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#lockdown Nick.Penwarden #rb none Change 3436405 on 2017/05/11 by Andrew.Grant Fix for client/server compile issue #!tests compiled #!rb none Change 3436160 on 2017/05/11 by Dan.Hertzka Merging CL 3418191 to Dev-General for game capture team - Fixes MasterPoseComponent not updating slave components when being animated by Sequencer #!rb none #!tests none Change 3436098 on 2017/05/11 by Andrew.Grant Skip LoadClass in FAnimBlueprintCompiler::PostCompileDiagnostics if no class is specified (fixes Failed to load Object warnings) Laurent - I'm assuming it's valid not to have a class here, if not let me know and I'll add an else() to issue a warning #!tests ran cooker and verified warnings are gone #!review-3436099 @Laurent.Delayen #!rb none Change 3435892 on 2017/05/11 by Ben.Salem Make timed out Gauntlet tests ignore Retry codes. Turn retry back on in HeroFunctionalTest as a result. #!rb clayton.langford #!tests Ran some functional character tests post change. Change 3435864 on 2017/05/11 by David.Ratti Fix for linux servers not adding all native tags properly due to static order of init differences. #!rb none #!tests compile Change 3435521 on 2017/05/11 by Daniel.Lamb Fixed the compile editor check box in launch build dialog. #!rb Ben.Marsh #!test Launch build paragon. Change 3435331 on 2017/05/11 by Frank.Fella Niagara - Stack - Add support for assigning locally defined handles to module inputs e.g. Physics.Force, also fix up some graph layout and wiring bugs. #!tests Can now override inputs to locally defined parameter handles like Physics.Force and can properly move up/down and delete those modules. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3435020 on 2017/05/11 by Laurent.Delayen Refactored AnimBP Post Compile Validation to be in its own class, in the AnimGraph module. So we can access UAnimGraphNodes for auditing. #!rb michael.noland #!codereview james.golding, thomas.sarkanen #!tests Hero AnimBP compile. Change 3434979 on 2017/05/11 by Daniel.Lamb Removed engine version cl from the inisettings check as it's unstable. #!rb Trivial #!test none Change 3434880 on 2017/05/11 by Alexis.Matte Add a base source folder to store more robust source file relative path in the asset to ease the re-import process #!jira UE-44858 #!rb matt.kuhlenschmidt #!tests run fbx automation tests Change 3434869 on 2017/05/11 by Mieszko.Zielinski A fix to BTDecorator_TimeLimit to make it work in tight loops #!UE4 #!codereview Lukasz.Furman #!test golden path #!rb none Change 3434224 on 2017/05/10 by Andrew.Grant Orion tests - Fix for case where a semi-responsive kit could continually be picked leading to a timeout. Better path structure for saving logs, and some error handling #!tests #!rb none Change 3434194 on 2017/05/10 by Andrew.Grant Merging 3434064 from //Orion/Release-40.1 to Release-40 (//Orion/Release-40) Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects. #!jira OR-38085 #!rb Michael.Noland #!tests played solo vs ai as murdock, completed game and buttoned through summary screen Change 3434064 on 2017/05/10 by Dan.Oconnor Make EDL match old linker wrt setting of RF_NeedPostLoadSubobjects on CDOs (only blueprint CDOs are loaded by the linker - so BP CDOs only). The Old Linker would try to set RF_NeedPostLoadSubobjects, but StaticAllocateObject would discard it and RF_NeedPostLoad, but then the older linker would later set RF_NeedPostLoad, but not RF_NeedPostLoadSubobjects. PostLoadSubobjects actually creates subobjects on the CDO so running that function would stomp overriden subobjects. #!jira OR-38085 #!rb Michael.Noland #!fyi Gil.Gribb #!tests played solo vs ai as murdock, completed game and buttoned through summary screen Change 3433811 on 2017/05/10 by Ben.Salem Add 5 minute timeout into Queue For Lobby function in auto tests so we don't wind up with weird timeouts overnight. #!rb clayton.langford #!tests Ran a set of comparison tests and killed client multiple times Change 3433503 on 2017/05/10 by David.Ratti Add -noepicportal to gauntlet args #!rb Andrew.Grant #!tests gauntlet Change 3433291 on 2017/05/10 by Laurent.Delayen Added Alpha parameter to AimOffset anim nodes. #!rb none #!tests wukong #!codereview lina.halper Change 3433185 on 2017/05/10 by Shaun.Kime Added Get/SetValue functions for NiagaraBool types as well as an IsValid function. All access to the data should go through this path. #!rb none #!tests n/a Change 3433071 on 2017/05/10 by Shaun.Kime Trying to capture crash that occurs when working with modules due to timing of parameter view model rebuilds and draw calls for slate. Leaving some debug code in place should this change not completely protect against it. Modified the change handler for parameter map collections to correctly set the value variable. #!rb none #!codereview frank.fella #!tests n/a Change 3432919 on 2017/05/10 by David.Ratti temp logging for linux server tag mismatch problem #!rb none #!tests compile Change 3432758 on 2017/05/10 by Andrew.Grant Script fix from DanielL #!tests #!rb na Change 3432710 on 2017/05/10 by Shaun.Kime Now defaulting to Module. for new custom variables. #!rb none #!tests n/a Change 3432609 on 2017/05/10 by Andrew.Grant Fix from JohnN for many ability cancellation bugs #!rb Johh.Nielson #!review-3432610 @John.Nielson, @David.Ratti, @Laurant.Delayen #!tests na Change 3432541 on 2017/05/10 by Simon.Tovey Moved Niagara settings to plugins section. #!rb none #!tests none Change 3432151 on 2017/05/09 by Jeff.Williams Merging //Orion/Main to Release-40.1 (//Orion/Release-40.1) @3432138 #!rb none #!tests none Change 3432121 on 2017/05/09 by Jeff.Williams Initial branch of files from Release-40 (//Orion/Release-40) to Release-40.1 (//Orion/Release-40.1) Change 3431141 on 2017/05/09 by Alexis.Matte Make sure content browser import override use the re-import factory to override the asset instead of the import factory. #!rb none #!tests run fbx automation tests Change 3431127 on 2017/05/09 by Shaun.Kime Can now handle any arbitrary nesting of variable namespaces #!rb none #!codereview simon.tovey #!tests created an internal test that nests out multiple structs Change 3431124 on 2017/05/09 by Shaun.Kime Adding ability for graph to add in non-UNiagaraNodeEmitter & UNiagaraNodeInput values for System graph. #!rb none #!codereview simon.tovey #!tests n/a Change 3431043 on 2017/05/09 by David.Ratti Push the GE context down to the GC parameters for minimal replication cues. Fixes issues where EffectCauser ends up being the target of the cue instead of the source of the GE. #!rb none #!tests editor Change 3430861 on 2017/05/09 by Frank.Fella Niagara - Stack - Cleanup and fixes. + Fix undo to all stack edits. + When promoting module inputs to emitter inputs, copy the module input value. #!Tests Undo works correctly for moving up/down the stack, deleting/adding modules, and for all input edits. Promoting a module input to an emitter input preserves the value. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3430603 on 2017/05/09 by Shaun.Kime Commenting If node #!rb none #!tests n/a Change 3430538 on 2017/05/09 by Shaun.Kime Fixing prior checkin. We need for Niagara true and false to be explicitly -1 and 0 for the current implementation of the VM. More comments were added to this effect. #!rb none #!codereview frank.fella, simon.tovey #!tests labelled the SphereLocationBoolTrueAsParameter asset more exactly so that we can know what we are testing here Change 3430442 on 2017/05/09 by Shaun.Kime Sphere location asset #!rb none #!tests this is a test case for spawning on a sphere Change 3430438 on 2017/05/09 by Shaun.Kime Fixing bool conversion #!rb frank.fella #!tests SphereLocation asset Change 3429736 on 2017/05/08 by Olaf.Piesche More GPU sim work; dispatch now works properly, more work on read/write of data sets needed; parmeter binding, setting, unsetting, should all be good; also made shader debug output work for niagara shaders; CPU simulation should work as before, and while GPU doesn't do anything useful yet, we're at the point of running Niagara shaders on GPU over buffers defined by data sets now Recommend not setting an emitter to GPU sim for now :) #!rb none #!tests ran CPU sim on test assets; ran shader compile and GPU sim without crashes (but of course also without visible results) Change 3429390 on 2017/05/08 by Shaun.Kime Added a force compile on load global variable that assists if a file crashes on load due to a bad script compilation. #!rb none #!tests fixes Howitzer Change 3429368 on 2017/05/08 by Andrew.Grant Added more debugging info on module load failure #!tests compiled #!rb none Change 3429269 on 2017/05/08 by Andrew.Grant Made DLL error just a log. apparently there are a few of these... #!tests #!rb na Change 3428950 on 2017/05/08 by David.Ratti GameplayTags.PrintNetIndices command for tracking down gameplay tag error #!rb #!tests none Change 3428865 on 2017/05/08 by Shaun.Kime Fixing incorrect interpolation of primer tutorial content in interpolated spawning. We were not properly handling required, but not exposed input nodes. #!rb simon.tovey #!tests run primer tutorial in interpolated mode Change 3428647 on 2017/05/08 by Andrew.Grant Reverted argument to -test form #!rb #!tests none Change 3428633 on 2017/05/08 by Andrew.Grant Extra debugging info for DanB #!tests #!rb none Change 3428473 on 2017/05/08 by Andrew.Grant Tidied up structure of automation logs #!tests boot test locally #!rb none Change 3428226 on 2017/05/08 by Paul.Moore #!libWs - Explicitly track if the connection is open or not (so that IsConnected() returns true when the connection is closed but not yet destroyed). #!codereview rob.cannaday #!rb none #!tests matchmaking Change 3428011 on 2017/05/08 by Alexis.Matte fix fbx importer to allow animation sample rate greater then 30Hz #!jira UE-44685 #!rb matt.kuhlenschmidt #!tests none Change 3427502 on 2017/05/07 by Andrew.Grant Fixed bug with order of states in Gauntlet Made MallocLeakDetection compact periodically to reduce footprint for testkits OrionMemoryReport now limits tracking to memory >= 16kb to reduce footprint for testkits Fixed report error with missing file when running mempory report on a test build #!tests LoadTest, MemoryReport tests #!rb none Change 3427352 on 2017/05/06 by Andrew.Grant Bigly refactor of Orion native test framework into new "Gauntlet" plugin - All logic for creating test controllers, ticking them, and propgating events is now in GauntletModule - Orion initializes Gauntlet module at startup and passes necessary information to generate Frontend, Draft, Game states - States are now FName's so games can provide their own sets of state - OrionTestControllerBase now inherits from GauntletTestController - Test controllers are now passed as a -gauntlet argument to game (was -test) #!tests ran locally lots, preflighted with a full test pass #!rb none Change 3426807 on 2017/05/05 by Frank.Fella Niagara - Stack - Make the up, down, and delete buttons less obnoxious. #!tests the buttons are less obnoxious #!rb none Change 3426454 on 2017/05/05 by Andrew.Grant Fixed issue in Gauntlet when using a PS4 that has no name set #!rb none #!tests ran against PS4 with no name set Change 3426317 on 2017/05/05 by Frank.Gigliotti Added utility function to draw a 2D box to the debug canvas. #!Tests Drawing in ShowDebug screens #!RB None Change 3426047 on 2017/05/05 by Dan.Hertzka [OR-38289] - The DataAsset creation dialog now filters out classes with the HideDropDown class flag, so skins and variants can only be created via the right-click menu on the hero/skin they belong to, respectively #!rb Matt.Kuhlenschmidt #!tests Skin & SkinVariation item defs do not appear in the DataAsset creation dialog Change 3426025 on 2017/05/05 by Frank.Fella Niagara - Stack - Can now move and delete stack items. #!tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3425913 on 2017/05/05 by Matt.Schembari Apparently I never actually compiled this? #!rb none #!tests compile Change 3425819 on 2017/05/05 by Matt.Schembari OR-36760: PS4 client can load with no visible cursor - Added logging per Darnell to help catch this issue. #!rb Nick.Darnell #!tests PIE with breakpoints #!CodeReview Andrew.Grant #!QAReview I've added more logging. The issue won't be fixed, but when you see it again, please attach the logs. I'm looking for lines like "Failed to load cursor" or "Attempting to add an invalid cursor class." Change 3425760 on 2017/05/05 by Shaun.Kime Follow up to previous fix. We weren't releasing delegates properly. #!rb none #!codereview frank.fella #!tests ran under normal usage for a while Change 3425623 on 2017/05/05 by Frank.Fella Niagara - Stack - Can now add modules #!tests Added modules, it worked. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3425250 on 2017/05/05 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb none Change 3425196 on 2017/05/05 by Shaun.Kime Being more diligent about cleaning up delegate bindings in destructors as I have been getting a periodic crash when objects are gc'ed. #!rb none #!tests ran with changes for a bit #!codereview frank.fella Change 3425184 on 2017/05/05 by Shaun.Kime Fixing missing GC reference to the stack view model (which is a UObject) #!rb frank.fella #!tests ran over time with GC.CollectGarbageEveryFrame 1 Change 3425036 on 2017/05/05 by Simon.Tovey Fix for bad constant table generation. Cause by confliting names between bool and int constants. #!tests works #!rb none #!codereview Shaun.Kime Change 3424539 on 2017/05/04 by Andrew.Grant Another two quick patchups... #!tests compiled Win64 editor #!rb none Change 3424535 on 2017/05/04 by Frank.Fella Niagara - Stack UI updates + Input remapping drop-down menu now works. + Graph is auto-arranged after being mangled by the stack. #!tests graph appears to update correction when remapping through the stack. #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3424514 on 2017/05/04 by Andrew.Grant Compilation fixes for some files that were accidentally checked in! #!tests compiled PS4 #!rb none Change 3424455 on 2017/05/04 by Andrew.Grant Moved a lot of Orion test controller code to "Gauntlet" plugin #!tests compiled Win64 Editor & PS4 #!rb none Change 3424433 on 2017/05/04 by Shaun.Kime Added simple sub uv example based on https://wiki.unrealengine.com/SubUV_Particle_(Tutorial) #!rb none #!tests n/a Change 3424215 on 2017/05/04 by Shaun.Kime Adding map when no particles or system parameters are used. #!rb none #!tests Sparks.uasset Change3423924on 2017/05/04 by Shaun.Kime Preventing crash when no parameter map is wired into graph #!rb none #!tests broke graph wiring mid-graph. crashed before this change. Change 3423803 on 2017/05/04 by Shaun.Kime Adding tooltips on stack items so that you can get more insight into what they do. #!rb none #!tests n/a #!codereview frank.fella Change 3423795 on 2017/05/04 by David.Ratti Fix GE mod data not being passed through properly #!rb none #!tests editor pie #!codereview Aaron.Eady Change 3423688 on 2017/05/04 by Shaun.Kime Fixing crash on exit bug #!rb none #!codereview frank.fella #!tests n/a Change 3423341 on 2017/05/04 by Shaun.Kime Adding ability to not have to type in the known variables for the graph in Get/Set nodes. #!rb none #!tests n/a Change 3423340 on 2017/05/04 by Frank.Fella Niagara - Initial stack UI implementation. Lots of stuff still doesn't work, but I wanted to get up latest and get what I have in to avoid a single monolithic check-in. #!tests none #!rb none #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime Change 3423040 on 2017/05/04 by Jeff.Williams Clearing up Robomerge Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) @3422721, @3422721 #!rb none #!tests none Change 3422746 on 2017/05/04 by jon.lietz - adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now - marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now - set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now - cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design. #!rb none #!test compiles and played a bit in monolith #!lockdown Billy.Rivers #!ROBOMERGE-SOURCE: CL 3422721 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) #!ROBOMERGE-SAYS: Unresolved conflicts. jon.lietz, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Content/Blueprints/OrionAbilityMacros.uasset #!CodeReview: jon.lietz, jason.bestimt, andrew.grant, jeff.williams Change 3422721 on 2017/05/04 by Jon.Lietz - adding back in the depricated warning forAssignSetByCallerMagnitude() need, to use AssignTagSetByCallerMagnitude() now - marked SetFilterSetByCallerMagnitude() as deprecated, need to use SetFilterTagSetByCallerMagnitude() now - set SplitGameplayEffectSpecBetweenActors and SplitGameplayEffectSpecBetweenTargetData to deprecated, need to use TagSplitGameplayEffectSpecBetweenActors and TagSplitGameplayEffectSpecBetweenTargetData now - cleaned up all code to use the tag verison of set by caller, and fixed up what data I could some was checked out and will need to be fixed by design. #!rb none #!test compiles and played a bit in monolith #!lockdown Billy.Rivers Change 3422412 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3422407 on 2017/05/03 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb none Change 3422281 on 2017/05/03 by Shaun.Kime Moving default assets into NiagaraTestbed #!lockdown Andrew.Bains #!rb none #!tests n/a Change 3422241 on 2017/05/03 by Shaun.Kime Now synchronizing data interfaces using the same rules as parameters #!rb none #!codereview frank.fella #!tests TestDataInterfaceEffect overrides curves from TestDataInterfaceParameterMap Change 3422095 on 2017/05/03 by Shaun.Kime Rewrote logic for non-parameter mapped emitters to put their data into parameter map format. This has the advantage of cleaning up the code substantially for interpoloated spawning. Added interpolated spawning to parameter maps. #!rb none #!codereview simon.tovey, frank.fella, olaf.piesche #!tests opened an recompiled all known effects and emitters in both interpolated spawn and regular spawn Change 3421829 on 2017/05/03 by Simon.Tovey Removed stats tracking for operations and placed it behind a CVar should someone want to disable it entirely. Should probably cook them out too. #!tests none #!rb none Change 3421597 on 2017/05/03 by Andrew.Grant Fix for shipping build compilation issue #!tests #!rb none Change 3421481 on 2017/05/03 by Andrew.Grant Leak reporter tweaks - now pass desired reports in as arguments #!tests ran LeakCheck #!rb none Change 3421451 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3421299 on 2017/05/03 by Andrew.Grant Merging using ROBO://Orion/Main->//Orion/Dev-General #!tests #!rb na Change 3421295 on 2017/05/03 by Andrew.Grant Merging 39.5 changes through //Orion/Main to Release-40 (//Orion/Release-40) #!tests #!rb na Change 3421273 on 2017/05/03 by Andrew.Grant Improvements to leak detection and Orion memory tests - Moved most leak reporting out of MallocLeakDetection allocator and into MallocLeakReporter - MallocLeakReporter supports mallocleak.start / mallocleak.stop with optional reporting times - Simplified orion-side memory reporting - Now always add DebugOutputDevice when logging is enabled #!tests loats and lots of soaking #!rb send CR to Core-Team Change 3421248 on 2017/05/03 by Andrew.Grant Merging fixes from //Orion/Release-39.5 to Main (//Orion/Main) #!tests #!rb na Change 3420862 on 2017/05/03 by Simon.Tovey Missing files #!rb none #!tests none Change 3420851 on 2017/05/03 by Simon.Tovey Reworked compilation of internal constants to avoid dependancy between ShaderFormatVectorVM and Niagara. #!rb none #!tests stuff works #!codereview Shaun.Kime, Frank.Fella, Olaf.Pieche Change 3420817 on 2017/05/03 by Laurent.Delayen Integrated CL#! 3418811 from UE4/Dev-Framework Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games #!codereview ben.zeigler #!rb ben.zeigler #!tests wukong PIE Change 3420393 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3420383 on 2017/05/03 by Andrew.Grant Merging down from Release-40 to unblock Robomerge #!tests #!rb na Change 3420369 on 2017/05/03 by Andrew.Grant Workaround for issue seen when working on BP_DamageNumberManager #!tests compiled #!rb Dan.Oconner #!ROBOMERGE: Main, DG, DUI Change 3420357 on 2017/05/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3419928 on 2017/05/02 by Olaf.Piesche More GPU sim updates; some additional shader map tweaks, added a dispatch queue to the render module, binding and dispatching if sim target is GPU (GPU sim is not working yet though!); also shoulld fix some existing compile issues; CPU sim and other current functionality should be unaffected by this commit. #!rb none #!tests compiled, ran editor, opened test effect Change 3419751 on 2017/05/02 by Zak.Middleton #!ue4-orion - Remove unused function FPhysicsFilterBuilder::SetExtraFiltering(). It was also incorrect. #!codereview Ori.Cohen #!rb none #!tests compiled, launched editor Change 3419683 on 2017/05/02 by Andrew.Grant Temporarily removing depreciation flag #!codereview @David.Ratti #!tests #!rb none Change 3419594 on 2017/05/02 by Shaun.Kime Fixing interpolated spawning's base algorithm wrt timing. Parameter maps to come. When you spawn, the delta time is zero (shouldn't be used anyway) and the values are interpolated based on the in-between of the last frame and current frame when the particle spawns. When you update that first frame, the delta time is the time from the tween to the current frame and the parameter values are the current frame's values. Tried to convert UNiagaraScript::Usage to be an accessor to better trap when we were setting the type away from interpolating scripts. Converted most cases over, but kept it public due to the accessors for asset browsing. Removed GetCompanionUpdate/Spawn script as they are no longer used. Also making sure that the script and other parameters are properly duplicated for event graphs. #!rb none #!test InterpolatedSpawnTestCircle and InterpolatedSpawnTestLine #!codereview simon.tovey Change 3419568 on 2017/05/02 by Laurent.Delayen OR-37965 Fixed first frame AnimNotifies in a Montage getting skipped for SimulatedProxies, due to NotifyWeight being uninitialized and Montage's weight not being updated to meet notify weight threshold. #!rb none #!tests Kallari double jump networked. Change 3419513 on 2017/05/02 by Shaun.Kime Encountered div by zero. #!rb none #!tests none #!codereview olaf.piesche Change 3419184 on 2017/05/02 by Jeff.Williams Converting <utf8> to <text>. Stripping BOM #!rb none #!tests none Change 3418731 on 2017/05/02 by Zak.Middleton #!orion - Add 2 more bits to collision MaskFilter. Added TeamBlueBarrier and TeamRedBarrier. Add SetTeamBarrierCollision() function to OrionBlueprintLibrary for setting collision on pieces spawned by abilities. Not yet hooked up to Dekker's ult, though in testing it does work (waiting to hear feedback on some details there). #!rb Frank.Gigliotti #!tests PIE multiplayer. Change 3418581 on 2017/05/02 by Mieszko.Zielinski A set of small AI API extensions, in preparation for the Bot Playbook submission #!Orion #!test compilation #!rb none Change 3417896 on 2017/05/02 by David.Ratti Unshelved from pending changelist '3417884': Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI). Note this has a few content warnings on startup. Will submit spot fixes after the integrate. #!rb none #!tests compile, editor, pie, cook #!ROBOMERGE-SOURCE: CL 3417883 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) #!ROBOMERGE-SAYS: Unresolved conflicts. david.ratti, please merge this change by hand. //ROBOMERGE_ORION_Dev_UI/OrionGame/Source/OrionEditor/OrionUnrealEdEngine.cpp #!CodeReview: david.ratti, jason.bestimt, andrew.grant, jeff.williams Change 3417883 on 2017/05/02 by David.Ratti Integrate keyword system. This is Events, Qualifiers, and GameplayStats. (Item and ItemProperty keywords remain in Dev-UI). Note this has a few content warnings on startup. Will submit spot fixes after the integrate. #!rb none #!tests compile, editor, pie, cook Change 3416622 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3416463 on 2017/05/01 by Ben.Salem Merging //Orion/Dev-General to Release-40 (//Orion/Release-40) #!rb #!tests na Change 3416291 on 2017/05/01 by Ben.Salem Don't send out report mail for skills/smokes if there's nothing to send out. This prevents us from getting spammed to oblivion as tests roll into new branches. #!rb none #!tests compiled Change 3416214 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) #!tests #!rb na Change 3416131 on 2017/05/01 by Mieszko.Zielinski Made EQSDebugger store query tick data only if there has been any work done for that specific query #!UE4 #!test golden path #!rb Lukasz.Furman Change 3416044 on 2017/05/01 by Andrew.Grant Missed file needed by previous change #!tests #!rb na Change 3416043 on 2017/05/01 by Jon.Lietz seperating out the FName and FGameplayTag for the SetByCallerMagnitude() into two functions so the FName version can be marked as depricated and gives us a clean path at removing the Data and Functions with engine version 4.17 #!rb none #!tests compiles and played in the box map #!codereview David.Ratti Billy.Bramer Fred.Kimberley Change 3416042 on 2017/05/01 by Andrew.Grant Merging //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics) #!tests #!rb na Change 3416020 on 2017/05/01 by David.Ratti non unity fix remove unused function I added to TOptional #!rb #!tests none Change 3415996 on 2017/05/01 by Andrew.Grant Adds a new delegate 'OnMemoryTrim' that is called as a request for systems to free up any temporary or high-watermark memory they may be holding. UEngine::TrimMemory calls this delegate after flushing rendering. By default this is called during LoadMap, but can be called at other times if necessary (and the cost can be afforded). Added OnMemoryTrim handlers to the following - GarbageCollector reference pools: The count and size of these pools can grow significantly based on content and user patterns. Soaking games of Paragon they rarely exceed 4MB, but in the frontend been seen at ~10MB. Additionally the size of pool elements can trend upwards overtime based the section of objects they are assigned to. ParticleGpuSimulation: The classes here grow based on content usage PhysLevel: PhysX resources are normally cleaned up one frame after their owning UObject's are destroyed. Calling this via "Trim" collects that memory immediately which benefits reports that are generated immediately afterwards. #!tests soaked Paragon on PS4, lots #!rb set to Core-Team alias as CR Change 3415952 on 2017/05/01 by Andrew.Grant Utility class and COUNT_INSTANCES macro that allows manual tracking of non-UObject instances to diagnose behaviors #!tests lots of soaking #!rb DanL Change 3415778 on 2017/05/01 by Gil.Gribb Test change, nothing actually changed. #!rb none #!tests none Change3415448on 2017/04/30 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests ShortSOloGame #!rb none Change 3415430 on 2017/04/30 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests #!rb na Change 3415298 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3415269 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Release-40 (//Orion/Release-40) #!tests #!rb none Change 3415264 on 2017/04/29 by Andrew.Grant Copying //Orion/Dev-REGS to Main (//Orion/Main) #!tests #!rb none Change 3415263 on 2017/04/29 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb none Change 3415226 on 2017/04/29 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) #!tests #!rb none Change 3414890 on 2017/04/28 by Olaf.Piesche -Bit more cleanup -Added a UniqueID to UNiagaraScript to distinguish spawn and update scripts coming from the same source; this is regenerated everytime ChangeID is updated -Changed synchronizing IDs to a set instead of passing guid reference to be overwritten to the source guid owner in order to make the above work -Encapsulating the most frequently used members of UNiagaraScript for better debugability #!rb none #!tests compiled and ran Change 3414784 on 2017/04/28 by Mieszko.Zielinski Fixed EQS manager needlessly using up all its time budget if it manages to finish all active queries and there are some queries that are marked as finished due to being aborted before the EnvQueryManager::Tick call #!UE4 Added stats to EQSDebugger for debugging purposes, but since that's what helped me nail down the bug I've left them in. #!test golden path #!rb none #!codereview Lukasz.Furman, John.Abercrombie Change3414740on 2017/04/28 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) #!tests #!rb na Change 3414691 on 2017/04/28 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) #!tests #!rb none Change 3414665 on 2017/04/28 by Zak.Middleton #!ue4-orion - Clean up collision FMaskFilter usage to be able to cleanly change the number of bits it uses. Current value unchanged, this is a baseline for bumping it up next. #!rb Ori.Cohen #!tests AITest multiplayer Change 3414499 on 2017/04/28 by Shaun.Kime Now forcing spawn scripts to write default values to their attributes in main rather than call an input function whose results were bogus. #!rb none #!codereview simon.tovey #!tests ran on multiple existing scripts to ensure proper output Change 3414332 on 2017/04/28 by Shaun.Kime Now function calls have their own internal name that we use when doing aliasing. This is important as it allows us to deterministically address a node irrespective of traversal ordering. #!rb none #!codereview frank.fella #!tests n/a Change 3414231 on 2017/04/28 by Jeff.Williams Initial branch of files from Main (//Orion/Main) to Release-40 (//Orion/Release-40) Change 3414055 on 2017/04/28 by Shaun.Kime Now that emitter scripts compile event scripts, we no longer need to compile standalone when Applying. #!rb none #!tests found crash when updating a collision event script due to incorrect usage of standalone compile. Change 3414049 on 2017/04/28 by Shaun.Kime Added simple IsEventScript accessor. #!rb none #!tests n/a Change 3414046 on 2017/04/28 by Shaun.Kime Added function to convert a SYS_* macro value into its parameter map form. #!rb none #!tests integrated into later changelist and ran over several scripts Change 3413618 on 2017/04/28 by Ben.Salem Add skins to smoke test, and fix big camp locations. #!rb adric.worley #!tests Ran a smoke test with Muriel, generated a report. Change 3413106 on 2017/04/27 by Andrew.Grant Merging //Orion/Main to Dev-REGS (//Orion/Dev-REGS) (contains latest code from Dev-Gen) #!tests preflighted #!rb none Change 3412911 on 2017/04/27 by Andrew.Grant Copying //Orion/Dev-General to Main (//Orion/Main) ahead of v40 #!tests #!rb none Change 3412528 on 2017/04/27 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3411879 on 2017/04/27 by Chris.Bunner Shader typo fix. #!rb None #!tests Loaded multiple heroes and assets Change 3411689 on 2017/04/27 by David.Ratti Refresh data table view and select new row when adding new gameplay tags to the keyword data tables #!rb Jamie.Dale #!tests editor Change 3411680 on 2017/04/27 by Simon.Tovey Restoring the set of NumUserPtrs that was lost somewhere along the way. #!rb none #!tests none #!codereivew Olaf.Piesche Change 3411177 on 2017/04/27 by Chris.Bunner Fixed missing shader variable initialization. #!rb None Change 3410880 on 2017/04/27 by Simon.Tovey Fixed a few bugs in yesterday's checkins. - HLSL ordering of int/float register indices was incorrect. - Mistakenly left a start index on the new accessor classes ctors and an implicit convert to bool caused some iterators to access the current frame data when trying to access the previous. #!rb none #!tests no crash, collision works(mostly) #!codereview Shaun.Kime Change 3410088 on 2017/04/26 by Shaun.Kime Getting basic interpolated spawn back to compiling in scripts. #!rb none #!tests n/a Change 3409935 on 2017/04/26 by Ben.Salem Add nightly Skill Changes report to the Deep Tests list to generate a list of all changes made per day in a branch. Also, separate solo smoke report node from dependencies on all other tests running so we can get smoke reports more rapidly. #!rb brad.angelcyk #!tests Ran preflight of new node successfully. Change 3409724 on 2017/04/26 by Shaun.Kime Current state of collision detection: Collision is spotty, but seems to work. Will often get a crash in\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstance.cpp(905) with an invalid Index value, leading the counts to be off. Get a crash in MovePush_Pusher in writing an integer. #!rb none #!tests n/a Change 3409340 on 2017/04/26 by Shaun.Kime Working on getting events back up and running. This represents a stable loading path as well s sample assets that don't yet work. #!rb none #!tests n/a Change 3409271 on 2017/04/26 by Simon.Tovey Changed data set iterators to be more explicitly accessors that can read at any index. Implemented replacement template iterator on top of these to so we can avoid modifying all existing uses of the iterator classes. #!rb none #!tests simulation and rendering work. #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3409205 on 2017/04/26 by Andrew.Grant Removed accidentally added NetLog messages #!tests #!rb none Change 3409191 on 2017/04/26 by Simon.Tovey Modified dataset layout and updated hlsl generation. Now keeping float and int data separate as it's simpler and will be better for feeding GPU. #!rb none #!tests sims still work #!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella Change 3408858 on 2017/04/25 by Jeff.Williams Initial branch of files from Release-39.4 (//Orion/Release-39.4) to Release-39.5 (//Orion/Release-39.5) Change 3408617 on 2017/04/25 by Olaf.Piesche Bit of cleanup and a few small fixes #!rb none #!tests none Change 3408425 on 2017/04/25 by Olaf.Piesche Niagara plugin side implementation of shader compiling manager; various bug fixes to the translator and shader code This should make the process of generating HLSL from a Niagara script, compiling it to a compute shader, sticking it in a shader map, as well as serializing to and from DDC, work. Probably has various small residual problems that we'll shake out over the next few days. #!codereview simon.tovey #!codereview frank.fella #!codereview shaun.kime #!rb none #!tests compiled Shaun's test Niagara rebuild of Hyperbreach's grenade explosion Change 3408154 on 2017/04/25 by Ben.Salem Extend timeout on skill test as more characters come online. #!rb none #!tests compiled Change 3408077 on 2017/04/25 by Ben.Salem Adding a nightly Skill Change report node to pick up all ability changes that may have intentionally and unintentionally cropped up the night before for use in maintaining automated tests and maybe eventually for helping out QA. #!rb Brad.Angelcyk, Clayton.Langford #!tests Generated a few reports. Change 3407912 on 2017/04/25 by Shaun.Kime Fixing crash bug when using multiple renderers for an emitter. Adding in example. #!rb none #!tests created example Change 3407873 on 2017/04/25 by Shaun.Kime NormalizedAge is now what we previously referred to as Age. Age is also output, but it is in seconds. Modifed the Renderers to go through their Properties objects for GetRequiredAttributes. This allows us to make it a compile error if the script doesn't have the attributes required by the renderer. #!rb none #!tests updated all checked in assets #!lockdown Andrew.Bains Change 3407661 on 2017/04/25 by Rob.Cannaday Libwebsocket logging from Fortnite CLs 3377318, 3380860 #!rb james.hopkin #!tests mms matchmaking beginning Change 3407657 on 2017/04/25 by Rob.Cannaday libwebsocket updates from Fortnite CL 3380852 Includes client crash fix, increased log verbosity, and removes x64 libwebsockets directory. #!rb james.hopkin #!tests mms matchmaking beginning Change 3407596 on 2017/04/25 by Laurent.Delayen Added hooks in AnimBlueprintCompiler to perform Post Compile Validation in an AnimInstance subclass. Also added virtual function to opt in for warnings when nodes are not using Fast Path. #!codereview michael.noland, james.golding, thomas.sarkanen #!rb thomas.sarkanen #!tests Orion HeroAnimInstance Change 3407480 on 2017/04/25 by Jon.Lietz fixing logic error that would still use the FName even once a tag was defined, check to see if we have a tag first and if not THEN use the FName #!rb none #!tests apply a GE that has a FName and Tag SetByCaller defined Change 3407385 on 2017/04/25 by Laurent.Delayen If an AnimBP has warnings or errors, force opening Compiler Results Window, and recompile to display results. #!codereview michael.noland, thomas.sarkanen #!rb thomas.sarkanen #!tests revernant's AnimBP in editor Change 3407328 on 2017/04/25 by Andrew.Grant Added comment to FTicker about DeltaTime arg #!tests #!rb na Change 3407325 on 2017/04/25 by Shaun.Kime We now have moved the Material parameter onto the NiagaraRenderer objects. There can now be multiple NiagaraRenderer objects per emitter. This has not been well tested. There can now be multiple Event scripts per emitter. This has not been well tested. #!rb none #!tests converted default assets as well as the howitzer test asset #!lockdown Andrew.Bains Change 3407152 on 2017/04/25 by Andrew.Grant Locked v39.3 builds to network version 3404004 #!tests #!rb na #!ROBOMERGE: !39.4 Change 3406265 on 2017/04/24 by Gates.Aldridge Updated Gem Trees and New Content. For list of all Gem trees visit this link: https://docs.google.com/a/epicgames.com/spreadsheets/d/1UA0Tin_eQ-SQKR-4hFicN51S08MXbWCBYRW_dQ6VevU/edit?usp=sharing #!tests PIE #!codereview billy.rivers, colin.fogle Change 3405946 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405914 on 2017/04/24 by Shaun.Kime Refactoring due to renamings. Most functionality is back up, but additional renames have been requested that will occur in a later changelist. #!rb none #!tests opened exisiting emitters and made sure that they worked after recompile. Change 3405760 on 2017/04/24 by Shaun.Kime Moving shader file #!rb none #!tests n/a Change 3405547 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405537 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405530 on 2017/04/24 by Shaun.Kime Rename/move file(s) #!rb none #!tests n/a Change 3405500 on 2017/04/24 by Shaun.Kime DO NOT SYNC Further renamings #!rb none #!tests n/a Change 3405473 on 2017/04/24 by Shaun.Kime DO NOT SYNC Rename/move file(s) stage 1, physical file movement #!rb none #!tests n/a Change 3404829 on 2017/04/22 by David.Ratti #!rb #!tests missed file Change 3404805 on 2017/04/22 by David.Ratti Added FGameplayTagCreationWidgetHelper. This will add a 'create new gameplay tag' widget in whatever struct it is put in. Added these to all of the keyword types. This makes it easier to add new keywords from within the keyword data table. Minor changes to GameplayTagWidget to support auto expanded and default strings when creating new tags. #!rb none #!tests editor #!codereview Jon.Lietz Change 3404235 on 2017/04/21 by Shaun.Kime Now updating the graph properly to match Module or Function depending on the state of the details panel. #!rb none #!tests n/a Change 3404205 on 2017/04/21 by Wes.Hunt Added PlaylistName to PlayerContextLocationPerMinute (empty if not in Match). Other changes: * FAnalyticsEventAttribute now uses Lex::ToString() to convert the key name. * removed !PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS code. * Added AppendAnalyticsEventAttributeArray to efficiently append to an existing array. * Added a Lex::ToString conversion for EGenericAnalyticParam::Type #!rb josh.markiewicz #!tests build PC/PS4/Editor run solo match and check heartbeat values. Change 3404059 on 2017/04/21 by Shaun.Kime Adding back in the default pin for optional, exposed function inputs. #!rb none #!tests n/a #!codereview simon.tovey Change 3403939 on 2017/04/21 by Frank.Fella Niagara - Loop fixes + Reset bursts on loop. + Fix off by 1 error when looping. #!rb none #!tests bursts now fire correctly every loop, and emitters now loop the number of times specified. Change 3403935 on 2017/04/21 by Frank.Fella Niagara - Make in editor sequencer time update code more correct and easier to follow #!rb none #!tests auto-loop only happens when playing now. Change 3403899 on 2017/04/21 by Jon.Lietz cook fix #!rb none #!tests compiles #!codereview dave.ratti Change 3403787 on 2017/04/21 by Ben.Salem Increase timeout for FXTest node #!rb none #!tests none Change 3403760 on 2017/04/21 by David.Ratti Downgrade fatal to error temporarily (?) #!rb #!tests cook Change 3403452 on 2017/04/21 by Shaun.Kime Tweaking some checks and getting rid of stale files. #!rb none #!tests n/a Change 3403400 on 2017/04/21 by Shaun.Kime Moving Niagara assets to the FX asset category #!rb none #!tests ran app and created asset types #!codereview simon.tovey, frank.fella, olaf.piesche Change 3403392 on 2017/04/21 by David.Ratti Deprecated FOnGameplayAttributeChange delegate in favor of FOnGameplayAttributeValueChange which returns a structure for payload data. The structure is for better future proofing. The data that actually changed is that now the previous value of the attribute is included in the callback. RegisterGameplayAttributeEvent is replaced with GetGameplayAttributeValueChangeDelegate. The former is now deprecated (4.17) but will still work. (unrelated, also broke out function that gathers attribute uproperties to static func FGameplayAttribute::GetAllAttributeProperties [was previously embedded in details cust code]) #!rb Jon.Lietz #!tests Pie, editor #!codereview Billy.Bramer, Fred.Kimberley Change 3403093 on 2017/04/20 by Shaun.Kime You can now set default values for parameter map entries. These default values will be applied for the module if nothing overrides them from the outside. #!rb none #!tests ran all existing assets Change 3403079 on 2017/04/20 by Andrew.Grant Renamed OrionTestFramework to Gauntlet and moved under Engine automation (currenty NotForLicensees). Updated namespaces and filenames to match new project name Added RunFortTests with simple BootTest example (tested and verified this works). #!tests ran locally, preflighted #!rb none #!gulp Change 3402958 on 2017/04/20 by Shaun.Kime Making standalone modules compile with data interfaces. Fixing comments. Updating test assets now that they compile in-place. #!rb none #!tests n/a #!lockdown Andrew.Bains Change 3402867 on 2017/04/20 by Paul.Moore [MatchMaking] - Fixed Lws wrapper detection of when a connection close is initiated by the client + other misc cleanup. #!review-3402868 @tyler.cole @rob.cannaday #!rb none #!tests matchmaking Change 3402846 on 2017/04/20 by Shaun.Kime Echoing the error message log so that it can be properly shown in the UI for HLSL translation. #!rb none #!tests n/a Change 3402788 on 2017/04/20 by Laurent.Delayen Click a Hyperlinked Asset in a log window will now attempt to open the editor for it. #!rb michael.noland #!tests new AnimBP validation warnings Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 via CL 3402125 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 via CL 3401972 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3402354 on 2017/04/20 by Shaun.Kime Adding support for DataInterfaces to parameter maps. #!rb none #!tests opened all test files and recompiled Change 3402350 on 2017/04/20 by Simon.Tovey Removing some validation that vm compiler is failing currently to bypass issues for others. #!test works #!rb none #!codereview Shaun.Kime Change 3402233 on 2017/04/20 by Simon.Tovey Bringing 3402222 from dev-render to dev-general #!rb Marcus.Wassmer #!tests Fixes issue on PS4 Change 3402213 on 2017/04/20 by Daniel.Lamb Added support for using precompiled exe when running shared cooked builds. Updated UI to support this feature. #!rb Andrew.Grant, Ben.Marsh #!test Shared cooked builds paragon Change 3402153 on 2017/04/20 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... via CL 3401787 #!ROBOMERGE-BOT: ORION (Release-39.4 -> Main) Change 3402081 on 2017/04/20 by Andrew.Grant Workaround for crash where FRepLayout items were being GC'd during (but before) the NetDriver shutdown. We now explicitly clear out the references in our Shutdown() call that occurs prior to being GC'd. #!tests no longer crashing when returning to main menu after tutorial #!rb na #!review-3402082 @Ryan.Gerleve Change 3402006 on 2017/04/20 by Olaf.Piesche Fixing serialization problem; need to use FArchive custom version in Serialize, not the Linker's #!codereview shaun.kime #!codereview simon.tovey #!rb daniel.lamb #!tests loaded and saved problematic assets Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... via CL 3400957 #!ROBOMERGE-BOT: ORION (Release-39.4 -> Main) Change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions [REVIEW] Andrew.Grant #!ROBOMERGE-SOURCE: CL 3401784 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4) Change 3401784 on 2017/04/20 by Benn.Gallagher Duplicating change from Dev-General. This is slightly different than the original change due to differences between release and dev-general. Dev-General version should be accepted in any merges. Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions #!review Andrew.Grant Changed check to ensure for v39.3 release #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3400956 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Release-39.4) Change 3400956 on 2017/04/19 by Andrew.Grant Changed check to ensure for v39.3 release #!ROBOMERGE: !39.4 #!tests #!rb none Change3400938on 2017/04/19 by Andrew.Grant FDelegateBase destructor now implicitly results in Unbinding. Removed now-unnecessary Unbind calls from MulticastDelegate and commented the one valid case #!tests soaked Orion during memory leak tests #!rb none #!review-3400939 steve.robb Change 3400853 on 2017/04/19 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3400613 on 2017/04/19 by Olaf.Piesche Code chunks know whether they're terminated (with ;) so we can have unterminated lines in the generated hlsl (opening and closing scopes in if/else, for example) #!rb shaun.kime #!tests compiled script with if node Change 3400296 on 2017/04/19 by Rob.Cannaday Specify tlog endpoint by using the backend name (e.g,. tencentdev) Supported: tencentdev, tencentqa, tencentlive, tencentff #!tencent #!orion #!tlog #!rb none #!tests tlog initialization Change 3400197 on 2017/04/19 by Shaun.Kime Fixing uninitialized variable preventing data interfaces from properly adding to data table. #!rb none #!tests n/a #!codereview Olaf.Piesche, Simon.Tovey Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-Balance) Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-REGS) Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... via CL 3397598 #!ROBOMERGE-BOT: ORION (Main -> Dev-UI) Change 3399720 on 2017/04/19 by Andrew.Grant Merging applocal deployment of Xuadio/ Xinput from //UE4/Dev-Core/... @ 3386262 #!tests #!rb na Change 3399667 on 2017/04/19 by Andrew.Grant Duplicating 3398085 from Dev-Rendering: Removed Aftermath hearbeat check as it internally uses the deviceConext which is not threadsafe #!jira UE-42280 #!RB Marcus.Wassmer #!tests none Change 3399658 on 2017/04/19 by Simon.Tovey Changes that remove some erroneous usage of hlslcc ir list nodes. Required for upcoming removal of some code which masked these errors in hlslcc. #!rb none #!tests Everything worked in cleanup brach. Pulled over from there. #!codereview Olaf.Piesche Change 3399633 on 2017/04/19 by Shaun.Kime Fixing issue where we were trying to HLSL convert an effect script. #!rb none #!tests n/a #!codereview olaf.piesche Change 3399577 on 2017/04/19 by Shaun.Kime Updating default content Change 3399393 on 2017/04/19 by Shaun.Kime Merging spawn/update/event graphs into one. #!rb none #!tests n/a #!codereview frank.fella, simon.tovey, olaf.piesche Change 3399101 on 2017/04/19 by Jeff.Williams Merging //Orion/Main to Release-39.4 (//Orion/Release-39.4) @3398765 #!rb none #!tests none Change 3399084 on 2017/04/19 by Jeff.Williams Initial branch of files from Release-39.3 (//Orion/Release-39.3) to Release-39.4 (//Orion/Release-39.4) Change 3398550 on 2017/04/18 by Olaf.Piesche Fixes for post-compile data interface tables on scripts; removing unnecessary stuff from the compilaiton output that was move to the translator #!tests ran and compiled hyperbreach grenade explosion #!rb shaun.kime Change 3398413 on 2017/04/18 by Shaun.Kime Removing duplicate compiler definition #!rb none #!tests n/a Change 3398395 on 2017/04/18 by Olaf.Piesche Missing NiagaraShader module build file. #!rb shaun.kime #!tests none Change 3398350 on 2017/04/18 by Alexis.Matte Avoid matching the material slot name when resetting the material on reimport #!rb none #!jira UE-42755 #!test run the fbx automation test Change 3398337 on 2017/04/18 by Olaf.Piesche Niagara compute shader compilation and storage infrastructure; shader maps, serialization, DDC save and load, split of compilation and HLSL translation, kicking off of shader compiler jobs to the workers, and a whole bunch of supporting code; still missing and up next: applying successful shader compile job results to the corresponding niagara script (up next). Nothing *should* change from a user perspective, CPU compilation and simulation *should* still work as previously. #!rb shaun.kime #!tests built a simple emitter with function calls, made sure it compiled and ran Change 3398248 on 2017/04/18 by Andrew.Grant Merging RepLayout fix from Fortnite #!tests short solo game #!rb Ryan.Gerleve Change 3398152 on 2017/04/18 by Andrew.Grant Actually enabling Aftermath... :( #!tests compiled and verified NV_AFTERMATH is set #!rb none Change 3398133 on 2017/04/18 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3397942 on 2017/04/18 by Benn.Gallagher Fixed clothing LODs seeming to get a bunch of energy on transitions. This was due to the current/target motion values used for inertia simulation not updating correctly leading the simulation to think it was moved a large amount in a single frame. #!rb Martin.Wilson #!jira OR-37697 #!tests PIE OrionEntry with 2 clients to check LOD transitions Change 3397885 on 2017/04/18 by Daniel.Lamb Remove duplicate addition of package name. Fixes crash when iterative cooking. #!rb Trivial #!test iterative cook paragon. Change 3397778 on 2017/04/18 by Daniel.Lamb Added mountpoint to the information which is dumped for pak files. #!rb trivial #!test Unrealpak -list Change 3397777 on 2017/04/18 by Daniel.Lamb Added stats to network platform file and network server. #!rb Andrew.Grant #!test Paragon cook on the fly. Change 3397776 on 2017/04/18 by Daniel.Lamb Added suppport for multiple shared cooked build paths. Added additional paths to the paragon shared cooked build search paths. Shared cooked builds use editor server instead of cooked server (tiny bit slower but improves iteration time and reduces build machine load). #!rb Andrew.Grant #!test Shared cooked build paragon Change 3397775 on 2017/04/18 by Daniel.Lamb Split up TickCookOnTheSide into 3 functions (still more work to be done). Added function to save cooked packages during low cpu usage time in the editor when using cook on the side, not enabled by default. Added profiling for network cooking requests. Added dump of stats for cooker to exec commandline. Fixed issue with cook on the fly sending back unsolicited files which might not be done. Fixed issue with cook by the book not recooking packages found as dirty. Fixed issue with cook on the fly not resending ubulk and uexp packages to ps4. Make sure ubulk and uexp packages are cleaned up with the original uasset / umap package. #!rb Andrew.Grant #!test Cook by the book paragon, cook on the side paragon. Change 3397759 on 2017/04/18 by Andrew.Grant Removed ensures that were hampering QA #!tests compiled #!rb none #!review-3397760 Benn.Gallagher Changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer #!ROBOMERGE-SOURCE: CL 3397593 in //Orion/Release-39.3/... #!ROBOMERGE-BOT: ORION (Release-39.3 -> Main) Change 3397593 on 2017/04/18 by Andrew.Grant Merging Aftermath changes from Dev-Rendering #!tests preflighted #!rb Marcus.Wasmer Change 3397167 on 2017/04/17 by Andrew.Grant Fix for multicast delegate where delegate handles to shared-ref objects that been collected were not being deleted #!tests verified Orion leak is gone #!rb sent to Core-Team Change 3397165 on 2017/04/17 by Andrew.Grant Back out revision 4 from //Orion/Release-39.3/Engine/Source/Runtime/Core/Public/Delegates/MulticastDelegateBase.h #!tests #!rb none Change 3397163 on 2017/04/17 by Andrew.Grant Fixed issue where shared-ref objects in multicast delegate that had been nulled were never being deleted #!tests verified orion lean is gone #!rb sent to Core-Team Change 3397152 on 2017/04/17 by Andrew.Grant Alternate fix for leaky PhysX data #!tests compiled #!rb none Change 3397135 on 2017/04/17 by Andrew.Grant Compile fix for editor build #!tests compiled WIn64 editor #!rb none Change 3397090 on 2017/04/17 by Andrew.Grant Fix for DerivedPhysXData not being freed in UBody Setup #!tests soaked #!rb none Change 3396548 on 2017/04/17 by Laurent.Delayen OR-37726 Fix for array changing during Ranged-Loop iteration. #!rb none #!tests none Change 3396271 on 2017/04/17 by Rob.Cannaday Use [HTTP]HttpMaxConnectionsPerServer in CurlHttp Move call to FPlatformHttp::Init() to after config values are read Related to CL 3368228 #!UE4 #!http #!curl #!rb ian.fox #!tests Dedicated Server startup Change 3396247 on 2017/04/17 by Max.Chen Copy from Release-4.16 Fixed crash saving sequencer sublevels due to relying in initialization of UWorld::Scene that is not guaranteed #!rb Martin.Wilson, Benn.Gallagher #!jira UE-43903 #!tests none Change 3396132 on 2017/04/17 by Frank.Fella Niagara - Fix copy/paste error in comment. #!rb none #!tests none Change 3396089 on 2017/04/17 by Jon.Lietz - adding in support for SetByCaller Gameplay Effects to be trag driven, Making DataName VisibleDefaultsOnly, adding in DataTag EditDefaultsOnly limited to SetByCaller tag category - getting Triggered event abilities working, added in a new OrionAbility for cards that will allow us to auto change activation group from replacable to default when it is going to be triggered from an event #!rb none #!tests box map #!codereview Dave.Ratti Billy.Bramer Fred.Kimberley *There is a bit of code clean up to happen but this is a good stopping point and the CL is getting bigger and any other work will cause the CL harder and harder to track Change 3395801 on 2017/04/17 by Frank.Fella Sequencer - Guard against the ed mode being null for non-level sequencers. #!rb none #!tests no longer crashes when changing actor selection with the niagara editor open. Change 3395769 on 2017/04/17 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3395735 on 2017/04/17 by Rob.Cannaday Fix curl attempting to use invalid address for requests Only specify the address to use if MULTIHOME is specified on the command line #!rb rob.cannaday #!tests dedicated server startup #!jria TEN-130 Change 3394964 on 2017/04/14 by Andrew.Grant - Fixed RemoveAll not removing entries from MulticastDelegate - Ensures compact is eventually called for infrequently/never Broadcast() delegages during an Add() (fixes leak in SafeZone delegates) #!tests soaked orion #!rb email-list Change 3394945 on 2017/04/14 by Andrew.Grant Fix for memory leak in FRepLayout from Ryan.Gerleve #!tests soaked orion #!rb Ryan.Gerleve Change 3394929 on 2017/04/14 by Andrew.Grant Added destructor to SafeZone to ensure delegates are freed immediately #!tests soaked #!rb none Change 3394195 on 2017/04/14 by Andrew.Grant Fix for mem reporting crash #!tests none #!rb Marcus.Wassmer Change 3393355 on 2017/04/13 by Shaun.Kime Modified traversals to be recorded depth first, making it a clear input to output linear sequence. Also commented the Parameter Map History class header. #!rb none #!tests n/a Change 3393350 on 2017/04/13 by Andrew.Grant Merging 3371638 from Release-39 for improved cloth perf #!tests #!rb na Change 3393349 on 2017/04/13 by Shaun.Kime Fix issue where 'listtextures' from the console causes a crash due to not properly checking against a valid EffectInstance. #!rb none #!tests n/a Change 3393342 on 2017/04/13 by Andrew.Grant Merging 3367375 from Release-39 for cloth perf #!tests #!rb na Change 3393335 on 2017/04/13 by Andrew.Grant Merging cloth improvements pt1 from 3363203 #!tests #!rb na Change 3393185 on 2017/04/13 by Mieszko.Zielinski Fixed in order to prevent GameplayTask crashes when exiting the engine #!UE4 #!rb Lukasz.Furman #!test golden path #!jira OR-37658 #!ROBOMERGE: 39.3, MAIN, DG #!lockdown Andrew.Grant Change 3393134 on 2017/04/13 by Laurent.Delayen Added 'ShouldRemainVertical' to encapsulate when DesiredRotation should be restricted to Yaw only in PhysicsRotation. #!rb none #!codereview zak.middleton #!tests wukong's air walking ability. Change 3393059 on 2017/04/13 by Frank.Fella Sequencer - Prevent a crash when trying to draw tick marks for impossible view ranges. #!codereview Max.Chen,Andrew.Rodham #!rb none #!tests no longer furiously consumes memory with ludicrous view ranges Change 3392910 on 2017/04/13 by Rob.Cannaday Remove reference to DerivedDataCache in Sockets module - no longer needed to be there #!rb josh.markiewicz #!tests compile DebugGame Editor Win64 Change 3392890 on 2017/04/13 by Ben.Marsh UGS: Merging config settings to exclude changes matching certain patterns. #!rb none Change 3392875 on 2017/04/13 by Shaun.Kime Moving NiagaraGraph into its own cpp #!rb none #!tests n/a Change 3392867 on 2017/04/13 by Shaun.Kime Moving the parameter map history out into its own header/cpp #!rb none #!tests n/a Change 3392702 on 2017/04/13 by Shaun.Kime Making sure that alias fixups are an exact match and do not impact the final varible name #!rb none #!tests n/a Change 3392701 on 2017/04/13 by Shaun.Kime Removing stale comment #!rb none #!tests n/a Change 3392650 on 2017/04/13 by Simon.Tovey ? Moved the vertex color filtering to a shared storage referenced by the instance data #!rb Shaun.Kime #!tests Editor Win64 Change 3392305 on 2017/04/13 by Shaun.Kime Making it possible to set aliases to op nodes. This allows parity for things like multiply as * or divide as / that exists in Materials. #!rb simon.tovey #!tests n/a Change 3391887 on 2017/04/13 by Andrew.Grant Integration from Main #!tests #!rb none Change 3391876 on 2017/04/13 by Andrew.Grant Memory leak fix in Slate - Multicast delegates are not clearing invocation list on Add.... #!tests cycled game #!rb none Change 3391864 on 2017/04/13 by Andrew.Grant Added ini setting that can be used to increase networking timeout values in unoptimized builds to avoid resorting to -notimeouts or editing ini files. #!tests verified timeouts are increased with UE4Editor game/server #!rb none -- @review Josh.Markiewicz Change 3391841 on 2017/04/13 by Andrew.Grant Fix for linux compile error #!tests #!rb none Change 3391811 on 2017/04/12 by Andrew.Grant Memory Leak Fixes #!tests soaked PS4 client #!rb various Change 3391388 on 2017/04/12 by Rob.Cannaday #!UE4 - made libcurl respect the MULTIHOME param that already exists in the engine - allows libcurl to switch NICs #!rb rob.cannaday #!codereview rob.cannaday #!tests Win64 DebugGame Editor dedicated server startup, successful http request Written by Josh.Markiewicz Change 3390998 on 2017/04/12 by Shaun.Kime Parameter maps now compile, but you cannot set their default values yet, nor wire the defaults with anything other than a ParameterMapSet node. #!codereview simon.tovey #!rb none #!TESTS n/a Change 3389691 on 2017/04/11 by Jeff.Williams Copying //Orion/Main to Release-39.3 (//Orion/Release-39.3) @3389406 #!rb none #!tests none Change 3389226 on 2017/04/11 by Rob.Cannaday Handle missing PluginSettings.ini #!rb trivial #!tests dlc pak for RegionCN Change 3388873 on 2017/04/11 by Laurent.Delayen Integrated CL #!3388506 from Main Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. Fixes https://jira.it.epicgames.net/browse/OR-37565 #!rb martin.wilson, lina.halper, jon.lietz #!tests Grux E, gadget rejoin Change 3388761 on 2017/04/11 by Rob.Cannaday Build changes to specify additional content files for dedicated servers only #!rb daniel.lamb #!tests RunUAT BuildCookRun for OrionGame, and separately for RegionCN plugin as DLC Change 3388749 on 2017/04/11 by Frank.Fella Niagara - In-editor timeline changes, various timing fixes, and burst key fixes. + Set the playback range and working area in the sequencer timeline to 1000s so that infinite effects behave better. This still needs some work, but I think the new experience is better than what it was doing before. + Loop non-infinite effects when the last particle dies or when the last emitter ends, whichever comes last. + Reset desired age when resetting the effect so that looping works correctly in the editor without visual popping. + Make the tick state inclusive at 0 so that the system is running on the first frame. + Rebuild the burst instances in the simulation when it's reset, rather than in reinit so that each time the simulation is reset the bursts are random. + Reset the spawn remainder to 0 when resetting. This helps to avoid visual popping on reset. + Fix a bug in tick where the simulation was never being set to dead because the current number of particles wasn't being updated. + When checking burst keys, include the current age when comparing so that bursts at time 0 evaluate properly. #!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime #!rb none #!tests Effects loop when the last particle dies, and bursts on the first keyframe work and are random each play Change 3388506 on 2017/04/11 by Laurent.Delayen Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched. Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress. Fixes https://jira.it.epicgames.net/browse/OR-37565 #!rb martin.wilson, lina.halper, jon.lietz #!tests Grux E, gadget rejoin Change 3387648 on 2017/04/10 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3387628 on 2017/04/10 by Jeff.Williams Initial branch of files from Release-39.2 (//Orion/Release-39.2) to Release-39.3 (//Orion/Release-39.3) Change 3386546 on 2017/04/10 by Alexis.Matte Fix the material reset workflow, prevent a bad reordering of the material array when using the skinxx workflow #!rb none #!test none Change 3386311 on 2017/04/10 by Jason.Bestimt #!ORION_MAIN - Manual Merge of CL 3386053 from 39.2 #!RB:none #!Tests:none #!CodeReview: andrew.grant, jeff.williams Change 3386036 on 2017/04/10 by Daniel.Lamb Fixed issue with network paltform file looking in incorrect location when using cook in editor. #!rb None #!test Paragon cook on the fly in editor. Change 3386035 on 2017/04/10 by Daniel.Lamb Stopped inifinite recursion in the case where base path is set incorrectly. #!rb None #!test Cook on the fly paragon no base path. Change 3386021 on 2017/04/10 by Daniel.Lamb Merging CL 3372508 from //UE4/Main/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp to //Orion/Dev-General/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order, otherwise strange load orders can be triggered where the USoundWave CDO can be initialized while the USoundBase CDO is mid inititialization. Originally discovered in Dev-Editor, fixed in 3370466. #!rb Trivial #!test Paragon cook Change 3386018 on 2017/04/10 by Daniel.Lamb Made copy of shared cooked build async. #!rb Trivial #!test Shared cooked build paragon Change 3385949 on 2017/04/10 by Alexis.Matte Add "Reset Material Slot" fbx option active only when doing a re-import #!rb Matt.kuhlenschmidt #!test none Change 3385945 on 2017/04/10 by Simon.Tovey ? Moving per instance data for data interfaces out to their own struct so we don't have to duplicate the interface itself all the time. ? For the moment, disabling the vertex color filtering until I can tweak the implementation a bit. ? Added a reinit context helper for re initialising niagara components when you modify emitters or data interface properties etc. Still some testing and tidying up to do but should be 99% complete. #!rb Shaun.Kime #!test Tested the functionality of static mesh interface in the editor Change 3385507 on 2017/04/07 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD #!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/... via CL 3383880 #!ROBOMERGE-BOT: ORION (Release-39.1 -> Release-39.2) Change 3385407 on 2017/04/07 by Andrew.Grant Fix memory leak in landscape collision due to outstanding reference count #!tests Ran Orion, memory leak seems gone #!rb none #!review-3385408 Thomas.Sarkanen Change 3385399 on 2017/04/07 by Andrew.Grant Fix for memory leak in EDL #!tests memory leaks vanished! #!rb none Change 3385137 on 2017/04/07 by Andrew.Grant Fix for decal issue #!jira OR-37359 #!tests none #!rb Arne.Schober Change 3384414 on 2017/04/07 by Benn.Gallagher Fixed crash switching Grux skins in frontend. Issue arises when switching to a new skin that has more clothing elements than the first mesh. Undid the workaround previously applied to stop the crash. #!rb Martin.Wilson #!tests PIE frontend and -game frontend. Also animation tools that reproduced the crash #!jira OR-36671 Changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD #!ROBOMERGE-SOURCE: CL 3383414 in //Orion/Release-39/... #!ROBOMERGE-BOT: ORION (Release-39 -> Release-39.1) Change 3383414 on 2017/04/06 by Andrew.Grant non-shipping changed, duplicated UMG editor fix from //UE4/Main #!tests compiled #!rb NickD Change 3383318 on 2017/04/06 by Laurent.Delayen Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable). This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose. #!rb martin.wilson #!codereview lina.halper #!tests Revenant primary fire spawning muzzle flash at correct location Change 3383123 on 2017/04/06 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3382781 on 2017/04/06 by Andrew.Grant Made pak signing issues non-fatal #!tests #!rb na Change 3382670 on 2017/04/06 by David.Ratti Continued event/qualifier/stat work -Added concept of supported and required qualifier contexts so that system can know which qualifiers/stat gathers can work with what events/stats. -Added details customization support for gameplay tags so that this type of filtering can be done by owned structs dynamically -Some general refactoring of keywords #!rb #!tests none #!codereview Jon.Lietz Change 3381646 on 2017/04/05 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3381483 on 2017/04/05 by Lina.Halper #!DUPEFIX: Merging using AnimPhys-Orion-DevGeneral Fix crash on creating montage and setting slot node #!jira: UE-43698 #!rb: Ori.Cohen Change 3381435 on 2017/04/05 by Frank.Fella SDetailsView - Prevent a crash when a customization tries to use a layout builder which has been destroyed. Change 3381019 on 2017/04/05 by Frank.Fella Niagara - Fix the default assets which broke when moving the content. Change 3380701 on 2017/04/05 by Daniel.Lamb Stopped splash screen showing over the top of message boxes if you get a message before the game loads. #!rb Luke.Thatcher #!test Run paragon ps4 crash on startup #!jira UE-43209 Change 3380293 on 2017/04/05 by Jeff.Williams Copying //Orion/Main to Release-39.2 (//Orion/Release-39.2) @3380245 Change 3380165 on 2017/04/04 by Frank.Fella Niagara - Move niagara engine content into the niagara plugin. Change 3380151 on 2017/04/04 by Frank.Fella Niagara - Fixes for code moved into the plugin. Change 3380117 on 2017/04/04 by Andrew.Grant Locking network version to 3375394 for v39 patch #!ROBOMERGE: !39.1 Change 3380092 on 2017/04/04 by Andrew.Grant Streaming requests are now honored even when a null-item is specified in the list #!tests Verified Grux master skin loads correctly. #!rb Ben.Ziegler #!jira OR-37406, OR-37404 #!ROBOMERGE: 39 Change 3380052 on 2017/04/04 by Frank.Fella Niagara - Move vertex factories to the correct plugin folders. Change 3380029 on 2017/04/04 by Frank.Fella Niagara - Move vertex factory code to the plugins directory. Change 3380025 on 2017/04/04 by Frank.Fella Niagara - Move runtime code to the plugins directory. Change 3380024 on 2017/04/04 by Frank.Fella Niagara - Move editor code to the plugins directory. Change 3379115 on 2017/04/04 by David.Ratti redo minor fix for engine ability system that was lose in a rollback #!rb #!tests none Change 3378590 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working #!fix required a direct loadmodule call #!rb trivial Change 3378406 on 2017/04/04 by Shaun.Kime Making the name of the node shorter Change 3378357 on 2017/04/04 by Shaun.Kime Adding basic UI support for Parameter Maps. Currently does not compile if you place these nodes. Change 3377549 on 2017/04/03 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3377457 on 2017/04/03 by Jeff.Williams Initial branch of files from Release-39.1 (//Orion/Release-39.1) to Release-39.2 (//Orion/Release-39.2) Change 3377394 on 2017/04/03 by Olaf.Piesche Removing mesh renderer material relevance determination for now; unsafe and needs to be re-worked anyway #!codereview shaun.kime Change 3376222 on 2017/04/03 by Jack.Porter Prevent landscape crash due to thumbnail hitproxy renderer #!jira OR-37325 #!rb None #!codereview: andrew.grant Change 3375394 on 2017/03/31 by Marcus.Wassmer Bump script version to force new pub tools Change 3375342 on 2017/03/31 by Daniel.Lamb Added some more blacklist files to the cook ini settings configs #!rb Trivial #!test fastcook iterative paragon. Change 3375213 on 2017/03/31 by Shaun.Kime Adding Promote to Parameter pin action Change 3375038 on 2017/03/31 by Olaf.Piesche First basics for Niagara GPU simulation. - Compiling for PC_D3D11 everytime we do a script compile, so we can start catching problems with hlsl gen; - adding GPU side reps for data buffers; - stub class for a simulation batcher; - added a compute execution context to separate the two script execution modes - GPU execution is queued in ScriptExecutionContext's execute function; may want to queue CPU executiuon here too - additional bits and pieces. - turning Niagara on by default for our stream Some of this will change once shader management infrastructure is in place (our own shader map with proper storage and FShader derived shader classes, next up) Change 3374733 on 2017/03/31 by Jason.Bestimt #!ORION_TENCENT - Merge Beetle Grux crash fix from CL 3367820 #!RB:none #!Tests:none #!CodeReview: andrew.grant, benjamin.crocker #!QAReview Change 3374293 on 2017/03/31 by Alexis.Matte Fix copy paste of material array #!rb none #!test none Change 3374226 on 2017/03/31 by Shaun.Kime Making it so that scripts work properly when version numbers change. Turns out that doing the refresh in PostLoad is a Bad Idea (TM) and we need to be careful in how we do the deep copy. Change 3373809 on 2017/03/30 by Rob.Cannaday Fix inability to send chat using PS4 OSK #!codereview James.Longstreet, ian.fox #!jira OR-37160 #!lockdown andrew.grant Change 3373676 on 2017/03/30 by Andrew.Grant Merge of cloth changes from Release-39 #!review-3373677 @Benn.Gallagher #!tests compiled #!rb none Change 3373262 on 2017/03/30 by Josh.Markiewicz #!UE4 - more logging for perf counters to check for watchdog sync issues #!codereview sam.zamani, david.nikdel #!rb rob.cannaday Change 3373002 on 2017/03/30 by Josh.Markiewicz #!UE4 - more logging for perf counters to check for watchdog sync issues #!codereview sam.zamani, david.nikdel #!rb rob.cannaday Change 3372731 on 2017/03/30 by Marcus.Wassmer Fix Niagara shader compile issue. #!rb none #!tests none Change 3372113 on 2017/03/30 by Andrew.Grant Merging //Orion/Dev-General to Dev-Niagara (//Orion/Dev-Niagara) #!rb #!tests na Change 3372109 on 2017/03/30 by Daniel.Lamb Fix issue where the editor doesn't update all windows after rendertarget texture is converted to Texture2D #!rb Trivial #!test Paragon editor Change 3371797 on 2017/03/30 by Jeff.Williams Merging //Orion/Main to Dev-Balance (//Orion/Dev-Balance) @3368008 Change 3371638 on 2017/03/30 by Benn.Gallagher Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #!jira OR-36927 #!rb Martin.Wilson #!tests PIE Entry+Monolith. Cooked Monolith PS4 nomcp #!review @andrew.grant Change 3371635 on 2017/03/30 by Andrew.Grant Merging //UE4/Main @ 3365166 #!tests QA pass, preflighted #!rb na Change 3371566 on 2017/03/30 by Jurre.deBaare All PC clients crash when Ice uses RMB - Assertion failed: bCachedMaterialParameterIndicesAreDirty == false #!fix also removed other check, total brainfart moment #!codereview Lina.Halper #!jira OR-37269 #!lockdown Andrew.Grant Change 3371404 on 2017/03/30 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #!jira OR-37157 #!rb Benn.Gallagher Change 3370987 on 2017/03/29 by Andrew.Grant Merging //Orion/Main to Dev-UI (//Orion/Dev-UI) #!rb na Change 3370949 on 2017/03/29 by Andrew.Grant Painless merge of files from //Orion/Main to Dev-UI (//Orion/Dev-UI) #!tests compiled Win64 Editor & PS4 Test Client, Ran solo game, half-cooked a build #!rb none Change 3369730 on 2017/03/29 by Daniel.Lamb Fixed crash in staging when the deepfiles directory doesn't exist by the time we need to create the meta for the deep files. #!rb None #!test stage paragon Change 3369724 on 2017/03/29 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb none Change 3369329 on 2017/03/29 by Jurre.deBaare The Fey doll looks offset on Mambos hip and has motion blur FX for wings flying #!fix with the Orion setup override materials can already contain a nullptr entry, this used to cause the material indices not to be dirtied when a new material is set, needed to remove the check() as well due to the new situation #!jira OR-36855 #!rb Lina.Halper Change 3368540 on 2017/03/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb none Change 3368526 on 2017/03/28 by Rob.Cannaday MaxHostConnections improvements after code review Change 3368285 on 2017/03/28 by Lukasz.Furman fixed TimeLimitedExecution task being removed by GC, gameplay tasks component will now keep track of all managed tasks, not only AI priority queue #!ue4 #!rb none #!codereview Mieszko.Zielinski #!tests PIE Change 3368228 on 2017/03/28 by Rob.Cannaday Add config field to drive how many connections CURL will make to any host [HTTP.Curl].MaxHostConnections When 0, unlimited (default behavior) #!jira TEN-78 #!codereview ian.fox Change 3368076 on 2017/03/28 by Jeff.Williams Copying //Orion/Main to Release-39.1 (//Orion/Release-39.1) @3368008 Change 3368008 on 2017/03/28 by Jeff.Williams Merging //Orion/Dev-REGS to Main (//Orion/Main) @3367948 Change 3367820 on 2017/03/28 by Andrew.Grant Temp workaround for crash when changing skins on Grux in the frontend #!jira OR-36671 #!review-3367821 @Benn.Gallagher #!tests flipped between all Grux skins and crash when selecting Scarab no lonber occurs #!rb none Change 3367576 on 2017/03/28 by Daniel.Lamb Stopped the cooking of packages which are already cooked. #!rb Trivial #!test Shared cooked build paragon Change 3367518 on 2017/03/28 by David.Ratti Gameplay Tag customizations: added way for systems to turn GameplayTag widgets to hyperlinks to arbitrary callbacks (e.g, opening an asset that a project wants to associate with a tag). #!rb none #!tests editor Change 3367455 on 2017/03/28 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!rb na Change 3367375 on 2017/03/28 by Benn.Gallagher Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #!jira OR-36926 #!rb Martin.Wilson #!tests Editor + PIE, Cooked PS4 BaselinePerformance testing Change 3366525 on 2017/03/27 by Jeff.Williams Initial branch of files from Release-39 (//Orion/Release-39) to Release-39.1 (//Orion/Release-39.1) Change 3365941 on 2017/03/27 by Andrew.Grant Integrated fix from Dev-Gen Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3365861 on 2017/03/27 by Jeff.Williams Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-Niagara (//Orion/Dev-Niagara) [CL 3441199 by Andrew Grant in Main branch]
257 lines
7.3 KiB
C++
257 lines
7.3 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Interfaces/INetworkFileSystemModule.h"
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#include "CoreMisc.h"
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class FSandboxPlatformFile;
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class ITargetPlatform;
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/**
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* This class processes all incoming messages from the client.
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*/
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class FNetworkFileServerClientConnection : public FSelfRegisteringExec
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{
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public:
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/**
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* Creates and initializes a new instance.
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*
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* @param InSocket - The client socket to use.
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* @param InFileRequestDelegate - A delegate to be invoked when the client requests a file.
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*/
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FNetworkFileServerClientConnection(const FFileRequestDelegate& InFileRequestDelegate,
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const FRecompileShadersDelegate& InRecompileShadersDelegate, const FSandboxPathDelegate& InSandboxPathOverrideDelegate, FOnFileModifiedDelegate* OnFileModifiedDelegate, const TArray<ITargetPlatform*>& InActiveTargetPlatforms );
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/**
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* Destructor.
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*/
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virtual ~FNetworkFileServerClientConnection( );
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public:
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/**
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* Processes the given payload.
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*
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* @param Ar An archive containing the payload data.
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* @param Out An archive that will contain the processed data.
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*/
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bool ProcessPayload(FArchive& Ar);
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/**
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* Gets the client connection's description.
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*
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* @return Description string.
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*/
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FString GetDescription() const;
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protected:
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/**
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* Convert the given filename from the client to the server version of it
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* NOTE: Potentially modifies the input FString!!!!
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*
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* @param FilenameToConvert Upon input, the client version of the filename. After the call, the server version
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*/
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void ConvertClientFilenameToServerFilename(FString& FilenameToConvert);
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/**
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* Convert the given filename from the server to the client version of it
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* NOTE: Potentially modifies the input FString!!!!
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*
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* @param FilenameToConvert Upon input, the server version of the filename. After the call, the client version
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*/
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// void ConvertServerFilenameToClientFilename(FString& FilenameToConvert);
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/** Opens a file for reading or writing. */
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void ProcessOpenFile(FArchive& In, FArchive& Out, bool bIsWriting);
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/** Reads from file. */
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void ProcessReadFile(FArchive& In, FArchive& Out);
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/** Writes to file. */
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void ProcessWriteFile(FArchive& In, FArchive& Out);
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/** Seeks in file. */
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void ProcessSeekFile(FArchive& In, FArchive& Out);
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/** Closes file handle and removes it from the open handles list. */
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void ProcessCloseFile(FArchive& In, FArchive& Out);
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/** Gets info on the specified file. */
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void ProcessGetFileInfo(FArchive& In, FArchive& Out);
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/** Moves file. */
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void ProcessMoveFile(FArchive& In, FArchive& Out);
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/** Deletes file. */
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void ProcessDeleteFile(FArchive& In, FArchive& Out);
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/** Copies file. */
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void ProcessCopyFile(FArchive& In, FArchive& Out);
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/** Sets file timestamp. */
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void ProcessSetTimeStamp(FArchive& In, FArchive& Out);
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/** Sets read only flag. */
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void ProcessSetReadOnly(FArchive& In, FArchive& Out);
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/** Creates directory. */
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void ProcessCreateDirectory(FArchive& In, FArchive& Out);
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/** Deletes directory. */
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void ProcessDeleteDirectory(FArchive& In, FArchive& Out);
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/** Deletes directory recursively. */
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void ProcessDeleteDirectoryRecursively(FArchive& In, FArchive& Out);
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/** ConvertToAbsolutePathForExternalAppForRead. */
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void ProcessToAbsolutePathForRead(FArchive& In, FArchive& Out);
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/** ConvertToAbsolutePathForExternalAppForWrite. */
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void ProcessToAbsolutePathForWrite(FArchive& In, FArchive& Out);
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/** Reposts local files. */
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void ProcessReportLocalFiles(FArchive& In, FArchive& Out);
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/** Walk over a set of directories, and get all files (recursively) in them, along with their timestamps. */
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bool ProcessGetFileList(FArchive& In, FArchive& Out);
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/** Heartbeat. */
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void ProcessHeartbeat(FArchive& In, FArchive& Out);
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/**
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* Finds open file handle by its ID.
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*
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* @param HandleId
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* @return Pointer to the file handle, NULL if the specified handle id doesn't exist.
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*/
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FORCEINLINE IFileHandle* FindOpenFile( uint64 HandleId )
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{
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IFileHandle** OpenFile = OpenFiles.Find(HandleId);
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return OpenFile ? *OpenFile : NULL;
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}
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bool PackageFile( FString& Filename, FArchive& Out);
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/**
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* Processes a RecompileShaders message.
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*
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* @param In -
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* @param Out -
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*/
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void ProcessRecompileShaders( FArchive& In, FArchive& Out );
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/**
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* Processes a heartbeat message.
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*
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* @param In -
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* @param Out -
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*/
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void ProcessSyncFile( FArchive& In, FArchive& Out );
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virtual bool SendPayload( TArray<uint8> &Out ) = 0;
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/**
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* When a file is modified this callback is triggered
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* cleans up any cached information about the file and notifies client
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*
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* @param Filename of the file which has been modified
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*/
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void FileModifiedCallback( const FString& Filename );
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virtual bool Exec(class UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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/**
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* Convert a path to a sandbox path and translate so the client can understand it
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*
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* @param Filename to convert
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* @param bLowerCaseFiles conver the file name to all lower case
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* @return Resulting fixed up path
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*/
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FString FixupSandboxPathForClient(const FString& Filename);
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/**
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* Convert a path to a sandbox path and translate so the client can understand it
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*
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* @param Filename to convert
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* @param bLowerCaseFiles conver the file name to all lower case
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* @return Resulting fixed up path
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*/
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TMap<FString,FDateTime> FixupSandboxPathsForClient(const TMap<FString, FDateTime>& SandboxPaths);
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private:
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// Hold the name of the currently connected platform.
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FString ConnectedPlatformName;
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// Hold the engine directory from the connected platform.
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FString ConnectedEngineDir;
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// Hold the game directory from the connected platform.
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FString ConnectedGameDir;
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// Hold the sandbox engine directory for the connected platform
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FString SandboxEngine;
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// hold the sandbox game directory for the connected platform
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FString SandboxGame;
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// Should we send the filenames in lowercase
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bool bSendLowerCase;
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// Holds the last assigned handle id (0 = invalid).
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uint64 LastHandleId;
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// Holds the list of files found by the directory watcher.
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TArray<FString> ModifiedFiles;
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// Holds a critical section to protect the ModifiedFiles array.
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FCriticalSection ModifiedFilesSection;
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// Holds all currently open file handles.
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TMap<uint64, IFileHandle*> OpenFiles;
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// Holds the file interface for local (to the server) files - all file ops MUST go through here, NOT IFileManager.
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FSandboxPlatformFile* Sandbox;
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// Holds the list of unsolicited files to send in separate packets.
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TArray<FString> UnsolictedFiles;
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// Holds the list of directories being watched.
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TArray<FString> WatchedDirectories;
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// Holds a delegate to be invoked on every sync request.
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FFileRequestDelegate FileRequestDelegate;
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// Holds a delegate to be invoked when a client requests a shader recompile.
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FRecompileShadersDelegate RecompileShadersDelegate;
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FSandboxPathDelegate SandboxPathOverrideDelegate;
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FOnFileModifiedDelegate* OnFileModifiedCallback;
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// cached copy of the active target platforms (if any)
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const TArray<ITargetPlatform*>& ActiveTargetPlatforms;
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//////////////////////////////////////////////////////////////////////////
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//stats
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double FileRequestDelegateTime;
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double PackageFileTime;
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double UnsolicitedFilesTime;
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int32 FileRequestCount;
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int32 UnsolicitedFilesCount;
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int32 PackageRequestsSucceeded;
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int32 PackageRequestsFailed;
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int32 FileBytesSent;
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};
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