Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp
Marc Audy 43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00

3497 lines
109 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "LaunchPrivatePCH.h"
#include "Internationalization/Internationalization.h"
#include "Ticker.h"
#include "ConsoleManager.h"
#include "ExceptionHandling.h"
#include "FileManagerGeneric.h"
#include "TaskGraphInterfaces.h"
#include "StatsMallocProfilerProxy.h"
#include "Projects.h"
#include "UProjectInfo.h"
#include "EngineVersion.h"
#include "ModuleManager.h"
#include "../Resources/Version.h"
#include "VersionManifest.h"
#include "UObject/DevObjectVersion.h"
#include "HAL/ThreadHeartBeat.h"
#include "MallocProfiler.h"
#include "NetworkVersion.h"
#if WITH_COREUOBJECT
#include "Internationalization/PackageLocalizationManager.h"
#include "CoreUObject.h"
#endif
#if WITH_EDITOR
#include "EditorStyle.h"
#include "ProfilerClient.h"
#include "RemoteConfigIni.h"
#include "EditorCommandLineUtils.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <objbase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#endif
#if WITH_ENGINE
#include "AudioThread.h"
#include "AutomationController.h"
#include "Database.h"
#include "DerivedDataCacheInterface.h"
#include "RenderCore.h"
#include "ShaderCompiler.h"
#include "DistanceFieldAtlas.h"
#include "GlobalShader.h"
#include "ParticleHelper.h"
#include "PhysicsPublic.h"
#include "PlatformFeatures.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Commandlets/Commandlet.h"
#include "EngineService.h"
#include "ContentStreaming.h"
#include "HighResScreenshot.h"
#include "HotReloadInterface.h"
#include "ISessionService.h"
#include "ISessionServicesModule.h"
#include "Engine/GameInstance.h"
#include "Net/OnlineEngineInterface.h"
#include "Internationalization/EnginePackageLocalizationCache.h"
#if !UE_SERVER
#include "HeadMountedDisplay.h"
#include "ISlateRHIRendererModule.h"
#include "ISlateNullRendererModule.h"
#include "EngineFontServices.h"
#endif
#include "MoviePlayer.h"
#if !UE_BUILD_SHIPPING
#include "STaskGraph.h"
#include "ProfilerService.h"
#endif
#if WITH_AUTOMATION_WORKER
#include "AutomationWorker.h"
#endif
#endif //WITH_ENGINE
#if WITH_EDITOR
#include "FeedbackContextEditor.h"
static FFeedbackContextEditor UnrealEdWarn;
#endif // WITH_EDITOR
#if UE_EDITOR
#include "DesktopPlatformModule.h"
#endif
#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <ObjBase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#if ENABLE_VISUAL_LOG
#include "VisualLogger/VisualLogger.h"
#endif
#if WITH_LAUNCHERCHECK
#include "LauncherCheck.h"
#endif
#if WITH_COREUOBJECT
#ifndef USE_LOCALIZED_PACKAGE_CACHE
#define USE_LOCALIZED_PACKAGE_CACHE 1
#endif
#else
#define USE_LOCALIZED_PACKAGE_CACHE 0
#endif
// Pipe output to std output
// This enables UBT to collect the output for it's own use
class FOutputDeviceStdOutput : public FOutputDevice
{
public:
FOutputDeviceStdOutput()
{
bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
}
virtual ~FOutputDeviceStdOutput()
{
}
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
{
if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
{
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#else
wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#endif
fflush(stdout);
}
}
private:
bool bAllowLogVerbosity;
};
// Exits the game/editor if any of the specified phrases appears in the log output
class FOutputDeviceTestExit : public FOutputDevice
{
TArray<FString> ExitPhrases;
public:
FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
: ExitPhrases(InExitPhrases)
{
}
virtual ~FOutputDeviceTestExit()
{
}
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
if (!GIsRequestingExit)
{
for (auto& Phrase : ExitPhrases)
{
if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
{
#if WITH_ENGINE
if (GEngine != nullptr)
{
if (GIsEditor)
{
GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
}
else
{
GEngine->Exec(nullptr, TEXT("QUIT"));
}
}
#else
FPlatformMisc::RequestExit(true);
#endif
break;
}
}
}
}
};
static TScopedPointer<FOutputDeviceConsole> GScopedLogConsole;
static TScopedPointer<FOutputDeviceStdOutput> GScopedStdOut;
static TScopedPointer<FOutputDeviceTestExit> GScopedTestExit;
#if WITH_ENGINE
static void RHIExitAndStopRHIThread()
{
#if HAS_GPU_STATS
FRealtimeGPUProfiler::Get()->Release();
#endif
RHIExit();
// Stop the RHI Thread
if (GUseRHIThread)
{
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
}
}
#endif
/**
* Initializes std out device and adds it to GLog
**/
void InitializeStdOutDevice()
{
// Check if something is trying to initialize std out device twice.
check(!GScopedStdOut.IsValid());
GScopedStdOut = new FOutputDeviceStdOutput();
GLog->AddOutputDevice(GScopedStdOut.GetOwnedPointer());
}
bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
{
const TCHAR *CmdLine = InCmdLine;
FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
FirstCommandLineToken = FirstCommandLineToken.Trim();
//
OutProjectFilePath = TEXT("");
OutGameName = TEXT("");
if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
{
// The first command line argument could be the project file if it exists or the game name if not launching with a project file
const FString ProjectFilePath = FString(FirstCommandLineToken);
if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
{
OutProjectFilePath = FirstCommandLineToken;
// Here we derive the game name from the project file
OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
return true;
}
else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
{
// Full game name is assumed to be the first token
OutGameName = MoveTemp(FirstCommandLineToken);
// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
return true;
}
}
#if WITH_EDITOR
if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
{
return true;
}
#endif
return false;
}
bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
{
if (GIsGameAgnosticExe)
{
// Initialize GameName to an empty string. Populate it below.
FApp::SetGameName(TEXT(""));
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
#if UE_GAME
else
{
// Try to use the executable name as the game name.
LocalGameName = FPlatformProcess::ExecutableName();
int32 FirstCharToRemove = INDEX_NONE;
if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
{
LocalGameName = LocalGameName.Left(FirstCharToRemove);
}
FApp::SetGameName(*LocalGameName);
// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
if (LocalGameName != TEXT("UE4Game"))
{
ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
}
#endif
static bool bPrinted = false;
if (!bPrinted)
{
bPrinted = true;
if (FApp::HasGameName())
{
UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
}
else
{
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
}
else
{
UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
}
}
}
}
else
{
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
if (FPlatformProperties::RequiresCookedData())
{
// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
if (LocalGameName != FApp::GetGameName())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
}
}
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
// In a non-game agnostic exe, the game name should already be assigned by now.
if (!FApp::HasGameName())
{
UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
}
}
return true;
}
void LaunchFixGameNameCase()
{
#if PLATFORM_DESKTOP && !IS_PROGRAM
// This is to make sure this function is not misused and is only called when the game name is set
check(FApp::HasGameName());
// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
if (FPaths::IsProjectFilePathSet())
{
const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
{
if (GameName == FApp::GetGameName()) // case insensitive compare
{
FApp::SetGameName(*GameName);
}
else
{
const FText Message = FText::Format(
NSLOCTEXT("Core", "MismatchedGameNames", "The name of the .uproject file ('{0}') must match the name of the project passed in the command line ('{1}')."),
FText::FromString(*GameName),
FText::FromString(FApp::GetGameName()));
if (!GIsBuildMachine)
{
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
FMessageDialog::Open(EAppMsgType::Ok, Message);
}
FApp::SetGameName(TEXT("")); // this disables part of the crash reporter to avoid writing log files to a bogus directory
if (!GIsBuildMachine)
{
exit(1);
}
UE_LOG(LogInit, Fatal, TEXT("%s"), *Message.ToString());
}
}
}
#endif //PLATFORM_DESKTOP
}
static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = false;
}
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = false;
}
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
if (WrapperFile != nullptr && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
{
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = true;
}
if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = true;
}
// Don't delete the platform file. It will be automatically deleted by its module.
WrapperFile = nullptr;
}
}
else
{
// Make sure it won't be used.
WrapperFile = nullptr;
}
return WrapperFile;
}
/**
* Look for any file overrides on the command line (i.e. network connection file handler)
*/
bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
{
OutFileOverrideFound = false;
// Get the physical platform file.
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
// Try to create pak file wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try to create sandbox wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
// Streaming network wrapper (it has a priority over normal network wrapper)
bool bNetworkFailedToInitialize = false;
do
{
bool bShouldUseStreamingFile = false;
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
// if streaming network platform file was tried this loop don't try this one
// Network file wrapper (only create if the streaming wrapper hasn't been created)
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
{
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
if (bNetworkFailedToInitialize)
{
FString HostIpString;
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
#if PLATFORM_REQUIRES_FILESERVER
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
FPlatformProcess::Sleep(5.0f);
uint32 Result = 2;
#else //PLATFORM_REQUIRES_FILESERVER
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
#endif //PLATFORM_REQUIRES_FILESERVER
if (Result == EAppReturnType::No)
{
break;
}
else if (Result == EAppReturnType::Cancel)
{
// Cancel - return a failure, and quit
return false;
}
}
}
while (bNetworkFailedToInitialize);
#endif
#if !UE_BUILD_SHIPPING
// Try to create file profiling wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file timings stats wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file open log wrapper (lists the order files are first opened)
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#endif //#if !UE_BUILD_SHIPPING
// Wrap the above in a file logging singleton if requested
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// If our platform file is different than it was when we started, then an override was used
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
return true;
}
bool LaunchHasIncompleteGameName()
{
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
{
// Verify this is a legitimate game name
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
{
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
{
return true;
}
}
}
return false;
}
void LaunchUpdateMostRecentProjectFile()
{
// If we are launching without a game name or project file, we should use the last used project file, if it exists
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
FString RecentProjectFileContents;
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
{
if ( RecentProjectFileContents.Len() )
{
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
{
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
// This indicates that there was a problem loading the project.
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
}
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
{
// The previously loaded project file was found. Change the game name here and update the project file path
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
FPaths::SetProjectFilePath(RecentProjectFileContents);
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
// Write a file indicating that we are trying to auto-load a project.
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
}
}
}
}
/*-----------------------------------------------------------------------------
FEngineLoop implementation.
-----------------------------------------------------------------------------*/
FEngineLoop::FEngineLoop()
#if WITH_ENGINE
: EngineService(nullptr)
#endif
{ }
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
{
FMemory::SetupTLSCachesOnCurrentThread();
FString CmdLine;
// loop over the parameters, skipping the first one (which is the executable name)
for (int32 Arg = 1; Arg < ArgC; Arg++)
{
FString ThisArg = ArgV[Arg];
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
{
int32 EqualsAt = ThisArg.Find(TEXT("="));
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
{
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
}
else
{
ThisArg = FString("\"") + ThisArg + FString("\"");
}
}
CmdLine += ThisArg;
// put a space between each argument (not needed after the end)
if (Arg + 1 < ArgC)
{
CmdLine += TEXT(" ");
}
}
// append the additional extra command line
if (AdditionalCommandline)
{
CmdLine += TEXT(" ");
CmdLine += AdditionalCommandline;
}
// send the command line without the exe name
return GEngineLoop.PreInit(*CmdLine);
}
#if WITH_ENGINE
bool IsServerDelegateForOSS(FName WorldContextHandle)
{
if (IsRunningDedicatedServer())
{
return true;
}
UWorld* World = nullptr;
#if WITH_EDITOR
if (WorldContextHandle != NAME_None)
{
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
World = WorldContext.World();
}
else
#endif
{
ensure(WorldContextHandle == NAME_None);
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
if (GameEngine)
{
World = GameEngine->GetGameWorld();
}
else
{
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
return false;
}
}
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
}
#endif
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
{
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
{
FPlatformMisc::SetUTF8Output();
}
// Switch into executable's directory.
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
// also realize that command lines can be pulled from the network at a slightly later time.
if (!FCommandLine::Set(CmdLine))
{
// Fail, shipping builds will crash if setting command line fails
return -1;
}
#if WITH_LAUNCHERCHECK
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
{
// Tell Launcher to run us instead
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
// We wish to exit
GIsRequestingExit = true;
return 0;
}
#endif
#if STATS
// Create the stats malloc profiler proxy.
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
{
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
{
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
}
// Assumes no concurrency here.
GMalloc = FStatsMallocProfilerProxy::Get();
}
#endif // STATS
// Name of project file before normalization (as specified in command line).
// Used to fixup project name if necessary.
FString GameProjectFilePathUnnormalized;
// Set GameName, based on the command line
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
{
// If it failed, do not continue
return 1;
}
// Initialize log console here to avoid statics initialization issues when launched from the command line.
GScopedLogConsole = FPlatformOutputDevices::GetLogConsole();
// Always enable the backlog so we get all messages, we will disable and clear it in the game
// as soon as we determine whether GIsEditor == false
GLog->EnableBacklog(true);
// Initialize std out device as early as possible if requested in the command line
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
InitializeStdOutDevice();
}
#if !UE_BUILD_SHIPPING
if (FPlatformProperties::SupportsQuit())
{
FString ExitPhrases;
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
{
TArray<FString> ExitPhrasesList;
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
{
GScopedTestExit = new FOutputDeviceTestExit(ExitPhrasesList);
GLog->AddOutputDevice(GScopedTestExit.GetOwnedPointer());
}
}
}
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
{
GEmitDrawEvents = true;
}
#endif // !UE_BUILD_SHIPPING
// Switch into executable's directory (may be required by some of the platform file overrides)
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// This fixes up the relative project path, needs to happen before we set platform file paths
if (FPlatformProperties::IsProgram() == false)
{
if (FPaths::IsProjectFilePathSet())
{
FString ProjPath = FPaths::GetProjectFilePath();
if (FPaths::FileExists(ProjPath) == false)
{
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
// Use the uprojectdirs
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
if (GameProjectFile.IsEmpty() == false)
{
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
FPaths::SetProjectFilePath(GameProjectFile);
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
FString OldCommandLine = FString(FCommandLine::Get());
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
FCommandLine::Set(*OldCommandLine);
CmdLine = FCommandLine::Get();
}
}
}
}
// allow the command line to override the platform file singleton
bool bFileOverrideFound = false;
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
{
// if it failed, we cannot continue
return 1;
}
// Initialize file manager
IFileManager::Get().ProcessCommandLineOptions();
if( GIsGameAgnosticExe )
{
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
if ( LaunchHasIncompleteGameName() )
{
// We did not find a non-suffixed folder and we DID find the suffixed one.
// The engine MUST be launched with <GameName>Game.
const FText GameNameText = FText::FromString(FApp::GetGameName());
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
return 1;
}
}
// remember thread id of the main thread
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
GIsGameThreadIdInitialized = true;
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
FPlatformProcess::SetupGameThread();
// Figure out whether we're the editor, ucc or the game.
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
const TCHAR* ParsedCmdLine = CommandLineCopy;
FString Token = FParse::Token( ParsedCmdLine, 0);
#if WITH_ENGINE
TArray<FString> Tokens;
TArray<FString> Switches;
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
bool bHasCommandletToken = false;
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
{
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
{
bHasCommandletToken = true;
Token = Tokens[TokenIndex];
break;
}
}
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
{
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
{
bHasCommandletToken = true;
Token = Switches[SwitchIndex];
break;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
#endif // WITH_ENGINE
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
Token = Token.Trim();
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
FString NormalizedToken = Token;
FPaths::NormalizeFilename(NormalizedToken);
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// first item on command line was the game name, remove it in all cases
FString RemainingCommandline = ParsedCmdLine;
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
ParsedCmdLine = CommandLineCopy;
// Set a new command-line that doesn't include the game name as the first argument
FCommandLine::Set(ParsedCmdLine);
Token = FParse::Token( ParsedCmdLine, 0);
Token = Token.Trim();
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
// the second MyGame is a map or not)
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
{
Token = FParse::Token(ParsedCmdLine, 0);
Token = Token.Trim();
}
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// Convert it to relative if possible...
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
{
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
}
}
}
// look early for the editor token
bool bHasEditorToken = false;
#if UE_EDITOR
// Check each token for '-game', '-server' or '-run='
bool bIsNotEditor = false;
// This isn't necessarily pretty, but many requests have been made to allow
// UE4Editor.exe <GAMENAME> -game <map>
// or
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
// We don't want to remove the -game from the commandline just yet in case
// we need it for something later. So, just move it to the end for now...
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
const TCHAR* CommandletCommandLine = nullptr;
if (bFirstTokenIsModeOverride)
{
bIsNotEditor = true;
if (bFirstTokenIsGame || bFirstTokenIsServer)
{
// Move the token to the end of the list...
FString RemainingCommandline = ParsedCmdLine;
RemainingCommandline = RemainingCommandline.Trim();
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
FCommandLine::Set(*RemainingCommandline);
}
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
if( !bIsNotEditor && GIsGameAgnosticExe )
{
// If we launched without a game name or project name, try to load the most recently loaded project file.
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
if (bLoadMostRecentProjectFileIfItExists )
{
LaunchUpdateMostRecentProjectFile();
}
}
FString CheckToken = Token;
bool bFoundValidToken = false;
while (!bFoundValidToken && (CheckToken.Len() > 0))
{
if (!bIsNotEditor)
{
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
if (bHasNonEditorToken)
{
bIsNotEditor = true;
bFoundValidToken = true;
}
}
CheckToken = FParse::Token(ParsedCmdLine, 0);
}
bHasEditorToken = !bIsNotEditor;
#elif WITH_ENGINE
const TCHAR* CommandletCommandLine = nullptr;
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
#if WITH_EDITOR && WITH_EDITORONLY_DATA
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
//@todo. Is this something we need to support?
bHasEditorToken = Token == TEXT("EDITOR");
#else
// Game, server and commandlets never set the editor token
bHasEditorToken = false;
#endif
#endif //UE_EDITOR
#if !UE_BUILD_SHIPPING
// Benchmarking.
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
#else
FApp::SetBenchmarking(false);
#endif // !UE_BUILD_SHIPPING
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
FApp::bUseFixedSeed = bDeterministic || FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("FixedSeed"));
// Initialize random number generator.
{
uint32 Seed1 = 0;
uint32 Seed2 = 0;
if(!FApp::bUseFixedSeed)
{
Seed1 = FPlatformTime::Cycles();
Seed2 = FPlatformTime::Cycles();
}
FMath::RandInit(Seed1);
FMath::SRandInit(Seed2);
UE_LOG(LogInit, Display, TEXT("RandInit(%d) SRandInit(%d)."), Seed1, Seed2);
}
// Set up the module list and version information, if it's not compiled-in
#if !IS_MONOLITHIC && BUILT_FROM_CHANGELIST == 0
static FVersionedModuleEnumerator ModuleEnumerator;
if(ModuleEnumerator.RegisterWithModuleManager())
{
const FVersionManifest& Manifest = ModuleEnumerator.GetInitialManifest();
if(Manifest.Changelist != 0 && !FEngineVersion::OverrideCurrentVersionChangelist(Manifest.Changelist))
{
UE_LOG(LogInit, Fatal, TEXT("Couldn't update engine changelist to %d."), Manifest.Changelist);
}
UE_LOG(LogInit, Log, TEXT("Using version manifest at CL %d with build ID '%s'"), Manifest.Changelist, *Manifest.BuildId);
}
#endif
#if !IS_PROGRAM
if ( !GIsGameAgnosticExe && FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
{
// If we are using a non-agnostic exe where a name was specified but we did not specify a project path. Assemble one based on the game name.
const FString ProjectFilePath = FPaths::Combine(*FPaths::GameDir(), *FString::Printf(TEXT("%s.%s"), FApp::GetGameName(), *FProjectDescriptor::GetExtension()));
FPaths::SetProjectFilePath(ProjectFilePath);
}
#endif
// Now verify the project file if we have one
if (FPaths::IsProjectFilePathSet()
#if IS_PROGRAM
// Programs don't need uproject files to exist, but some do specify them and if they exist we should load them
&& FPaths::FileExists(FPaths::GetProjectFilePath())
#endif
)
{
if (!IProjectManager::Get().LoadProjectFile(FPaths::GetProjectFilePath()))
{
// The project file was invalid or saved with a newer version of the engine. Exit.
UE_LOG(LogInit, Warning, TEXT("Could not find a valid project file, the engine will exit now."));
return 1;
}
}
#if !IS_PROGRAM
if( FApp::HasGameName() )
{
// Tell the module manager what the game binaries folder is
const FString GameBinariesDirectory = FPaths::Combine( FPlatformMisc::GameDir(), TEXT( "Binaries" ), FPlatformProcess::GetBinariesSubdirectory() );
FModuleManager::Get().SetGameBinariesDirectory(*GameBinariesDirectory);
LaunchFixGameNameCase();
}
#endif
// initialize task graph sub-system with potential multiple threads
FTaskGraphInterface::Startup( FPlatformMisc::NumberOfCores() );
FTaskGraphInterface::Get().AttachToThread( ENamedThreads::GameThread );
#if STATS
FThreadStats::StartThread();
#endif
FScopeCycleCounter CycleCount_AfterStats( GET_STATID( STAT_FEngineLoop_PreInit_AfterStats ) );
// Load Core modules required for everything else to work (needs to be loaded before InitializeRenderingCVarsCaching)
LoadCoreModules();
#if WITH_ENGINE
extern ENGINE_API void InitializeRenderingCVarsCaching();
InitializeRenderingCVarsCaching();
#endif
bool bTokenDoesNotHaveDash = Token.Len() && FCString::Strnicmp(*Token, TEXT("-"), 1) != 0;
#if WITH_EDITOR
// If we're running as an game but don't have a project, inform the user and exit.
if (bHasEditorToken == false && bHasCommandletToken == false)
{
if ( !FPaths::IsProjectFilePathSet() )
{
//@todo this is too early to localize
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("Engine", "UE4RequiresProjectFiles", "UE4 games require a project file as the first parameter."));
return 1;
}
}
if (GIsUCCMakeStandaloneHeaderGenerator)
{
// Rebuilding script requires some hacks in the engine so we flag that.
PRIVATE_GIsRunningCommandlet = true;
}
#endif //WITH_EDITOR
if (FPlatformProcess::SupportsMultithreading())
{
{
GThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
// we are only going to give dedicated servers one pool thread
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 1;
}
verify(GThreadPool->Create(NumThreadsInThreadPool, 128 * 1024));
}
#if USE_NEW_ASYNC_IO
{
GIOThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 2;
}
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
}
#endif // USE_NEW_ASYNC_IO
#if WITH_EDITOR
// when we are in the editor we like to do things like build lighting and such
// this thread pool can be used for those purposes
GLargeThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, 128 * 1024));
#endif
}
// Get a pointer to the log output device
GLogConsole = GScopedLogConsole.GetOwnedPointer();
LoadPreInitModules();
// Start the application
if(!AppInit())
{
return 1;
}
#if WITH_ENGINE
// Initialize system settings before anyone tries to use it...
GSystemSettings.Initialize( bHasEditorToken );
// Apply renderer settings from console variables stored in the INI.
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
#if !UE_SERVER
if (!IsRunningDedicatedServer())
{
if (!IsRunningCommandlet())
{
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
UGameUserSettings::PreloadResolutionSettings();
}
}
#endif
// As early as possible to avoid expensive re-init of subsystems,
// after SystemSettings.ini file loading so we get the right state,
// before ConsoleVariables.ini so the local developer can always override.
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
// Set all CVars which have been setup in the device profiles.
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
{
GUseThreadedRendering = true;
}
#endif
FConfigCacheIni::LoadConsoleVariablesFromINI();
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
// platform specific initialization now that the SystemSettings are loaded
FPlatformMisc::PlatformInit();
FPlatformMemory::Init();
}
// Let LogConsole know what ini file it should use to save its setting on exit.
// We can't use GGameIni inside log console because it's destroyed in the global
// scoped pointer and at that moment GGameIni may already be gone.
if( GLogConsole != nullptr )
{
GLogConsole->SetIniFilename(*GGameIni);
}
#if CHECK_PUREVIRTUALS
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
FPlatformMisc::RequestExit(false);
#endif
#if WITH_ENGINE
// allow for game explorer processing (including parental controls) and firewalls installation
if (!FPlatformMisc::CommandLineCommands())
{
FPlatformMisc::RequestExit(false);
}
bool bIsSeekFreeDedicatedServer = false;
bool bIsRegularClient = false;
if (!bHasEditorToken)
{
// See whether the first token on the command line is a commandlet.
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
GIsClient = true;
GIsServer = true;
#if WITH_EDITOR
GIsEditor = true;
#endif //WITH_EDITOR
PRIVATE_GIsRunningCommandlet = true;
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
// UCommandlet class if Token is empty.
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
if (!bTokenDoesNotHaveDash)
{
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
bDefinitelyCommandlet = true;
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
}
else
{
if (!bDefinitelyCommandlet)
{
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
if (TempCommandletClass)
{
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
Token += TEXT("Commandlet");
bDefinitelyCommandlet = true;
}
}
}
if (!bDefinitelyCommandlet)
{
bIsRegularClient = true;
GIsClient = true;
GIsServer = false;
#if WITH_EDITORONLY_DATA
GIsEditor = false;
#endif
PRIVATE_GIsRunningCommandlet = false;
}
}
if (IsRunningDedicatedServer())
{
GIsClient = false;
GIsServer = true;
PRIVATE_GIsRunningCommandlet = false;
#if WITH_EDITOR
GIsEditor = false;
#endif
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
}
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
// we meet all the criteria, initialize it now.
if (!GScopedStdOut.IsValid() && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
{
InitializeStdOutDevice();
}
FIOSystem::Get(); // force it to be created if it isn't already
// allow the platform to start up any features it may need
IPlatformFeaturesModule::Get();
// Init physics engine before loading anything, in case we want to do things like cook during post-load.
InitGamePhys();
// Delete temporary files in cache.
FPlatformProcess::CleanFileCache();
#if !UE_BUILD_SHIPPING
GIsDemoMode = FParse::Param( FCommandLine::Get(), TEXT( "DEMOMODE" ) );
#endif
if (bHasEditorToken)
{
#if WITH_EDITOR
// We're the editor.
GIsClient = true;
GIsServer = true;
GIsEditor = true;
PRIVATE_GIsRunningCommandlet = false;
GWarn = &UnrealEdWarn;
#else
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("Engine", "EditorNotSupported", "Editor not supported in this mode."));
FPlatformMisc::RequestExit(false);
return 1;
#endif //WITH_EDITOR
}
#endif // WITH_ENGINE
// If we're not in the editor stop collecting the backlog now that we know
if (!GIsEditor)
{
GLog->EnableBacklog( false );
}
#if WITH_ENGINE
EndInitTextLocalization();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowAudioThread())
{
bool bUseThreadedAudio = false;
if (!GIsEditor)
{
GConfig->GetBool(TEXT("Audio"), TEXT("UseAudioThread"), bUseThreadedAudio, GEngineIni);
}
FAudioThread::SetUseThreadedAudio(bUseThreadedAudio);
}
if (FPlatformProcess::SupportsMultithreading() && !IsRunningDedicatedServer() && (bIsRegularClient || bHasEditorToken))
{
FPlatformSplash::Show();
}
if (!IsRunningDedicatedServer() && (bHasEditorToken || bIsRegularClient))
{
// Init platform application
FSlateApplication::Create();
}
else
{
// If we're not creating the slate application there is some basic initialization
// that it does that still must be done
EKeys::Initialize();
FCoreStyle::ResetToDefault();
}
if (GIsEditor)
{
// The editor makes use of all cultures in its UI, so pre-load the resource data now to avoid a hitch later
FInternationalization::Get().LoadAllCultureData();
}
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
SlowTask.EnterProgressFrame(10);
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromLazyCallback([](FPackageLocalizationManager& InPackageLocalizationManager)
{
InPackageLocalizationManager.InitializeFromCache(MakeShareable(new FEnginePackageLocalizationCache()));
});
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Initialize the RHI.
RHIInit(bHasEditorToken);
if (!FPlatformProperties::RequiresCookedData())
{
check(!GShaderCompilingManager);
GShaderCompilingManager = new FShaderCompilingManager();
check(!GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
}
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
// Initialize shader types before loading any shaders
InitializeShaderTypes();
SlowTask.EnterProgressFrame(30);
// Load the global shaders.
// if (!IsRunningCommandlet())
// hack: don't load global shaders if we are cooking we will load the shaders for the correct platform later
FString Commandline = FCommandLine::Get();
if (!IsRunningDedicatedServer() &&
Commandline.Contains(TEXT("cookcommandlet")) == false &&
Commandline.Contains(TEXT("run=cook")) == false )
// if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
{
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
{
// This means we can't continue without the global shader map.
return 1;
}
}
else if (FPlatformProperties::RequiresCookedData() == false)
{
GetDerivedDataCacheRef();
}
// In order to be able to use short script package names get all script
// package names from ini files and register them with FPackageName system.
FPackageName::RegisterShortPackageNamesForUObjectModules();
SlowTask.EnterProgressFrame(5);
// Make sure all UObject classes are registered and default properties have been initialized
ProcessNewlyLoadedUObjects();
#if USE_LOCALIZED_PACKAGE_CACHE
// CoreUObject is definitely available now, so make sure the package localization cache is available
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
FPackageLocalizationManager::Get().PerformLazyInitialization();
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Default materials may have been loaded due to dependencies when loading
// classes and class default objects. If not, do so now.
UMaterialInterface::InitDefaultMaterials();
UMaterialInterface::AssertDefaultMaterialsExist();
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
}
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
IStreamingManager::Get();
SlowTask.EnterProgressFrame(5);
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
// Setup GC optimizations
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
{
GUObjectArray.DisableDisregardForGC();
}
SlowTask.EnterProgressFrame(10);
if ( !LoadStartupCoreModules() )
{
// At least one startup module failed to load, return 1 to indicate an error
return 1;
}
#if !UE_SERVER// && !UE_EDITOR
if (!IsRunningDedicatedServer() && !IsRunningCommandlet())
{
TSharedRef<FSlateRenderer> SlateRenderer = GUsingNullRHI ?
FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer() :
FModuleManager::Get().GetModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer").CreateSlateRHIRenderer();
// If Slate is being used, initialize the renderer after RHIInit
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
CurrentSlateApp.InitializeRenderer( SlateRenderer );
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
}
// Create the engine font services now that the Slate renderer is ready
FEngineFontServices::Create();
#endif
SlowTask.EnterProgressFrame(10);
// Load up all modules that need to hook into the loading screen
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
{
return 1;
}
#if !UE_SERVER
if ( !IsRunningDedicatedServer() )
{
// @todo ps4: If a loading movie starts earlier, which it probably should, then please see PS4's PlatformPostInit() implementation!
// allow the movie player to load a sequence from the .inis (a PreLoadingScreen module could have already initialized a sequence, in which case
// it wouldn't have anything in it's .ini file)
GetMoviePlayer()->SetupLoadingScreenFromIni();
GetMoviePlayer()->Initialize();
GetMoviePlayer()->PlayMovie();
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(!GetMoviePlayer()->IsMovieCurrentlyPlaying());
}
else
#endif
{
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(true);
}
SlowTask.EnterProgressFrame(5);
RHIPostInit();
if (GUseThreadedRendering)
{
if (GRHISupportsRHIThread)
{
const bool DefaultUseRHIThread = true;
GUseRHIThread = DefaultUseRHIThread;
if (FParse::Param(FCommandLine::Get(),TEXT("rhithread")))
{
GUseRHIThread = true;
}
else if (FParse::Param(FCommandLine::Get(),TEXT("norhithread")))
{
GUseRHIThread = false;
}
}
StartRenderingThread();
}
#if WITH_EDITOR
// We need to mount the shared resources for templates (if there are any) before we try and load and game classes
FUnrealEdMisc::Get().MountTemplateSharedPaths();
#endif
if ( !LoadStartupModules() )
{
// At least one startup module failed to load, return 1 to indicate an error
return 1;
}
// load up the seek-free startup packages
if ( !FStartupPackages::LoadAll() )
{
// At least one startup package failed to load, return 1 to indicate an error
return 1;
}
#endif // WITH_ENGINE
#if WITH_COREUOBJECT
if (GUObjectArray.IsOpenForDisregardForGC())
{
GUObjectArray.CloseDisregardForGC();
}
#endif // WITH_COREUOBJECT
#if WITH_ENGINE
if (UOnlineEngineInterface::Get()->IsLoaded())
{
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
}
SlowTask.EnterProgressFrame(5);
if (!bHasEditorToken)
{
UClass* CommandletClass = nullptr;
if (!bIsRegularClient)
{
CommandletClass = FindObject<UClass>(ANY_PACKAGE,*Token,false);
if (!CommandletClass)
{
if (GLogConsole && !GIsSilent)
{
GLogConsole->Show(true);
}
UE_LOG(LogInit, Error, TEXT("%s looked like a commandlet, but we could not find the class."), *Token);
GIsRequestingExit = true;
return 1;
}
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
extern bool GIsConsoleExecutable;
if (GIsConsoleExecutable)
{
if (GLogConsole != nullptr && GLogConsole->IsAttached())
{
GLog->RemoveOutputDevice(GLogConsole);
}
// Setup Ctrl-C handler for console application
FPlatformMisc::SetGracefulTerminationHandler();
}
else
#endif
{
// Bring up console unless we're a silent build.
if( GLogConsole && !GIsSilent )
{
GLogConsole->Show( true );
}
}
// print output immediately
setvbuf(stdout, nullptr, _IONBF, 0);
UE_LOG(LogInit, Log, TEXT("Executing %s"), *CommandletClass->GetFullName() );
// Allow commandlets to individually override those settings.
UCommandlet* Default = CastChecked<UCommandlet>(CommandletClass->GetDefaultObject());
if ( GIsRequestingExit )
{
// commandlet set GIsRequestingExit during construction
return 1;
}
GIsClient = Default->IsClient;
GIsServer = Default->IsServer;
#if WITH_EDITOR
GIsEditor = Default->IsEditor;
#else
if (Default->IsEditor)
{
UE_LOG(LogInit, Error, TEXT("Cannot run editor commandlet %s with game executable."), *CommandletClass->GetFullName());
GIsRequestingExit = true;
return 1;
}
#endif
PRIVATE_GIsRunningCommandlet = true;
// Reset aux log if we don't want to log to the console window.
if( !Default->LogToConsole )
{
GLog->RemoveOutputDevice( GLogConsole );
}
GIsRequestingExit = true; // so CTRL-C will exit immediately
// allow the commandlet the opportunity to create a custom engine
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
if ( GEngine == nullptr )
{
#if WITH_EDITOR
if ( GIsEditor )
{
FString EditorEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
if (EditorEngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
}
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
GEditor->InitEditor(this);
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
}
else
#endif
{
FString GameEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
}
// must do this here so that the engine object that we create on the next line receives the correct property values
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
check(GEngine);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
GEngine->Init(this);
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
}
}
// Load all the post-engine init modules
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
FAutomationTestFramework::Get().RunSmokeTests();
#endif
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
check(Commandlet);
Commandlet->AddToRoot();
// Execute the commandlet.
double CommandletExecutionStartTime = FPlatformTime::Seconds();
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
// with a custom version that doesn't have it.
Commandlet->ParseParms( CommandletCommandLine );
#if STATS
// We have to close the scope, otherwise we will end with broken stats.
CycleCount_AfterStats.StopAndResetStatId();
#endif // STATS
FStats::TickCommandletStats();
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
FStats::TickCommandletStats();
// Log warning/ error summary.
if( Commandlet->ShowErrorCount )
{
TArray<FString> AllErrors;
TArray<FString> AllWarnings;
GWarn->GetErrors(AllErrors);
GWarn->GetWarnings(AllWarnings);
if (AllErrors.Num() || AllWarnings.Num())
{
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogInit, Display, TEXT(""));
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
TSet<FString> ShownMessages;
ShownMessages.Empty(MaxMessagesToShow);
SET_WARN_COLOR(COLOR_RED);
for (const FString& ErrorMessage : AllErrors)
{
bool bAlreadyShown = false;
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
}
}
SET_WARN_COLOR(COLOR_YELLOW);
ShownMessages.Empty(MaxMessagesToShow);
for (const FString& WarningMessage : AllWarnings)
{
bool bAlreadyShown = false;
ShownMessages.Add(WarningMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
}
}
}
UE_LOG(LogInit, Display, TEXT(""));
if( ErrorLevel != 0 )
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else if( ( AllErrors.Num() == 0 ) )
{
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
ErrorLevel = 1;
}
CLEAR_WARN_COLOR();
}
else
{
UE_LOG(LogInit, Display, TEXT("Finished.") );
}
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
// We're ready to exit!
return ErrorLevel;
}
else
{
// We're a regular client.
check(bIsRegularClient);
if (bTokenDoesNotHaveDash)
{
// here we give people a reasonable warning if they tried to use the short name of a commandlet
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
if (TempCommandletClass)
{
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
}
}
}
}
// exit if wanted.
if( GIsRequestingExit )
{
if ( GEngine != nullptr )
{
GEngine->PreExit();
}
AppPreExit();
// appExit is called outside guarded block.
return 1;
}
FString MatineeName;
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
{
// -1: remain on
GIsDumpingMovie = -1;
}
// If dumping movie then we do NOT want on-screen messages
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
{
GAreScreenMessagesEnabled = false;
}
// Don't update INI files if benchmarking or -noini
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
{
GConfig->Detach( GEngineIni );
GConfig->Detach( GInputIni );
GConfig->Detach( GGameIni );
GConfig->Detach( GEditorIni );
}
#endif // !UE_BUILD_SHIPPING
delete [] CommandLineCopy;
// initialize the pointer, as it is deleted before being assigned in the first frame
PendingCleanupObjects = nullptr;
// Initialize profile visualizers.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
}
#endif
// Init HighRes screenshot system, unless running on server
if (!IsRunningDedicatedServer())
{
GetHighResScreenshotConfig().Init();
}
#else // WITH_ENGINE
EndInitTextLocalization();
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
#endif // USE_LOCALIZED_PACKAGE_CACHE
FPlatformMisc::PlatformPostInit();
#endif // WITH_ENGINE
//run automation smoke tests now that everything is setup to run
FAutomationTestFramework::Get().RunSmokeTests();
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
return 0;
}
void FEngineLoop::LoadCoreModules()
{
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
#if WITH_COREUOBJECT
FModuleManager::Get().LoadModule(TEXT("CoreUObject"));
#endif
}
void FEngineLoop::LoadPreInitModules()
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
// GGetMapNameDelegate is initialized here
#if WITH_ENGINE
FModuleManager::Get().LoadModule(TEXT("Engine"));
FModuleManager::Get().LoadModule(TEXT("Renderer"));
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
FPlatformMisc::LoadPreInitModules();
#if !UE_SERVER
if (!IsRunningDedicatedServer() )
{
if (!GUsingNullRHI)
{
// This needs to be loaded before InitializeShaderTypes is called
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
}
}
#endif
FModuleManager::Get().LoadModule(TEXT("Landscape"));
// Initialize ShaderCore before loading or compiling any shaders,
// But after Renderer and any other modules which implement shader types.
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
#if WITH_EDITORONLY_DATA
// Load the texture compressor module before any textures load. They may
// compress asynchronously and that can lead to a race condition.
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
#endif
#endif // WITH_ENGINE
}
#if WITH_ENGINE
bool FEngineLoop::LoadStartupCoreModules()
{
FScopedSlowTask SlowTask(100);
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
bool bSuccess = true;
// Load all Runtime modules
SlowTask.EnterProgressFrame(10);
{
FModuleManager::Get().LoadModule(TEXT("Core"));
FModuleManager::Get().LoadModule(TEXT("Networking"));
}
SlowTask.EnterProgressFrame(10);
FPlatformMisc::LoadStartupModules();
// initialize messaging
SlowTask.EnterProgressFrame(10);
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
}
SlowTask.EnterProgressFrame(10);
#if WITH_EDITOR
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
#endif //WITH_EDITOR
// Load UI modules
SlowTask.EnterProgressFrame(10);
if ( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule("Slate");
#if !UE_BUILD_SHIPPING
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
FModuleManager::Get().LoadModule("SlateReflector");
#endif // !UE_BUILD_SHIPPING
}
#if WITH_EDITOR
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
#else
if ( !IsRunningDedicatedServer() )
{
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
}
#endif //WITH_EDITOR
// Load all Development modules
SlowTask.EnterProgressFrame(20);
if (!IsRunningDedicatedServer())
{
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("MessageLog");
FModuleManager::Get().LoadModule("CollisionAnalyzer");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
}
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("FunctionalTesting");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
SlowTask.EnterProgressFrame(30);
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
// cooking needs this module too
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
if( !IsRunningDedicatedServer() )
{
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
FModuleManager::Get().LoadModule(TEXT("VREditor"));
}
// -----------------------------------------------------
// HACK: load AbilitySystem editor as early as possible for statically initialized assets (non cooked BT assets needs it)
// cooking needs this module too
bool bGameplayAbilitiesEnabled = false;
GConfig->GetBool(TEXT("GameplayAbilities"), TEXT("GameplayAbilitiesEditorEnabled"), bGameplayAbilitiesEnabled, GEngineIni);
if (bGameplayAbilitiesEnabled)
{
FModuleManager::Get().LoadModule(TEXT("GameplayAbilitiesEditor"));
}
// -----------------------------------------------------
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
// cooking needs this module too
bool bEnvironmentQueryEditor = false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
if (bEnvironmentQueryEditor
#if WITH_EDITOR
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
#endif // WITH_EDITOR
)
{
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
}
// We need this for blueprint projects that have online functionality.
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
if (IsRunningCommandlet())
{
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
FModuleManager::Get().LoadModule(TEXT("Blutility"));
}
// Needed for extra Blueprint nodes that can be used in standalone.
FModuleManager::Get().LoadModule(TEXT("GameplayTagsEditor"));
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
#if WITH_ENGINE
// Load runtime client modules (which are also needed at cook-time)
if( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
}
#endif
return bSuccess;
}
bool FEngineLoop::LoadStartupModules()
{
FScopedSlowTask SlowTask(3);
SlowTask.EnterProgressFrame(1);
// Load any modules that want to be loaded before default modules are loaded up.
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault))
{
return false;
}
SlowTask.EnterProgressFrame(1);
// Load modules that are configured to load in the default phase
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
{
return false;
}
SlowTask.EnterProgressFrame(1);
// Load any modules that want to be loaded after default modules are loaded up.
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostDefault))
{
return false;
}
return true;
}
void FEngineLoop::InitTime()
{
// Init variables used for benchmarking and ticking.
FApp::SetCurrentTime(FPlatformTime::Seconds());
MaxFrameCounter = 0;
MaxTickTime = 0;
TotalTickTime = 0;
LastFrameCycles = FPlatformTime::Cycles();
float FloatMaxTickTime = 0;
#if !UE_BUILD_SHIPPING
FParse::Value(FCommandLine::Get(),TEXT("SECONDS="),FloatMaxTickTime);
MaxTickTime = FloatMaxTickTime;
// look of a version of seconds that only is applied if FApp::IsBenchmarking() is set. This makes it easier on
// say, iOS, where we have a toggle setting to enable benchmarking, but don't want to have to make user
// also disable the seconds setting as well. -seconds= will exit the app after time even if benchmarking
// is not enabled
// NOTE: This will override -seconds= if it's specified
if (FApp::IsBenchmarking())
{
if (FParse::Value(FCommandLine::Get(),TEXT("BENCHMARKSECONDS="),FloatMaxTickTime) && FloatMaxTickTime)
{
MaxTickTime = FloatMaxTickTime;
}
}
// Use -FPS=X to override fixed tick rate if e.g. -BENCHMARK is used.
float FixedFPS = 0;
FParse::Value(FCommandLine::Get(),TEXT("FPS="),FixedFPS);
if( FixedFPS > 0 )
{
FApp::SetFixedDeltaTime(1 / FixedFPS);
}
#endif // !UE_BUILD_SHIPPING
// convert FloatMaxTickTime into number of frames (using 1 / FApp::GetFixedDeltaTime() to convert fps to seconds )
MaxFrameCounter = FMath::TruncToInt(MaxTickTime / FApp::GetFixedDeltaTime());
}
//called via FCoreDelegates::StarvedGameLoop
void GameLoopIsStarved()
{
FlushPendingDeleteRHIResources_GameThread();
FStats::AdvanceFrame( true, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
}
int32 FEngineLoop::Init()
{
CheckImageIntegrity();
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FEngineLoop::Init" ), STAT_FEngineLoop_Init, STATGROUP_LoadTime );
FScopedSlowTask SlowTask(100);
SlowTask.EnterProgressFrame(10);
// Figure out which UEngine variant to use.
UClass* EngineClass = nullptr;
if( !GIsEditor )
{
// We're the game.
FString GameEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), nullptr, *GameEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *GameEngineClassName);
}
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
}
else
{
#if WITH_EDITOR
// We're UnrealEd.
FString UnrealEdEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *UnrealEdEngineClassName);
}
GEngine = GEditor = GUnrealEd = NewObject<UUnrealEdEngine>(GetTransientPackage(), EngineClass);
#else
check(0);
#endif
}
check( GEngine );
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
GEngine->ParseCommandline();
InitTime();
SlowTask.EnterProgressFrame(60);
GEngine->Init(this);
UEngine::OnPostEngineInit.Broadcast();
SlowTask.EnterProgressFrame(30);
// initialize engine instance discovery
if (FPlatformProcess::SupportsMultithreading())
{
if (!IsRunningCommandlet())
{
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
SessionService->Start();
}
EngineService = new FEngineService();
}
// Load all the post-engine init modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
{
GIsRequestingExit = true;
return 1;
}
GEngine->Start();
GetMoviePlayer()->WaitForMovieToFinish();
// initialize automation worker
#if WITH_AUTOMATION_WORKER
FModuleManager::Get().LoadModule("AutomationWorker");
#endif
// Automation tests can be invoked locally in non-editor builds configuration (e.g. performance profiling in Test configuration)
#if WITH_ENGINE && !UE_BUILD_SHIPPING
FModuleManager::Get().LoadModule("AutomationController");
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
#endif
#if WITH_EDITOR
if (GIsEditor)
{
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
}
FModuleManager::Get().LoadModule(TEXT("SequenceRecorder"));
FModuleManager::Get().LoadModule(TEXT("SequenceRecorderSections"));
#endif
GIsRunning = true;
if (!GIsEditor)
{
// hide a couple frames worth of rendering
FViewport::SetGameRenderingEnabled(true, 3);
}
// Begin the async platform hardware survey
GEngine->StartHardwareSurvey();
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
// Ready to measure thread heartbeat
FThreadHeartBeat::Get().Start();
FCoreDelegates::OnFEngineLoopInitComplete.Broadcast();
return 0;
}
void FEngineLoop::Exit()
{
STAT_ADD_CUSTOMMESSAGE_NAME( STAT_NamedMarker, TEXT( "EngineLoop.Exit" ) );
GIsRunning = 0;
GLogConsole = nullptr;
// shutdown visual logger and flush all data
#if ENABLE_VISUAL_LOG
FVisualLogger::Get().Shutdown();
#endif
GetMoviePlayer()->Shutdown();
// Make sure we're not in the middle of loading something.
FlushAsyncLoading();
// Block till all outstanding resource streaming requests are fulfilled.
if (!IStreamingManager::HasShutdown())
{
UTexture2D::CancelPendingTextureStreaming();
IStreamingManager::Get().BlockTillAllRequestsFinished();
}
#if WITH_ENGINE
// shut down messaging
delete EngineService;
EngineService = nullptr;
if (SessionService.IsValid())
{
SessionService->Stop();
SessionService.Reset();
}
if (GDistanceFieldAsyncQueue)
{
GDistanceFieldAsyncQueue->Shutdown();
delete GDistanceFieldAsyncQueue;
}
#endif // WITH_ENGINE
if ( GEngine != nullptr )
{
GEngine->ShutdownAudioDeviceManager();
}
if ( GEngine != nullptr )
{
GEngine->PreExit();
}
// close all windows
FSlateApplication::Shutdown();
#if !UE_SERVER
if ( FEngineFontServices::IsInitialized() )
{
FEngineFontServices::Destroy();
}
#endif
#if !PLATFORM_ANDROID // AppPreExit doesn't work on Android
AppPreExit();
TermGamePhys();
ParticleVertexFactoryPool_FreePool();
#else
// AppPreExit() stops malloc profiler, do it here instead
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
#endif // !ANDROID
// Stop the rendering thread.
StopRenderingThread();
// Tear down the RHI.
RHIExitAndStopRHIThread();
#if !PLATFORM_ANDROID // UnloadModules doesn't work on Android
#if WITH_ENGINE
// Save the hot reload state
IHotReloadInterface* HotReload = IHotReloadInterface::GetPtr();
if(HotReload != nullptr)
{
HotReload->SaveConfig();
}
#endif
// Unload all modules. Note that this doesn't actually unload the module DLLs (that happens at
// process exit by the OS), but it does call ShutdownModule() on all loaded modules in the reverse
// order they were loaded in, so that systems can unregister and perform general clean up.
FModuleManager::Get().UnloadModulesAtShutdown();
#endif // !ANDROID
// Move earlier?
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
IStreamingManager::Shutdown();
FIOSystem::Shutdown();
}
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
{
FSlateApplication& SlateApp = FSlateApplication::Get();
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
{
UWorld* CurWorld = Context.World();
if ( CurWorld && CurWorld->IsGameWorld() )
{
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
if ( ViewportWidget.IsValid() )
{
FWidgetPath PathToWidget;
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
if (PathToWidget.IsValid())
{
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
{
APlayerController* PlayerController = *Iterator;
if (PlayerController)
{
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
if (LocalPlayer)
{
FReply& TheReply = LocalPlayer->GetSlateOperations();
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
TheReply = FReply::Unhandled();
}
}
}
}
}
}
}
}
bool FEngineLoop::ShouldUseIdleMode() const
{
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
bool bIdleMode = false;
// Yield cpu usage if desired
if (FApp::IsGame()
&& FPlatformProperties::SupportsWindowedMode()
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
&& !FPlatformProcess::IsThisApplicationForeground())
{
bIdleMode = true;
for (const FWorldContext& Context : GEngine->GetWorldContexts())
{
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
{
bIdleMode = false;
break;
}
}
}
return bIdleMode;
}
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
#include "StackTracker.h"
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
TEXT("LogGameThreadMallocChurn.Enable"),
0,
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
300,
TEXT("Number of frames between churn reports."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
TEXT("LogGameThreadMallocChurn.Threshhold"),
10,
TEXT("Minimum average number of allocs per frame to include in the report."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
100,
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
TEXT("LogGameThreadMallocChurn.StackIgnore"),
2,
TEXT("Number of items to discard from the top of a stack frame."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
1,
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
TEXT("LogGameThreadMallocChurn.StackLen"),
3,
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
struct FScopedSampleMallocChurn
{
static FStackTracker GGameThreadMallocChurnTracker;
static uint64 DumpFrame;
bool bEnabled;
int32 CountDown;
TFunction<void(int32)> Hook;
FScopedSampleMallocChurn()
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
, Hook(
[this](int32 Index)
{
if (--CountDown <= 0)
{
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
CollectSample();
}
}
)
{
if (bEnabled)
{
check(IsInGameThread());
check(!GGameThreadMallocHook);
if (!DumpFrame)
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
GGameThreadMallocChurnTracker.ResetTracking();
}
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
GGameThreadMallocHook = &Hook;
}
else
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
if (DumpFrame)
{
DumpFrame = 0;
GGameThreadMallocChurnTracker.ResetTracking();
}
}
}
~FScopedSampleMallocChurn()
{
if (bEnabled)
{
check(IsInGameThread());
check(GGameThreadMallocHook == &Hook);
GGameThreadMallocHook = nullptr;
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
check(DumpFrame);
if (GFrameCounter > DumpFrame)
{
PrintResultsAndReset();
}
}
}
void CollectSample()
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
}
void PrintResultsAndReset()
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
GGameThreadMallocChurnTracker.ResetTracking();
}
};
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
#endif
void FEngineLoop::Tick()
{
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
FScopedSampleMallocChurn ChurnTracker;
#endif
// Send a heartbeat for the diagnostics thread
FThreadHeartBeat::Get().HeartBeat();
// Ensure we aren't starting a frame while loading or playing a loading movie
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
if (ActiveProfiler)
{
ActiveProfiler->FrameSync();
}
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
// early in the Tick() to get the callbacks for cvar changes called
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
IConsoleManager::Get().CallAllConsoleVariableSinks();
}
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
ENQUEUE_UNIQUE_RENDER_COMMAND(
BeginFrame,
{
GRHICommandList.LatchBypass();
GFrameNumberRenderThread++;
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
RHICmdList.BeginFrame();
});
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
// Flush debug output which has been buffered by other threads.
GLog->FlushThreadedLogs();
}
// Exit if frame limit is reached in benchmark mode.
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
// or time limit is reached if set.
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
{
FPlatformMisc::RequestExit(0);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
GEngine->UpdateTimeAndHandleMaxTickRate();
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
// Update memory allocator stats.
GMalloc->UpdateStats();
}
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
// Calculates average FPS/MS (outside STATS on purpose)
CalculateFPSTimings();
// Note the start of a new frame
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
// handle some per-frame tasks on the rendering thread
ENQUEUE_UNIQUE_RENDER_COMMAND(
ResetDeferredUpdates,
{
FDeferredUpdateResource::ResetNeedsUpdate();
FlushPendingDeleteRHIResources_RenderThread();
});
{
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
FPlatformMisc::PumpMessages(true);
}
bool bIdleMode;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
// Idle mode prevents ticking and rendering completely
bIdleMode = ShouldUseIdleMode();
if (bIdleMode)
{
// Yield CPU time
FPlatformProcess::Sleep(.1f);
}
}
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
// input is polled for motion controller devices each frame.
#if WITH_ENGINE
extern ENGINE_API float GNewWorldToMetersScale;
if( GNewWorldToMetersScale != 0.0f && GWorld != nullptr )
{
if( GNewWorldToMetersScale != GWorld->GetWorldSettings()->WorldToMeters )
{
GWorld->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
}
}
#endif // WITH_ENGINE
if (FSlateApplication::IsInitialized() && !bIdleMode)
{
SCOPE_TIME_GUARD(TEXT("SlateInput"));
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_SlateInput);
FSlateApplication& SlateApp = FSlateApplication::Get();
SlateApp.PollGameDeviceState();
// Gives widgets a chance to process any accumulated input
SlateApp.FinishedInputThisFrame();
}
GEngine->Tick( FApp::GetDeltaTime(), bIdleMode );
// If a movie that is blocking the game thread has been playing,
// wait for it to finish before we continue to tick or tick again
// We do this right after GEngine->Tick() because that is where user code would initiate a load / movie.
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_WaitForMovieToFinish);
GetMoviePlayer()->WaitForMovieToFinish();
}
if (GShaderCompilingManager)
{
// Process any asynchronous shader compile results that are ready, limit execution time
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GShaderCompilingManager);
GShaderCompilingManager->ProcessAsyncResults(true, false);
}
if (GDistanceFieldAsyncQueue)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue->ProcessAsyncTasks();
}
if (FSlateApplication::IsInitialized() && !bIdleMode)
{
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
check(!IsRunningDedicatedServer());
// Process slate operations accumulated in the world ticks.
ProcessLocalPlayerSlateOperations();
}
// Tick Slate application
FSlateApplication::Get().Tick();
}
#if STATS
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
extern CORE_API void ClearPendingStatGroups();
ClearPendingStatGroups();
#endif
#if WITH_EDITOR
{
QUICK_SCOPE_CYCLE_COUNTER( STAT_FEngineLoop_Tick_AutomationController );
static FName AutomationController( "AutomationController" );
//Check if module loaded to support the change to allow this to be hot compilable.
if (FModuleManager::Get().IsModuleLoaded( AutomationController ))
{
FModuleManager::GetModuleChecked<IAutomationControllerModule>( AutomationController ).Tick();
}
}
#endif
#if WITH_ENGINE
#if WITH_AUTOMATION_WORKER
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_AutomationWorker);
//Check if module loaded to support the change to allow this to be hot compilable.
static const FName AutomationWorkerModuleName = TEXT("AutomationWorker");
if (FModuleManager::Get().IsModuleLoaded(AutomationWorkerModuleName))
{
FModuleManager::GetModuleChecked<IAutomationWorkerModule>(AutomationWorkerModuleName).Tick();
}
}
#endif
#endif //WITH_ENGINE
{
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
RHITick( FApp::GetDeltaTime() ); // Update RHI.
}
// Increment global frame counter. Once for each engine tick.
GFrameCounter++;
// Disregard first few ticks for total tick time as it includes loading and such.
if( GFrameCounter > 6 )
{
TotalTickTime+=FApp::GetDeltaTime();
}
// Find the objects which need to be cleaned up the next frame.
FPendingCleanupObjects* PreviousPendingCleanupObjects = PendingCleanupObjects;
PendingCleanupObjects = GetPendingCleanupObjects();
{
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
// this could be perhaps moved down to get greater parallelizm
// Sync game and render thread. Either total sync or allowing one frame lag.
static FFrameEndSync FrameEndSync;
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
}
{
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
delete PreviousPendingCleanupObjects;
// Destroy all linkers pending delete
#if WITH_COREUOBJECT
DeleteLoaders();
#endif
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
FThreadManager::Get().Tick();
GEngine->TickDeferredCommands();
}
ENQUEUE_UNIQUE_RENDER_COMMAND(
EndFrame,
{
RHICmdList.EndFrame();
RHICmdList.PopEvent();
});
// Set CPU utilization stats.
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
SET_FLOAT_STAT( STAT_CPUTimePct, CPUTime.CPUTimePct );
SET_FLOAT_STAT( STAT_CPUTimePctRelative, CPUTime.CPUTimePctRelative );
// Set the UObject count stat
#if UE_GC_TRACK_OBJ_AVAILABLE
SET_DWORD_STAT(STAT_Hash_NumObjects, GUObjectArray.GetObjectArrayNumMinusAvailable());
#endif
}
}
void FEngineLoop::ClearPendingCleanupObjects()
{
delete PendingCleanupObjects;
PendingCleanupObjects = nullptr;
}
#endif // WITH_ENGINE
static TAutoConsoleVariable<int32> CVarLogTimestamp(
TEXT("log.Timestamp"),
1,
TEXT("Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n")
TEXT(" 0 = Do not display log timestamps\n")
TEXT(" 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n")
TEXT(" 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]"),
ECVF_Default);
static TAutoConsoleVariable<int32> CVarLogCategory(
TEXT("log.Category"),
1,
TEXT("Defines if the categoy is included in each line in the log file and in what form.\n")
TEXT(" 0 = Do not log category\n")
TEXT(" 2 = Log the category (default)"),
ECVF_Default);
// Gets called any time cvars change (on the main thread)
static void CVarLogSinkFunction()
{
{
// for debugging
ELogTimes::Type OldGPrintLogTimes = GPrintLogTimes;
int32 LogTimestampValue = CVarLogTimestamp.GetValueOnGameThread();
// Note GPrintLogTimes can be used on multiple threads but it should be no issue to change it on the fly
switch(LogTimestampValue)
{
default:
case 0: GPrintLogTimes = ELogTimes::None; break;
case 1: GPrintLogTimes = ELogTimes::UTC; break;
case 2: GPrintLogTimes = ELogTimes::SinceGStartTime; break;
}
}
{
int32 LogCategoryValue = CVarLogCategory.GetValueOnGameThread();
// Note GPrintLogCategory can be used on multiple threads but it should be no issue to change it on the fly
GPrintLogCategory = LogCategoryValue != 0;
}
}
FAutoConsoleVariableSink CVarLogSink(FConsoleCommandDelegate::CreateStatic(&CVarLogSinkFunction));
static void CheckForPrintTimesOverride()
{
// Determine whether to override the default setting for including timestamps in the log.
FString LogTimes;
if (GConfig->GetString( TEXT( "LogFiles" ), TEXT( "LogTimes" ), LogTimes, GEngineIni ))
{
if (LogTimes == TEXT( "SinceStart" ))
{
CVarLogTimestamp->Set(2, ECVF_SetBySystemSettingsIni);
}
// Assume this is a bool for backward compatibility
else if (FCString::ToBool( *LogTimes ))
{
CVarLogTimestamp->Set(1, ECVF_SetBySystemSettingsIni);
}
}
if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMES" ) ))
{
CVarLogTimestamp->Set(1, ECVF_SetByCommandline);
}
else if (FParse::Param( FCommandLine::Get(), TEXT( "NOLOGTIMES" ) ))
{
CVarLogTimestamp->Set(0, ECVF_SetByCommandline);
}
else if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMESINCESTART" ) ))
{
CVarLogTimestamp->Set(2, ECVF_SetByCommandline);
}
}
/* FEngineLoop static interface
*****************************************************************************/
bool FEngineLoop::AppInit( )
{
// Output devices.
GError = FPlatformOutputDevices::GetError();
GWarn = FPlatformOutputDevices::GetWarn();
BeginInitTextLocalization();
// Avoiding potential exploits by not exposing command line overrides in the shipping games.
#if !UE_BUILD_SHIPPING && WITH_EDITORONLY_DATA
// 8192 is the maximum length of the command line on Windows XP.
TCHAR CmdLineEnv[8192];
// Retrieve additional command line arguments from environment variable.
FPlatformMisc::GetEnvironmentVariable(TEXT("UE-CmdLineArgs"), CmdLineEnv,ARRAY_COUNT(CmdLineEnv));
// Manually nullptr terminate just in case. The nullptr string is returned above in the error case so
// we don't have to worry about that.
CmdLineEnv[ARRAY_COUNT(CmdLineEnv)-1] = 0;
FString Env = FString(CmdLineEnv).Trim();
if (Env.Len())
{
// Append the command line environment after inserting a space as we can't set it in the
// environment. Note that any code accessing GCmdLine before appInit obviously won't
// respect the command line environment additions.
FCommandLine::Append(TEXT(" -EnvAfterHere "));
FCommandLine::Append(CmdLineEnv);
}
#endif
// Error history.
FCString::Strcpy(GErrorHist, TEXT("Fatal error!" LINE_TERMINATOR LINE_TERMINATOR));
// Platform specific pre-init.
FPlatformMisc::PlatformPreInit();
// Keep track of start time.
GSystemStartTime = FDateTime::Now().ToString();
// Switch into executable's directory.
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// Now finish initializing the file manager after the command line is set up
IFileManager::Get().ProcessCommandLineOptions();
FPageAllocator::LatchProtectedMode();
if (FParse::Param(FCommandLine::Get(), TEXT("purgatorymallocproxy")))
{
FMemory::EnablePurgatoryTests();
}
if (FParse::Param(FCommandLine::Get(), TEXT("poisonmallocproxy")))
{
FMemory::EnablePoisonTests();
}
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE")))
{
GIsBuildMachine = true;
}
// If "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
if( FParse::Param( FCommandLine::Get(), TEXT( "WaitForDebugger" ) ) )
{
while( !FPlatformMisc::IsDebuggerPresent() )
{
FPlatformProcess::Sleep( 0.1f );
}
}
#endif // !UE_BUILD_SHIPPING
#if PLATFORM_WINDOWS
// make sure that the log directory exists
IFileManager::Get().MakeDirectory( *FPaths::GameLogDir() );
// update the mini dump filename now that we have enough info to point it to the log folder even in installed builds
FCString::Strcpy(MiniDumpFilenameW, *IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FString::Printf(TEXT("%sunreal-v%i-%s.dmp"), *FPaths::GameLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString())));
#endif
// Init logging to disk
FPlatformOutputDevices::SetupOutputDevices();
// init config system
FConfigCacheIni::InitializeConfigSystem();
// Now that configs have been initialized, setup stack walking options
FPlatformStackWalk::Init();
CheckForPrintTimesOverride();
// Check whether the project or any of its plugins are missing or are out of date
#if UE_EDITOR
if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
{
const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject();
if(CurrentProject != nullptr && CurrentProject->Modules.Num() > 0)
{
bool bNeedCompile = false;
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorLoadingSavingSettings"), TEXT("bForceCompilationAtStartup"), bNeedCompile, GEditorPerProjectIni);
if(FParse::Param(FCommandLine::Get(), TEXT("SKIPCOMPILE")) || FParse::Param(FCommandLine::Get(), TEXT("MULTIPROCESS")))
{
bNeedCompile = false;
}
if(!bNeedCompile)
{
// Check if any of the project or plugin modules are out of date, and the user wants to compile them.
TArray<FString> IncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles);
if (IncompatibleFiles.Num() > 0)
{
// Log the modules which need to be rebuilt
FString ModulesList = TEXT("The following modules are missing or built with a different engine version:\n\n");
for (int Idx = 0; Idx < IncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Incompatible or missing module: %s"), *IncompatibleFiles[Idx]);
ModulesList += IncompatibleFiles[Idx] + TEXT("\n");
}
ModulesList += TEXT("\nWould you like to rebuild them now?");
// If we're running with -stdout, assume that we're a non interactive process and about to fail
if (FApp::IsUnattended() || FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
return false;
}
// Ask whether to compile before continuing
if (FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, *ModulesList, *FString::Printf(TEXT("Missing %s Modules"), FApp::GetGameName())) == EAppReturnType::No)
{
return false;
}
bNeedCompile = true;
}
}
if(bNeedCompile)
{
// Try to compile it
FFeedbackContext *Context = (FFeedbackContext*)FDesktopPlatformModule::Get()->GetNativeFeedbackContext();
Context->BeginSlowTask(FText::FromString(TEXT("Starting build...")), true, true);
bool bCompileResult = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), FPaths::GetProjectFilePath(), Context);
Context->EndSlowTask();
// Get a list of modules which are still incompatible
TArray<FString> StillIncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
if(!bCompileResult || StillIncompatibleFiles.Num() > 0)
{
for (int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
}
if (!FApp::IsUnattended())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), FApp::GetGameName()), TEXT("Error"));
}
return false;
}
}
}
}
#endif
#if WITH_ENGINE
if (!IsRunningCommandlet())
{
// Earliest place to init the online subsystems (via plugins)
// Code needs GConfigFile to be valid
// Must be after FThreadStats::StartThread();
// Must be before Render/RHI subsystem D3DCreate()
// For platform services that need D3D hooks like Steam
// --
// Why load HTTP?
// Because most, if not all online subsystems will load HTTP themselves. This can cause problems though, as HTTP will be loaded *after* OSS,
// and if OSS holds on to resources allocated by it, this will cause crash (modules are being unloaded in LIFO order with no dependency tracking).
// Loading HTTP before OSS works around this problem by making ModuleManager unload HTTP after OSS, at the cost of extra module for the few OSS (like Null) that don't use it.
// These should not be LoadModuleChecked because these modules might not exist
FModuleManager::Get().LoadModule(TEXT("XMPP"));
FModuleManager::Get().LoadModule(TEXT("HTTP"));
// OSS Default/Console are loaded in plugins immediately following
}
#endif
// Load "pre-init" plugin modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
{
return false;
}
// Register the callback that allows the text localization manager to load data for plugins
FTextLocalizationManager::Get().GatherAdditionalLocResPathsCallback.AddLambda([](TArray<FString>& OutLocResPaths)
{
IPluginManager::Get().GetLocalizationPathsForEnabledPlugins(OutLocResPaths);
});
PreInitHMDDevice();
// Put the command line and config info into the suppression system
FLogSuppressionInterface::Get().ProcessConfigAndCommandLine();
// after the above has run we now have the REQUIRED set of engine .INIs (all of the other .INIs)
// that are gotten from .h files' config() are not requires and are dynamically loaded when the .u files are loaded
#if !UE_BUILD_SHIPPING
// Prompt the user for remote debugging?
bool bPromptForRemoteDebug = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugging"), bPromptForRemoteDebug, GEngineIni);
bool bPromptForRemoteDebugOnEnsure = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugOnEnsure"), bPromptForRemoteDebugOnEnsure, GEngineIni);
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUG")))
{
bPromptForRemoteDebug = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUGENSURE")))
{
bPromptForRemoteDebug = true;
bPromptForRemoteDebugOnEnsure = true;
}
FPlatformMisc::SetShouldPromptForRemoteDebugging(bPromptForRemoteDebug);
FPlatformMisc::SetShouldPromptForRemoteDebugOnEnsure(bPromptForRemoteDebugOnEnsure);
// Feedback context.
if (FParse::Param(FCommandLine::Get(), TEXT("WARNINGSASERRORS")))
{
GWarn->TreatWarningsAsErrors = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("SILENT")))
{
GIsSilent = true;
}
#endif // !UE_BUILD_SHIPPING
// Show log if wanted.
if (GLogConsole && FParse::Param(FCommandLine::Get(), TEXT("LOG")))
{
GLogConsole->Show(true);
}
//// Command line.
UE_LOG(LogInit, Log, TEXT("Build: %s"), FApp::GetBuildVersion());
UE_LOG(LogInit, Log, TEXT("Engine Version: %s"), *FEngineVersion::Current().ToString());
UE_LOG(LogInit, Log, TEXT("Compatible Engine Version: %s"), *FEngineVersion::CompatibleWith().ToString());
UE_LOG(LogInit, Log, TEXT("Net CL: %u"), FNetworkVersion::GetNetworkCompatibleChangelist());
FDevVersionRegistration::DumpVersionsToLog();
#if PLATFORM_64BITS
UE_LOG(LogInit, Log, TEXT("Compiled (64-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#else
UE_LOG(LogInit, Log, TEXT("Compiled (32-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#endif
// Print compiler version info
#if defined(__clang__)
UE_LOG(LogInit, Log, TEXT("Compiled with Clang: %s"), ANSI_TO_TCHAR( __clang_version__ ) );
#elif defined(__INTEL_COMPILER)
UE_LOG(LogInit, Log, TEXT("Compiled with ICL: %d"), __INTEL_COMPILER);
#elif defined( _MSC_VER )
#ifndef __INTELLISENSE__ // Intellisense compiler doesn't support _MSC_FULL_VER
{
const FString VisualCPPVersion( FString::Printf( TEXT( "%d" ), _MSC_FULL_VER ) );
const FString VisualCPPRevisionNumber( FString::Printf( TEXT( "%02d" ), _MSC_BUILD ) );
UE_LOG(LogInit, Log, TEXT("Compiled with Visual C++: %s.%s.%s.%s"),
*VisualCPPVersion.Mid( 0, 2 ), // Major version
*VisualCPPVersion.Mid( 2, 2 ), // Minor version
*VisualCPPVersion.Mid( 4 ), // Build version
*VisualCPPRevisionNumber // Revision number
);
}
#endif
#else
UE_LOG(LogInit, Log, TEXT("Compiled with unrecognized C++ compiler") );
#endif
UE_LOG(LogInit, Log, TEXT("Build Configuration: %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
UE_LOG(LogInit, Log, TEXT("Branch Name: %s"), *FApp::GetBranchName() );
UE_LOG(LogInit, Log, TEXT("Command line: %s"), FCommandLine::GetForLogging() );
UE_LOG(LogInit, Log, TEXT("Base directory: %s"), FPlatformProcess::BaseDir() );
//UE_LOG(LogInit, Log, TEXT("Character set: %s"), sizeof(TCHAR)==1 ? TEXT("ANSI") : TEXT("Unicode") );
UE_LOG(LogInit, Log, TEXT("Installed Engine Build: %d"), FApp::IsEngineInstalled() ? 1 : 0);
// if a logging build, clear out old log files
#if !NO_LOGGING
FMaintenance::DeleteOldLogs();
#endif
#if !UE_BUILD_SHIPPING
FApp::InitializeSession();
#endif
// Checks.
check(sizeof(uint8) == 1);
check(sizeof(int8) == 1);
check(sizeof(uint16) == 2);
check(sizeof(uint32) == 4);
check(sizeof(uint64) == 8);
check(sizeof(ANSICHAR) == 1);
#if PLATFORM_TCHAR_IS_4_BYTES
check(sizeof(TCHAR) == 4);
#else
check(sizeof(TCHAR) == 2);
#endif
check(sizeof(int16) == 2);
check(sizeof(int32) == 4);
check(sizeof(int64) == 8);
check(sizeof(bool) == 1);
check(sizeof(float) == 4);
check(sizeof(double) == 8);
// Init list of common colors.
GColorList.CreateColorMap();
bool bForceSmokeTests = false;
GConfig->GetBool(TEXT("AutomationTesting"), TEXT("bForceSmokeTests"), bForceSmokeTests, GEngineIni);
bForceSmokeTests |= FParse::Param(FCommandLine::Get(), TEXT("bForceSmokeTests"));
FAutomationTestFramework::Get().SetForceSmokeTests(bForceSmokeTests);
// Init other systems.
FCoreDelegates::OnInit.Broadcast();
return true;
}
void FEngineLoop::AppPreExit( )
{
UE_LOG(LogExit, Log, TEXT("Preparing to exit.") );
FCoreDelegates::OnPreExit.Broadcast();
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
#if WITH_ENGINE
if (FString(FCommandLine::Get()).Contains(TEXT("CreatePak")) && GetDerivedDataCache())
{
// if we are creating a Pak, we need to make sure everything is done and written before we exit
UE_LOG(LogInit, Display, TEXT("Closing DDC Pak File."));
GetDerivedDataCacheRef().WaitForQuiescence(true);
}
#endif
#if WITH_EDITOR
FRemoteConfig::Flush();
#endif
FCoreDelegates::OnExit.Broadcast();
// Clean up the thread pool
if (GThreadPool != nullptr)
{
GThreadPool->Destroy();
}
#if USE_NEW_ASYNC_IO
if (GIOThreadPool != nullptr)
{
GIOThreadPool->Destroy();
}
#endif // USE_NEW_ASYNC_IO
#if WITH_ENGINE
if ( GShaderCompilingManager )
{
GShaderCompilingManager->Shutdown();
delete GShaderCompilingManager;
GShaderCompilingManager = nullptr;
}
#endif
}
void FEngineLoop::AppExit( )
{
UE_LOG(LogExit, Log, TEXT("Exiting."));
FPlatformMisc::PlatformTearDown();
if (GConfig)
{
GConfig->Exit();
delete GConfig;
GConfig = nullptr;
}
if( GLog )
{
GLog->TearDown();
}
FInternationalization::TearDown();
}
void FEngineLoop::PreInitHMDDevice()
{
#if WITH_ENGINE && !UE_SERVER
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
{
// Get a list of modules that implement this feature
FName Type = IHeadMountedDisplayModule::GetModularFeatureName();
IModularFeatures& ModularFeatures = IModularFeatures::Get();
TArray<IHeadMountedDisplayModule*> HMDModules = ModularFeatures.GetModularFeatureImplementations<IHeadMountedDisplayModule>(Type);
// Iterate over modules, calling PreInit
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
{
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
if (!HMDModule->PreInit())
{
// Unregister modules which fail PreInit
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
}
}
}
#endif // #if WITH_ENGINE && !UE_SERVER
}
#undef LOCTEXT_NAMESPACE