls
#rb brian.karis, marcus.wassmer
#tests "postprocess color correction"
Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream
#UE4
- Adding a delegate that fires off when LastUserInteractionTime is updated
#codereview Matt.Kuhlenschmidt
#rb none
#tests PIE
Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Fix double #undef LOCTEXT_NAMESPACE in editor case.
#rb none
#codereview Nick.Darnell, Andrew.Grant
#tests Compiled Linux editor (for running -server).
Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12
#rb none
#tests Tested in editor on PC
Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Changes to Linux application specific to Linux client.
#rb none
#codereview Brad.Angelcyk
#tests Ran Paragon Linux client (headless) locally.
Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for PS4
#rb #tests na
Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Moved timeguards out of stats.h
#rb none
#tests compiled editor & shipping client
Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.
#tests golden path
#rb john.pollard
Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.
#codereview Dan.Hertzka
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
New UI for selecting fullscreen mode in Paragon video settings
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still
#rb RyanG
#tests Replays
Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
#test rebuild lighting using resave packages paragon
#rb None
Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Changed MBWritten cooker stats to report mb instead of bytes...
#rb Wes.Hunt.
#test cook paragon.
Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3043960
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3070724 by Andrew Grant in Main branch]
Added validation of tag names to FindOrAddTagSet so that they only contain a single '#' character and any spaces come after the second character
#lockdown Nick.Penwarden
#rb Ben.Marsh
#codereview Ben.Marsh
[CL 3064583 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2982033 on 2016/05/18 by Chad.Garyet
Checking in progress on the ue4 BuildGraph conversion.
Builds and Compiles editor and game on all platforms
Builds DDC on win64 and mac
Builds Tools on win64
Change 3047983 on 2016/07/13 by Ben.Marsh
PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)
Change 3048267 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").
Change 3048293 on 2016/07/13 by Ben.Marsh
BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.
Change 3048454 on 2016/07/13 by Ben.Marsh
BuildGraph: Disable output of error messages when just printing the contents of the graph.
Change 3048507 on 2016/07/13 by Ben.Marsh
BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.
Change 3049459 on 2016/07/14 by Matthew.Griffin
Updated location of HTML5 SDKs for Installed Builds
#jira UE-32171
Change 3049675 on 2016/07/14 by Matthew.Griffin
Ensured that all platforms are registered when running -validateplatform command
#jira UE-31082
Change 3049922 on 2016/07/14 by Ben.Marsh
UBT: Fix path to XML config file in boilerplate message.
Change 3051483 on 2016/07/15 by Ben.Marsh
EC: Remove code to prettify node names, now that we can have pretty node names explicitly.
Change 3051522 on 2016/07/15 by Ben.Marsh
BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.
Change 3051770 on 2016/07/15 by Ben.Marsh
UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.
Change 3052990 on 2016/07/17 by Ben.Marsh
Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.
Change 3053556 on 2016/07/18 by Ben.Marsh
BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).
Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.
Change 3053688 on 2016/07/18 by Ben.Marsh
Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.
Change 3054039 on 2016/07/18 by Ben.Marsh
Fix confusing message when compiler isn't installed if the target forces VS2013
Change 3054360 on 2016/07/18 by Ben.Marsh
Remove GUBP support from EC scripts.
Change 3054399 on 2016/07/18 by Ben.Marsh
Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h
Change 3055671 on 2016/07/19 by Ben.Marsh
Remove incomplete UWP integration from UE4.
Change 3055943 on 2016/07/19 by Ben.Marsh
Remove the WinRT target platform.
Change 3056270 on 2016/07/19 by Ben.Marsh
Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h
Change 3056390 on 2016/07/19 by Ben.Marsh
Core: Directly include headers required by default JsonWriter template instantiation.
Change 3057444 on 2016/07/20 by Ben.Marsh
UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.
Change 3058337 on 2016/07/20 by Ben.Marsh
Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.
Change 3058348 on 2016/07/20 by Ben.Marsh
Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.
[CL 3058822 by Ben Marsh in Main branch]
Check whether referenced pdbs marked as copy local exist in the output dir instead of where they originally were - avoids adding files that don't exist when using enumerate only option
#lockdown Nick.Penwarden
#rb Ben.Marsh
#codereview Ben.Marsh
[CL 3057599 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021930 on 2016/06/21 by Ben.Marsh
BuildGraph: Better diagnostic message if the source directory for copies does not exist.
Change 3022391 on 2016/06/21 by Ben.Marsh
Rework copy task slightly so that all code paths result in files being tagged.
Change 3026592 on 2016/06/24 by Ben.Marsh
BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml.
Change 3028708 on 2016/06/27 by Matthew.Griffin
Converting Engine build process to BuildGraph script
Added Tag Receipts task to retrieve list of build products/dependencies from *.target files.
Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list.
Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies.
Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph
Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms
Included .exe.config and exe.mdb files to build products of CsCompile task if they exist
Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging
Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run
Added missing Runtime Dependency for ICU on Mac
Change 3030209 on 2016/06/28 by Matthew.Griffin
Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear.
Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted.
Added myself to list of notifiers for failures in the UE4 Binary build.
Change 3034068 on 2016/06/30 by Ben.Marsh
BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope.
Change 3034070 on 2016/06/30 by Ben.Marsh
BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>).
Change 3034110 on 2016/06/30 by Matthew.Griffin
Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used
Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies
Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc.
Tagged Generated Includes from each target so that they can be included in Installed Build
Added additional Android architectures to Shipping build
Changed SwarmCoordinator to build for Any CPU
Removed Local HostPlatform property from DDC nodes
Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once
Reordered stripping and signing process so that we use the Exception check in less places
Change 3035499 on 2016/07/01 by Ben.Marsh
BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one.
Change 3035520 on 2016/07/01 by Ben.Marsh
BuildGraph: Add support for <, <=, >, >= operators in condition expressions.
Change 3035666 on 2016/07/01 by Matthew.Griffin
Added more parameters to Chunk and Label Build tasks
Updated all remaining uses of Local to Property in Installed Build script
Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element
Change 3037020 on 2016/07/04 by Matthew.Griffin
Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows
Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac
Change 3037052 on 2016/07/04 by Ben.Marsh
Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it).
Change 3037283 on 2016/07/05 by Matthew.Griffin
Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files)
Change 3037547 on 2016/07/05 by Ben.Marsh
UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing.
Change 3037552 on 2016/07/05 by Ben.Marsh
BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory.
Change 3039109 on 2016/07/06 by Matthew.Griffin
Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them
Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes
Changed BuildPatchTool to be built in shipping mode
Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise
Added all files referenced by C# projects to avoid having to filter them manually
Changed filters to get files included for Linux closer to the old pattern
Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ;
Changed UE4Game to use shipping PhysX libs for Shipping builds
Added glut32.dll as a Runtime Dependency for PhysX
Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux
Change 3039676 on 2016/07/06 by Ben.Marsh
Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other.
Change 3039681 on 2016/07/06 by Ben.Marsh
Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included.
Change 3039735 on 2016/07/06 by Ben.Marsh
Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately.
Change 3039878 on 2016/07/06 by Ben.Marsh
Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated.
Change 3040156 on 2016/07/06 by Ben.Marsh
Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it.
Change 3041009 on 2016/07/07 by Matthew.Griffin
Changed UE4Game to only use shipping PhysX libraries on Windows
Change 3041015 on 2016/07/07 by Leigh.Swift
UBT: Support creating C# programs that will be included in the UE4.sln Programs list.
To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file.
Change 3041234 on 2016/07/07 by Matthew.Griffin
Added building of Launcher Samples to BuildGraph system
Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP
Change 3041244 on 2016/07/07 by Ben.Marsh
Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile.
Change 3042518 on 2016/07/08 by Matthew.Griffin
Added content modifiers to those notified about Sample failures
Throw exception if RocketPromoteBuild tries to promote all samples
Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name.
Change 3042545 on 2016/07/08 by Ben.Marsh
Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h.
Change 3042546 on 2016/07/08 by Ben.Marsh
Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed)
Change 3042548 on 2016/07/08 by Ben.Marsh
Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality.
Change 3044424 on 2016/07/11 by Ben.Marsh
Merge fixes for QFE installer (CL 3044412) from 4.11 branch.
Change 3044584 on 2016/07/11 by Ben.Marsh
Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for)
Change 3044603 on 2016/07/11 by Matthew.Griffin
Added PS4 and XboxOne to installed build as options that will always be disabled by default
Standardised some of the agent names
Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward
Change 3044608 on 2016/07/11 by Ben.Marsh
Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility.
Change 3044638 on 2016/07/11 by Matthew.Griffin
Added internal build jobs for all games with compile, cook and package nodes.
Added Documentation, Localization and NonUnity steps.
Change 3045959 on 2016/07/12 by Matthew.Griffin
Removed Aggregates from Installed Build script as they weren't used/necessary.
Change 3045961 on 2016/07/12 by Matthew.Griffin
Fixed various issues with Full Build
Switch to build non-client/server configurations for some games
Included PS4 and Xbox game targets in our internal monolithics aggregate
Added Requirements for steps that need UHT, SCW etc.
Added list of Packaged Game Nodes that we can build up as they're defined
Added targets that were previously in the Internal Tools nodes
Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it
Removed -clean from the NonUnity targets as that doesn't actually build anything
Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too
Change 3047068 on 2016/07/12 by Ben.Marsh
BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does.
Change 3047298 on 2016/07/12 by Ben.Marsh
EC: Add a workspace setting specifying that it should be synced incrementally.
Change 3047626 on 2016/07/13 by Matthew.Griffin
Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir
Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly
Change 3047762 on 2016/07/13 by Matthew.Griffin
Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced
Added plugin intermediates to list of files excluded from installed build
[CL 3047809 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3037044 on 2016/07/04 by Ben.Woodhouse
(Content only change)
Roll back WorldAlignedNormal material function to the previous version (which worked properly). The broken version was actually checked in back in 2014 (//depot/UE4-Fortnite/...@2342687), but it only hit //UE4/main very recently.
#jira OR-24849
#rb me
Change 3036463 on 2016/07/01 by Andrew.Grant
Clarified BP compiler message
#rb na
#tests compiled AnimBP_Grux_Base
Change 3036424 on 2016/07/01 by Andrew.Grant
Integrated fix from //UE4/Main for state not being cleared when rebuidling HMSM.
#rb na
#tests verified warnings gone after resaving Agora_Terrain
Change 3036317 on 2016/07/01 by Ben.Salem
Allow FTests to be run in succession, and allow them to also be run in game instead of just editor.
These are engine changes that have been tested extensively in fortnite, and have gone through a minor test pass here as well.
#rb william.ewen, bob.tellez
#tests Ran through all of Howitzer's new FTests in one run!
Change 3036168 on 2016/07/01 by Frank.Fella
MovieSceneRendering - Fix a crash when deserializing burn in options. Change from Andrew Rodham.
#rb Me for Andrew.
#tests Movie scene renders in a separate process no longer crash when the burn in options are missing.
Change 3035632 on 2016/07/01 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3035536
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3035630 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3035237 on 2016/07/01 by Dmitry.Rekman
Updated WebRTC libs to avoid SIGPIPE (OR-24857).
- Should also remove debug output.
- These fixes has been previously done for OR-13279 but apparently libs have been recompiled from earlier sources since that.
- Current libs have been compiled by Lee Clark (CL 3034752).
#rb Lee Clark
#codereview Lee.Clark, Andrew.Grant, Sam.Zamani
#tests Run PS4 client, made sure XMPP connection was established and got some traffic.
Change 3035210 on 2016/07/01 by Andrew.Grant
Fix for broken AI / abilities
#rb none
#tests Golden path with gadget, all abilities working, AI are happy and combatitive again
Change 3034936 on 2016/06/30 by Josh.Markiewicz
#UE4 - separated out basic features from update/patch/hotfix manager into generic engine class
- left Orion specific overloads around
#rb none
#tests PS4/PC/Server hotfix and update checks (with and without update required)
#codereview ian.fox, ben.zeigler, bob.tellez
Change 3034935 on 2016/06/30 by Josh.Markiewicz
#UE4 - make sure that mcp client keys, names, and ids can't have extraneous spaces in them from the ini file
#codereview sam.zamani, shon.love, david.nikdel, eric.newman
#tests paragon launch
#rb none
Change 3034933 on 2016/06/30 by Josh.Markiewicz
#UE4 - moved OnlineHotfixManager out of deprecated classes directory
#rb none
#tests compiles
Change 3034524 on 2016/06/30 by Andrew.Grant
Fix for team assignment being broken in blueprints
#rb Dan.OConnor
#tests Golden Path with sparrow, verified arrow AOE color is correct and harvesters deliver XP
Change 3034521 on 2016/06/30 by Andrew.Grant
Setting replay version to 0 for v29
#rb none
#tests none
Change 3034483 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Repair main build integration
#RB:none
#Tests:none
[CodeReviewed]: david.ratti
#ROBOMERGE-SOURCE: CL 3034395 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3034481 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3034181
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3034319 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3034464 on 2016/06/30 by Martin.Wilson
Fix for trying to load preview mesh for skeleton when the preview meshes skeleton doesn't match
#rb Jurre.DeBaare
#tests Asset loading in the editor
Change 3034194 on 2016/06/30 by Martin.Wilson
Fix for rendering crash
#codereview Rolando.Caloca
#rb Rolando.Caloca
#test editor startup
Change 3034192 on 2016/06/30 by Andrew.Grant
Removing Fortnight madness
#codereview Ben.Marsh
#rb none
#tests compiled
Change 3034106 on 2016/06/30 by Martin.Wilson
Fix retargetting of anim blueprints so that all animations referred to are collected and duplicated, not just direct bp variables
#rb Thomas.Sarkanen
#tests In editor retargeting of various blueprint setups
Change 3034041 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: antony.carter
Exposing some of the slate interfaces for upcoming Social Plugin usage
#RB Jamie.Dale
#TESTS NA
#ROBOMERGE-SOURCE: CL 3034040 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3033591 on 2016/06/29 by Andrew.Grant
Merging //UE4/Main @ 3033257 through Orion-Staging
#rb none
#tests engine QA, golden path in PIE and out, BuildCookRun PS4
Change 3033545 on 2016/06/29 by Josh.Markiewicz
#UE4 - fixed shadowed variable
#rb none
#tests compiles
Change 3033462 on 2016/06/29 by Josh.Markiewicz
#UE4 - notify game about net guid mismatch or net checksum failures
#rb john.pollard
#codereview john.pollard, dave.ratti, andrew.grant, matt.oelfke
#tests triggered fake mismatches while networked
Change 3033453 on 2016/06/29 by Josh.Markiewicz
#UE4 - turned off extra logging feature now that the auth expiration issues have been solved
- removes some bad log spam showing up in live (starting when already started, stopped when not started)
#rb none
#tests none
#codereview ben.zeigler, sam.zamani
Change 3033020 on 2016/06/29 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF
Merging //GamePlugins/Main/PluginTestGame/Plugins/OnlineGameplayFramework/...
to //Orion/Main/OrionGame/Plugins/OnlineGameplayFramework/...
---------
- Support for exclusive profile locking (by dedicated servers)
- PostAdd event for IMcpItemAware
- New McpItemDefinitionBase class
- Support for converting to new colon-based template ids
- Improvements to FJsonObjectWrapper (technically an engine change)
- Ability to specify an explicit fulfillment class to instantiate
- Ability to split catalog localization out from the main data.
- Couple of Orion fix ups for the new code
- Re-exported catalog (loc data now separated out)
---------
#RB: none
#TESTS: login, mcp, etc
[CodeReviewed]: Jason.Bestimt
#ROBOMERGE-SOURCE: CL 3033018 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3032623 on 2016/06/29 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3032459
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3032516 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3032451 on 2016/06/29 by bruce.nesbit
Added code in AutoPopulateInstanceProperties to populate vector and scalar parameter data.
#rb SimonT
#tests PIE
Change 3031620 on 2016/06/28 by Aaron.McLeran
Implementing CL 3029659 to Dev-General.
Adding new minor feature to add new concurrency mode to allow not stopping old sounds if new sound is not lower priority (or is same priority) than any existing sounds in concurrency group
#rb marc.audy
#TESTS existing concurrency doesn't break. New concurrency rule results in not stopping sounds if new sound is not lower pri than existing sounds
Change 3031616 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Fixed an additional cast issue (hopefully the last!) in SetupSkyIrradianceEnvironmentMapConstants where Scene objects were not being cast and/or null checked
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3031610 in //Orion/Release-28/... via CL 3031611 via CL 3031613 via CL 3031614
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3031607 on 2016/06/28 by Josh.Markiewicz
#UE4 - pass the UniqueNetId along with client beacons so the server can tell who is making requests
#rb sam.zamani
#codereview paul.moore
#tests draft lobby golden path
Change 3031606 on 2016/06/28 by Josh.Markiewicz
#UE4 - added code to stop logging out players from reservation beacon on timeouts if game doesn't request it
#rb sam.zamani
#codereview paul.moore
#tests draft lobby golden path
Change 3031598 on 2016/06/28 by Josh.Markiewicz
#UE4 - FUniqueNetIdRepl is stored on the UNetConnection and passed into engine login functions rather than TSharedPtr<FUniqueNetId>
- wrapped class is safer and simplifies some other code
#rb sam.zamani
#tests draft lobby golden path
#codereview paul.moore
Change 3031523 on 2016/06/28 by Josh.Markiewicz
#UE4 - added ToDebugString to FUniqueNetIdRepl
#rb none
#tests draft lobby golden path
Change 3031366 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Adding proper checks for Scene objects if it returns null
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3031361 in //Orion/Release-28/... via CL 3031362 via CL 3031363 via CL 3031365
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030919 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Fixed issue that was causing client bots to crash when running with -nullrhi. Now use interface provided by the Scene object.
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3030914 in //Orion/Release-28/... via CL 3030915 via CL 3030916 via CL 3030917
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030715 on 2016/06/28 by David.Ratti
removing warning. It is valid to use the ability system with actors without an animinstance.
#rb none
#test compile
Change 3030663 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3030407
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3030660 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030533 on 2016/06/28 by Marcus.Wassmer
Fix incorrect warning
#rb none
#test none
#codereview Daniel.Lamb
Change 3030526 on 2016/06/28 by bruce.nesbit
Re-added MaxRoughness changes in scalability config and added ECVF_Scalability to the CVar for same
#rb none
#codereview Marcus.Wassmer
#tests PIE
Change 3029022 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3028879
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3029020 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3028712 on 2016/06/27 by David.Ratti
AbilitySystem debug hud
-Made this more accessible from the base engine system. No longer required to forward calls from the owning actor class'es DisplayDebug function
PlayerController::DisplayDebug
-Set DisplayDebugManager's Y pos to the out Y pos, so that subsequent debug huds don't overlap with this one
#rb none
#tests gameplay ability sample project
[CL 3043787 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]