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#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3756887 by Ben.Zeigler
#jira UE-52380 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Copy of CL #3756788
Change 3756888 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Copy of CL #3753986
#thomas.sarkanen
Change 3759254 by Ben.Zeigler
Disable the duplicate PrimaryAssetId for editor only types like Maps. This can happen if content folk copy maps using the content browser, and does not actually cause a runtime problem. It still ensures for cooked types
Change 3759278 by Ben.Zeigler
Add IsTempPackage to FPackageName
Fix issue where temp/memory packages shown in a content browser/asset audit window would spam the log when it failed to find source control info for them
Change 3759613 by Phillip.Kavan
Add support for casting between mismatched soft pointer types in nativized Blueprint C++ assignment statements and function calls.
Change summary:
- Extended FEmitHelper::GenerateAutomaticCast() to consider soft pointer terms and inject C++ code to explicitly cast the RHS when needed.
#jira UE-52205
Change 3760040 by Dan.Oconnor
Add Call Stack control for viewing Blueprint call stacks when paused at a breakpoint, available from the Developer Tools menu
#jira UE-2296
Change 3760955 by Phillip.Kavan
Fix conditional (SA/CIS issue).
Change 3761356 by Ben.Zeigler
Fix DLC staging rules to handle metadata correctly and remove debug log I accidentally added. The DLC staging now iterates in a similar way to the normal staging, it just may also excluded Engine
Change 3761859 by Zak.Middleton
#ue4 - Fix crash in UStaticMesh::GetAssetRegistryTags() when FindObject is used during saving. Added Lex::ToString for physics enums ECollisionTraceFlag, EPhysicsType, and EBodyCollisionResponse.
#jira UE-52478
#tests QA game, content browser
Change 3761860 by mason.seay
Submitting test content for Async Load issue
Change 3762559 by Ben.Zeigler
#jira UE-52407 Fix it so FText can be specified in blueprint functions as default parameters. The UI showed up before but the data was lost
Change GetDefaultsAsString on Pin to always return an internal string so it can correctly be import texted, add GetDefaultsAsText for display purposes
Change 3764459 by Marc.Audy
PR #4224: Fix LoadLevelInstanceBySoftObjectPtr (Contributed by phlknght)
#jira UE-52415
Change 3764580 by Ben.Zeigler
Clean up delegates in UObjectGlobals.h, fixing several incorrect comments and moving some editor delegates into WITH_EDITOR
Change 3764602 by Ben.Zeigler
#jira UE-52487 Fix it so OnAssetLoaded gets correctly called for Assets that were async loaded while in the editor/standalone editor game.
This is necessary because they would not get registered with various editor systems for the rest of the editor session, even if opened manually
Change 3764603 by Ben.Zeigler
Related to UE-52487, now that async loading blueprints in the editor properly registers them with the blueprint actions, we need to unregister them when automated tests want them to unload. Add a ClearEditorReferences function to UBlueprint that calls the OnUnloaded editor delegate, so EngineTest doesn't need to include the editor module
Change 3764768 by Ben.Zeigler
#jira UE-52524 Fix null access crash when pasting an invalid macro instance node
Change 3766415 by Fred.Kimberley
Removing invalid assets. Most of these are out of date.
Change 3766417 by Fred.Kimberley
Add warnings when we try to export a package without a type.
Change 3766514 by Fred.Kimberley
Added a #include to fix the build.
Change 3766542 by Fred.Kimberley
Added a #include to fix the build.
Change 3766558 by Fred.Kimberley
Rename variables to avoid warnings about hiding previous variable declarations.
Change 3767619 by Marc.Audy
bActorIsBeingDestroyed must be part of transaction history
#jira UE-51796
Change 3767993 by Dan.Oconnor
Preserve graph editor controls when clicking on a hyper link, this speeds up navigation via the debugger 'step' command and Find in Blueprints control
#jira UE-52596
Change 3768146 by Marc.Audy
Fix material instance dynamic not correctly finding object in details panel customization as a result soft path changes
#jira UE-52488
Change 3769586 by Marc.Audy
Fix expose on spawn related error messages
Change 3769863 by Dan.Oconnor
Blueprint call stack now has access to frame offsets and can highlight nodes that are active on previous stack frames
#jira UE-52452
Change 3771200 by Dan.Oconnor
CIS fix - add missing DO_BLUEPRINT_GUARD
Change 3771555 by Ben.Zeigler
Add transactions for several pin class changing actions which were missing them
Change 3771589 by Ben.Zeigler
#jira UE-52665 Fix it so changing the type of a create widget or spawn actor node will correctly propagate the type change to reroute/wildcard nodes instead of disconnecting
Change 3771683 by Dan.Oconnor
Call Stack polish: background color no longer changes when undocked, prettify-ing "ExecuteUbergraph_blahblah" in to "Event Graph", resizing works correctly, added overlay message when no call stack is available
#jira UE-52567
Change 3771734 by Dan.Oconnor
Add entries for native code in the blueprint call stack view, clarifying re-entrancy
Change 3774293 by Ben.Zeigler
#jira UE-52665 Minimal fix for making sure type changes propagate through multiple rerout nodes, going to make a larger refactor in a second checkin
Change 3774328 by Ben.Zeigler
#jira UE-52665 Refactor knot nodes so there is one type propagation function that takes a direction, this fixes an issue where the second knot node in a chain would not have it's type changed when input type changed
Change 3774342 by Ben.Zeigler
#jira UE-52661 Fix crash when using blueprinted components created by a specialized subclass of UBlueprint, from PR #4249
Change 3774476 by Fred.Kimberley
Add class and function info to pin names for async nodes. This fixes a problem where redirectors for async node pins did not work.
https://udn.unrealengine.com/questions/402882/propertyredirect-fails-with-uk2node-latentgameplay.html?childToView=403808
Change 3774645 by Ben.Zeigler
#jira UE-41743 Fix it so struct split pins handle renames correctly, both for user structs and native structs
Refactor the variable rename checking in make/break struct to use the generic one I just added
Change 3775412 by Phillip.Kavan
UX improvements for Blueprint single-step debugging and breakpoints. Also added Step Out and Step Over debugging commands.
Change summary:
- Remapped the existing Step In command from F10 to F11 hotkey.
- Mapped existing Step Over command to F10 and existing Step Out command to ALT-SHIFT-F11 hotkeys.
- Added new (repurposed) icon assets for single-step debugging toolbar commands.
- Modified FPlayWorldCommands::BuildToolbar() to add new Step Over and Step Out commands to the toolbar.
- Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to remove special-case code for intermediate Tunnel Instance nodes, as these are now reverse-mapped through FullSourceBacktrackMap.
- Modified FKismetDebugUtilities::CheckBreakConditions() to more generally manage the current graph stack (i.e. not just for Blueprint Function graphs). Also fixed a bug where we had failed to reset the target graph stack depth after completing a Step Out/Over iteration.
- Modified FBlueprintDebugData::FindAllCodeLocationsFromSourceNode() to remove the additional iteration for the special Macro source node table (no longer required).
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to remove the Macro-specific parameters and the additional insertions into the special Macro tables (no longer required).
- Modified UK2Node_MathExpression::ValidateNodeDuringCompilation() to remove the special-case for Macro Instance source nodes, as Macro source nodes are now being mapped through the same table.
- Added FindMatchingTunnelInstanceNode() as a utility method for now in BlueprintConnectionDrawingPolicy.cpp in order to match up Macro/Composite graph source nodes with nested Tunnel Instance nodes at the current graph level. *** TODO: For 4.19 we probably should revert back to using a secondary table in the debug data to map Tunnel Instance node hierarchies to code offsets in order to result in a faster lookup time here. ***
- Modified FKismetConnectionDrawingPolicy::BuilldExecutionRoadmap() to replace the special-case for Macro Instance source nodes with a more general check for Tunnel Instance nodes that also handles Composite source nodes.
- Revised UK2Node_TunnelBoundary to strip out most of what was being used to support the profiler, while keeping its basic compiled goto behavior in order to still function as a NOP node.
- Added FKismetCompilerContext::SpawnIntermediateTunnelBoundaryNodes().
- Modified FKismetCompilerContext::ExpandTunnelsAndMacros() to no longer overwrite intermediate Macro source node mappings in the lookup table with the Macro Instance source node that triggered the Macro graph expansion. Also revised the TunnelNode case to spawn intermediate TunnelBoundary (NOP) nodes around Macro and Composite gateways; this allows breakpoints to hit on the Tunnel nodes around a source graph expansion.
- Modified FScriptBuilderBase::EmitInstrumentation() to remove special-case handling for Macro and Tunnel source nodes. These are now being mapped directly through the SourceBacktrackMap instead.
- Removed alternate breakpoint icon assets for Macro Instance and Composite nodes (no longer needed).
- Removed UK2Node::GetActiveBreakpointToolTipText() and its UK2Node_MacroInstance override (no longer required).
- Removed special case in SGraphNodeK2Base::GetOverlayBrushes() for Macro Instance and Composite nodes (no longer needed).
- Removed special-case mappings and interface methods for Tunnel nodes in FCompilerResultsLog (no longer required).
- Removed the LineNumberToMacroSourceNodeMap and LineNumberToMacroInstanceNodeMap members from the FDebuggingInfoForSingleFunction struct (no longer in use).
- Removed FBlueprintDebugData::FindMacroSourceNodeFromCodeLocation() and FindMacroInstanceNodesFromCodeLocation().
- Removed FKismetDebugUtilities::FindMacroSourceNodeForCodeLocation() (no longer in use).
- Removed special-case handling for Macro Instance nodes in FKismetDebugUtilities::OnScriptException() (no longer required). Macro source nodes are no longer being mapped to code offsets through a separate table, and we don't need to worry about saving/restoring the Active Object when debugging with a Macro Graph in the active tab.
#jira UE-2880
#jira UE-16817
Change 3776606 by mason.seay
Updated content to prevent warning from appearing
Change 3777051 by Dan.Oconnor
ComponentTemplate references in UBlueprint can no be cleared after compiling the (blueprint defined) component
#jira UE-52484
Change 3777108 by Dan.Oconnor
Look up call stack frame source name when caching a script call stack for display. This relies on debug data being generated for event stubs
#jira UE-52717, UE-52719
Change 3778277 by Marc.Audy
Fixed potential null material reference causing crash.
#jira UE-52803
Change 3778288 by Marc.Audy
PR #3957: Making FAlphaBlend BlueprintType in order to fix a bunch of broken UPROPERTY's as of 4.17 (Contributed by ill)
#jira UE-49082
Change 3778321 by Phillip.Kavan
Fix for a regression in BP script execution behavior related to misidentified latent node expansions from a macro source graph.
Change summary:
- Removed FCompilerResultsLog::FullSourceBacktrackMap (no longer in use).
- Restored FCompilerResultsLog::IntermediateTunnelNodeToTunnelInstanceMap (which was in place prior to CL# 37754112); this table was being used to map intermediate nodes resulting from a tunnel instance node expansion back to the outer tunnel instance node that triggered the expansion. Its once again being used for that reason, but I reduced the scope a bit to only include the execution path within the expansion, as that's the only mapping that we need.
- Restored FCompilerResultsLog::RegisterIntermediateTunnelNode(), but renamed it to NotifyIntermediateTunnelNode() to be consistent with the other parts of the MessageLog interface, and also removed the part of the implementation that was adding to a secondary macro expansion-to-source backtrack map (since macro expansion node lookup is now done through the main source backtrack map).
- Restored FCompilerResultsLog::GetIntermediateTunnelInstance().
- Modified FCompilerResultsLog::NotifyIntermediateObjectCreation() to remove the part of the implementation that was adding to the secondary node-only-to-source backtrack map (it was previously just a redundant copy of the main one except in the case of macro expansions).
- Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to restore the calculation of a stable UUID for nodes sourced from a macro expansion, where we had incorporated the outer intermediate tunnel instance node chain.
#jira UE-52872
Change 3778329 by Marc.Audy
PR #4241: Enforce calling superclass on ActorComponent::BeginPlay (Contributed by rlefebvre)
#jira UE-52574
Change 3778349 by Marc.Audy
Minor cleanup
Change 3759702 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
#jira UE-52158 Fix it to refresh the list of possible asset audit platforms when the refresh button is pushed
Change 3766414 by Fred.Kimberley
Data validation plugin
Change 3769923 by Ben.Zeigler
#jira UE-30347 Change ResourceSize mode enum from Inclusive to EstimatedTotal, which includes UObject serialization data as well as data for any subobjects. It now does NOT include externally referenced assets, which it did for some assets but not others
Fix Texture EstimatedTotal memory to handle LOD bias, it now reports the largest possible size in a cooked game of any platform
Fix many GetResourceSizeEx calls to match the new definition and improve accuracy
Switched several editor tools to use EstimatedTotal now that it is more useful, and removed some unused memory stats
Remove ResourceSize from UObject asset registry tags as it was misleading and inaccurate, for now it is only possible to get this for loaded objects
Remove MapFileSize from Worlds as it redundant with the generic file size. Fixed the generic file size to display using the Size format
Several UI fixes for Asset Audit and Size Map to deal with this change. Asset Audit no longer has the memory size columns, and the memory size drop down in Size Map is disabled for cooked builds
Change 3771365 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
[CL 3779057 by Marc Audy in Main branch]
195 lines
6.8 KiB
C#
195 lines
6.8 KiB
C#
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using System.Threading.Tasks;
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using AutomationTool;
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using UnrealBuildTool;
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using Tools.DotNETCommon;
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public class SharedCookedBuild
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{
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private static Task CopySharedCookedBuildTask = null;
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private static bool CopySharedCookedBuildForTargetInternal(string CookedBuildPath, string CookPlatform, string LocalPath, bool bOnlyCopyAssetRegistry)
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{
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string BuildRoot = CommandUtils.P4Enabled ? CommandUtils.P4Env.Branch.Replace("/", "+") : "";
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string RecentCL = CommandUtils.P4Enabled ? CommandUtils.P4Env.Changelist.ToString() : "";
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BuildVersion Version;
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if (BuildVersion.TryRead(BuildVersion.GetDefaultFileName(), out Version))
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{
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RecentCL = Version.Changelist.ToString();
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BuildRoot = Version.BranchName;
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}
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System.GC.Collect();
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// check to see if we have already synced this build ;)
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var SyncedBuildFile = CommandUtils.CombinePaths(LocalPath, "SyncedBuild.txt");
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string BuildCL = "Invalid";
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if (File.Exists(SyncedBuildFile))
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{
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BuildCL = File.ReadAllText(SyncedBuildFile);
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}
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if (RecentCL == "" && CookedBuildPath.Contains("[CL]"))
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{
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CommandUtils.Log("Unable to copy shared cooked build: Unable to determine CL number from P4 or UGS, and is required by SharedCookedBuildPath");
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return false;
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}
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if (RecentCL == "" && CookedBuildPath.Contains("[BRANCHNAME]"))
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{
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CommandUtils.Log("Unable to copy shared cooked build: Unable to determine BRANCHNAME number from P4 or UGS, and is required by SharedCookedBuildPath");
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return false;
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}
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CookedBuildPath = CookedBuildPath.Replace("[CL]", RecentCL.ToString());
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CookedBuildPath = CookedBuildPath.Replace("[BRANCHNAME]", BuildRoot);
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CookedBuildPath = CookedBuildPath.Replace("[PLATFORM]", CookPlatform);
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if (Directory.Exists(CookedBuildPath) == false)
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{
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CommandUtils.Log("Unable to copy shared cooked build: Unable to find shared build at location {0} check SharedCookedBuildPath in Engine.ini SharedCookedBuildSettings is correct", CookedBuildPath);
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return false;
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}
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CommandUtils.Log("Attempting download of latest shared build CL {0} from location {1}", RecentCL, CookedBuildPath);
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if (BuildCL == RecentCL.ToString())
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{
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CommandUtils.Log("Already downloaded latest shared build at CL {0}", RecentCL);
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return false;
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}
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if (bOnlyCopyAssetRegistry)
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{
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RecentCL += "RegistryOnly";
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}
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if ( BuildCL == RecentCL )
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{
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CommandUtils.Log("Already downloaded latest shared build at CL {0}", RecentCL);
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return false;
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}
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// delete all the stuff
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CommandUtils.Log("Deleting previous shared build because it was out of date");
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CommandUtils.DeleteDirectory(LocalPath);
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Directory.CreateDirectory(LocalPath);
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string CookedBuildMetadataDirectory = Path.Combine(CookedBuildPath, "Metadata");
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CookedBuildMetadataDirectory = Path.GetFullPath(CookedBuildMetadataDirectory);
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string LocalBuildMetadataDirectory = Path.Combine(LocalPath, "Metadata");
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LocalBuildMetadataDirectory = Path.GetFullPath(LocalBuildMetadataDirectory);
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if (Directory.Exists(CookedBuildMetadataDirectory))
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{
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foreach (string FileName in Directory.EnumerateFiles(CookedBuildMetadataDirectory, "*.*", SearchOption.AllDirectories))
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{
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string SourceFileName = Path.GetFullPath(FileName);
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string DestFileName = SourceFileName.Replace(CookedBuildMetadataDirectory, LocalBuildMetadataDirectory);
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Directory.CreateDirectory(Path.GetDirectoryName(DestFileName));
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File.Copy(SourceFileName, DestFileName);
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}
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}
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if ( CopySharedCookedBuildTask != null )
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{
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WaitForCopy();
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}
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if (bOnlyCopyAssetRegistry == false)
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{
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CopySharedCookedBuildTask = Task.Run(() =>
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{
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// find all the files in the staged directory
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string CookedBuildStagedDirectory = Path.GetFullPath(Path.Combine(CookedBuildPath, "Staged"));
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string LocalBuildStagedDirectory = Path.GetFullPath(Path.Combine(LocalPath, "Staged"));
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if (Directory.Exists(CookedBuildStagedDirectory))
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{
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foreach (string FileName in Directory.EnumerateFiles(CookedBuildStagedDirectory, "*.*", SearchOption.AllDirectories))
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{
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string SourceFileName = Path.GetFullPath(FileName);
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string DestFileName = SourceFileName.Replace(CookedBuildStagedDirectory, LocalBuildStagedDirectory);
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Directory.CreateDirectory(Path.GetDirectoryName(DestFileName));
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File.Copy(SourceFileName, DestFileName);
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}
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}
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File.WriteAllText(SyncedBuildFile, RecentCL.ToString());
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}
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);
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}
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else
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{
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File.WriteAllText(SyncedBuildFile, RecentCL.ToString());
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}
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return true;
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}
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public static void CopySharedCookedBuildForTarget(string ProjectFullPath, UnrealTargetPlatform TargetPlatform, string CookPlatform, bool bOnlyCopyAssetRegistry = false)
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{
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var LocalPath = CommandUtils.CombinePaths(Path.GetDirectoryName(ProjectFullPath), "Saved", "SharedIterativeBuild", CookPlatform);
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FileReference ProjectFileRef = new FileReference(ProjectFullPath);
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// get network location
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ConfigHierarchy Hierarchy = ConfigCache.ReadHierarchy(ConfigHierarchyType.Engine, DirectoryReference.FromFile(ProjectFileRef), TargetPlatform);
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List<string> CookedBuildPaths;
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if (Hierarchy.GetArray("SharedCookedBuildSettings", "SharedCookedBuildPath", out CookedBuildPaths) == false)
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{
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CommandUtils.Log("Unable to copy shared cooked build: SharedCookedBuildPath not set in Engine.ini SharedCookedBuildSettings");
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return;
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}
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foreach (var CookedBuildPath in CookedBuildPaths)
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{
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if (CopySharedCookedBuildForTargetInternal(CookedBuildPath, CookPlatform, LocalPath, bOnlyCopyAssetRegistry) == true)
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{
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return;
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}
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}
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return;
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}
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public static void CopySharedCookedBuild(ProjectParams Params)
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{
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if (!Params.NoClient)
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{
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foreach (var ClientPlatform in Params.ClientTargetPlatforms)
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{
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// Use the data platform, sometimes we will copy another platform's data
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var DataPlatformDesc = Params.GetCookedDataPlatformForClientTarget(ClientPlatform);
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string PlatformToCook = Platform.Platforms[DataPlatformDesc].GetCookPlatform(false, Params.Client);
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CopySharedCookedBuildForTarget(Params.RawProjectPath.FullName, ClientPlatform.Type, PlatformToCook);
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}
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}
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if (Params.DedicatedServer)
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{
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foreach (var ServerPlatform in Params.ServerTargetPlatforms)
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{
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// Use the data platform, sometimes we will copy another platform's data
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var DataPlatformDesc = Params.GetCookedDataPlatformForServerTarget(ServerPlatform);
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string PlatformToCook = Platform.Platforms[DataPlatformDesc].GetCookPlatform(true, false);
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CopySharedCookedBuildForTarget(Params.RawProjectPath.FullName, ServerPlatform.Type, PlatformToCook);
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}
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}
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}
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public static void WaitForCopy()
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{
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if (CopySharedCookedBuildTask != null)
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{
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CopySharedCookedBuildTask.Wait();
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}
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}
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} |