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UnrealEngineUWP
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527e624a0a7964f1b8d093cd3a0ea55596ef8713
UnrealEngineUWP
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Engine
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John Pollard
527e624a0a
#replayserver: Add ability to track recently viewed replays
...
[CL 2561730 by John Pollard in Main branch]
2015-05-21 18:26:36 -04:00
..
Developer
Added the ability to filter collections
2015-05-21 14:47:20 -04:00
Editor
Fixed issue where messages of severity "Warning" were not being announced via a notification at the end of a PIE session.
2015-05-21 18:08:01 -04:00
Programs
#replayserver: Add ability to track recently viewed replays
2015-05-21 18:26:36 -04:00
Runtime
Slate - Attempting to find cases where we're releasing UTextures used in slate by allowing them to be garbage collected, but then attempting to use them later in slate with free'ed memory pointed to by the slate brush. When this happens we ensure and use a fallback texture instead in non-shipping builds.
2015-05-21 18:18:13 -04:00
ThirdParty
SteamVR plugin in monolithic builds was using the steam_api[64].dll, resulting in bad entry points. We are currently on Steamworks 1.32, and 1.33 is the version that removes the old SteamVR API. So we have two libs that both contain VR_Init(), VR_Shutdown(), etc. This wasn't an issue on modular builds, but is likely an order of initialization issue on monolithic builds.
2015-05-21 03:51:32 -04:00
UE4Client.Target.cs
Allow targets to opt-in to using a shared build environment with other targets. Doing so allows intermediates and precompiled libraries (including plugins) to be used in the current build. Also move plugin output files and intermediates into the plugin directory.
2015-04-16 11:55:56 -04:00
UE4Editor.Target.cs
build script, remove cooks and packages that are unused by anyone - place the new list in front of a trigger, so qa have builds available, this is an option due to the significant drop in total builds
2015-05-21 15:29:58 -04:00
UE4Game.Target.cs
fix for UE4-MetalRHI.a not being in the release binary
2015-05-20 21:06:54 -04:00
UE4Server.Target.cs
Allow targets to opt-in to using a shared build environment with other targets. Doing so allows intermediates and precompiled libraries (including plugins) to be used in the current build. Also move plugin output files and intermediates into the plugin directory.
2015-04-16 11:55:56 -04:00