Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RebuildLightMapsCommand.Automation.cs
Andrew Grant 213f53c7e4 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden

Change 3196499 on 2016/11/14 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3196473

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3195674 on 2016/11/11 by Laurent.Delayen

	Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
	Fixes https://jira.it.epicgames.net/browse/OR-31509

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3195245 on 2016/11/11 by Dan.Hertzka

	Card crafting progress
	- Device responds to UI actions appropriately and infinitely
	- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
	- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
	- Non-reversible timelines all now play from start (so they work more than once)

	Engine-side:
	- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
	- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget

	#rb none
	#tests PIE crafting

Change 3194616 on 2016/11/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3194604

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3193875 on 2016/11/10 by Andrew.Grant

	Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
	#jira UE-38496
	#tests compiled
	#rb none
	#c0dereview Marcus.Wassmer

Change 3193368 on 2016/11/10 by Mieszko.Zielinski

	Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3193280 on 2016/11/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3193232

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3192376 on 2016/11/09 by Laurent.Delayen

	RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490

	#rb none
	#tests riftmage blackhold multiPIE

Change 3192243 on 2016/11/09 by Laurent.Delayen

	UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests Jump pads on Sovereign2 multiPIE

Change 3191985 on 2016/11/09 by Laurent.Delayen

	Additional debug info for https://jira.it.epicgames.net/browse/OR-31300

	#rb none
	#tests compiles

Change 3191565 on 2016/11/09 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3191371

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3190702 on 2016/11/08 by David.Ratti

	Fix PIE autologgin mcp problem

	#rb JoshM
	#tests PIE autologgin

Change 3190591 on 2016/11/08 by Mieszko.Zielinski

	Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3190363 on 2016/11/08 by Frank.Gigliotti

	Root motion velocity clamping and bug fixes;

	* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.

	* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks.  This ensures the desired velocity is set correctly.

	* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.

	#RB David.Ratti, Zak.Middleton
	#c0dereview Zak.Middleton
	#Tests PIE - Multiple heroes with root motion abilities

Change 3190344 on 2016/11/08 by Laurent.Delayen

	RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
	Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
	Minor tweaks:
	- Test for ID before TimeStamp
	- Changed auto to proper type.
	- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.

	#rb none
	#tests multiPIE

Change 3190217 on 2016/11/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3190009

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188560 on 2016/11/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3187796

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188012 on 2016/11/05 by Andrew.Grant

	Merging using ROBO://Orion/Main->//Orion/Dev-General
	#rb #tests na

Change 3187818 on 2016/11/04 by Michael.Noland

	Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
	- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails

	Upgrade notes:
	- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
	- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
	- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again

	#rb matt.kuhlenscmidt
	#tests Tested various PIE configurations in Paragon

Change 3187756 on 2016/11/04 by Michael.Noland

	Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
	#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
	#rb ben.ziegler

Change 3187258 on 2016/11/04 by Dan.Hertzka

	- UTextBlock::SetText is now virtual

	- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS

	#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
	#rb none
	#tests PIE

Change 3187157 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Case fix for staged files
	#rb Ben.Marsh
	#tests preflighted

	#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186870 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3186846

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186243 on 2016/11/03 by Michael.Noland

	Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
	- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
	#jira OR-23184
	#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
	#rb ben.ziegler

Change 3185134 on 2016/11/03 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3185065

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3183689 on 2016/11/02 by Aaron.McLeran

	OR-31091 Implementing 3175639 in Dev-General

	#rb zak.middleton
	#tests unplug headphones and observe no log spam or other issues

Change 3183292 on 2016/11/02 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3182926

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3182323 on 2016/11/01 by Dan.Hertzka

	Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)

	#c0dereview Nick.Darnell
	#rb Stephan.Jiang
	#tests none

Change 3182295 on 2016/11/01 by Daniel.Lamb

	Fixed up routing BeginDestroy.
	#rb Andrew.Grant
	#jira OR-31043
	#test Paragon win64 -game

Change 3181975 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181895 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181892 on 2016/11/01 by Michael.Trepka

	Copy of CL 3162466

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#rb Mark.Satterthwaite
	#jira UE-37088
	#tests Cooked MacNoEditor data on Windows

Change 3181624 on 2016/11/01 by David.Ratti

	Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates

	#rb none
	#tests golden path w/ extra logging to verify final value is what is broadcasted

	#c0dereview Billy.Bramer, Fred.Kimberley

Change 3181574 on 2016/11/01 by Jason.Bestimt

	#ORION_DG - Fixing up R0B0MERGE issue

	#RB:none
	#Tests:none

Change 3180859 on 2016/10/31 by Brian.Karis

	Removed SSAO from hair

Change 3180320 on 2016/10/31 by Daniel.Lamb

	Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
	#rb Andrew.Grant
	#test Paragon rebuild lighting
	#jira OR-30841

Change 3180227 on 2016/10/31 by Laurent.Delayen

	Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
	Will be turned into a warning message in the BP editor.

	#c0dereview benn.gallagher
	#rb none
	#tests none

Change 3179903 on 2016/10/31 by jason.bestimt

	#ORION_MAIN - Merge 34.2 @ CL 3179886

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3177903 on 2016/10/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3177869

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3175548 on 2016/10/26 by Michael.Noland

	GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
	#rb david.ratti
	#c0dereview billy.bramer
	#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game

Change 3175544 on 2016/10/26 by Bart.Hawthorne

	Draft in replays improvements:
	- Marker added to timeline bar that shows when the level change happens
	- Added "Skip Draft" button when loading a replay which will bypass the draft
	- Only PvP matches will record replays
	- Added "Exit Replay" button to hamburger menu while in draft
	- No longer load hero data before viewing a replay if not skipping draft
	- Enable replay recording in PvP

	#rb john.pollard
	#c0dereview paul.moore
	#tests nomcp golden path up to spawnpoint, created and loaded several replays

Change 3175533 on 2016/10/26 by Michael.Noland

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	#jira UE-37249
	#jira UE-37243

	#rb robert.manuszewski
	#lockdown robert.manuszewski

	[reimplementing CL# 3165739 from Release-4.13]

	#tests Compiled

Change 3175311 on 2016/10/26 by Daniel.Lamb

	Added support for safe zone change.
	Messed up files in last checkin
	#test Ps4 paragon
	#jira OR-30506
	#rb Matt.Kuhlenschmidt

Change 3175298 on 2016/10/26 by Daniel.Lamb

	Added support for updating safe area
	#rb Matt.Kuhlenschmidt
	#c0dereview Andrew.Grant Nick.Darnell
	#test Ps4 paragon
	#jira OR-30506

Change 3175209 on 2016/10/26 by David.Ratti

	Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.

	#rb none
	#tests pie

Change 3174858 on 2016/10/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34/33.2 @ CL 3174784

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3174822 on 2016/10/26 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020
	#rb marc.audy
	#test create/destroy effects with HQ lights in editor.

Change 3174344 on 2016/10/25 by Ryan.Gerleve

	Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.

	#rb john.pollard
	#tests golden path

Change 3174270 on 2016/10/25 by Marcus.Wassmer

	Add LightingChannel control to High Quality particle lights.
	#rb none
	#test tested different lighting channels.

Change 3173855 on 2016/10/25 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3173292

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3173843 on 2016/10/25 by Michael.Trepka

	Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3173783 on 2016/10/25 by Dan.Youhon

	Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)

	#rb None
	#tests MultiPIE

Change 3173734 on 2016/10/25 by Dan.Youhon

	Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128

	#rb None
	#tests MultiPIE

Change 3173714 on 2016/10/25 by David.Ratti

	Add Game and Engine Compat versions for replays

	#coderview John.Pollard
	#rb Lietz
	#tests golden path, replays

Change 3173681 on 2016/10/25 by Bart.Hawthorne

	Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.

	The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.

	Also fixed a warning on the dedicated server related to abandoning a draft.

	#rb john.pollard
	#c0dereview josh.markiewicz, paul.moore
	#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing

Change 3173677 on 2016/10/25 by Andrew.Grant

	Reenabled audio thread
	Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
	#tests na
	#rb Gil.Gribb

Change 3173588 on 2016/10/25 by Ryan.Gerleve

	Added a replication condition to skip replays.

	#tests golden path
	#rb john.pollard

Change 3172692 on 2016/10/24 by Marcus.Wassmer

	Fix OR-30390 caused by missing mutex lock
	#rb none
	#test compile ps4

Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix blur widget not respecting clip rects

	#rb none
	#tests paragon blur widget clipping bugs

Change 3171570 on 2016/10/23 by Mieszko.Zielinski

	Moved Bots' enemy selection eqs query triggering to native code #Orion

	Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
	Also, made couple of tweaks to positioning and tower attacking behavior of melee bots

	#rb none
	#test golden path

Change 3171100 on 2016/10/21 by Aaron.Eady

	FGameplayCueTagDetails;

	Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.

	#rb David.Ratti (actually wrote the code)
	#tests PIE

Change 3171060 on 2016/10/21 by Ryan.Gerleve

	Some cleanup and fixes for deathcam:
	The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
	Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
	Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
	Added comment to  UAbilitySystemComponent::OnComponentDestroyed.

	#rb john.pollard
	#tests golden path, enabled deathcam

Change 3171041 on 2016/10/21 by Ryan.Gerleve

	Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.

	#rb john.pollard
	#tests golden path

Change 3170917 on 2016/10/21 by Mieszko.Zielinski

	Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion

	#rb none
	#test golden path

Change 3170914 on 2016/10/21 by Mieszko.Zielinski

	Fixed EQS scoring bug resulting in some items getting NaN scored #UE4

	The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
	Removed a bunch of deprecated code while there

	#rb Lukasz.Furman
	#test golden path

Change 3170912 on 2016/10/21 by Mieszko.Zielinski

	Manual merge of crucial BT fixed over from //Fortnite/Main #UE4

	Original CL#3159145 , CL#3159892

	#rb Lukasz.Furman
	#test golden path

Change 3170478 on 2016/10/21 by David.Ratti

	fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.

	#rb none
	#tests editor

Change 3170231 on 2016/10/21 by Ryan.Gerleve

	Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.

	#tests golden path, PIE
	#c0dereview john.pollard
	#rb none

Change 3170074 on 2016/10/20 by Ryan.Gerleve

	Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.

	CL 3169209

	#tests golden path, replays
	#rb none

Change 3170019 on 2016/10/20 by Ryan.Gerleve

	Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.

	CLs:
	3134499
	3134771
	3135279
	3137140
	3138081
	3140413
	3150142
	3142515
	3162189
	3162194

	#tests golden path
	#rb none

Change 3169686 on 2016/10/20 by Michael.Trepka

	Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3169668 on 2016/10/20 by Max.Chen

	Sequencer - Don't crash when a bool track or visibility track has a null runtime object.

	Copy from Odin

	#rb none
	#tests opened a recorded sequence

Change 3169657 on 2016/10/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_33 - Fix for localization export of web data

	Fixed export of localized formatted text

	- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
	- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
	- Updated the translation picker to use GetHistoricFormatData.
	- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
	- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.

	[c0dereviewed]: jamie.dale
	#RB:none
	#Tests:Exported game data!

	#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3169616 on 2016/10/20 by David.Ratti

	missed file
	#rb none
	#tests none

Change 3169597 on 2016/10/20 by David.Ratti

	Missed include
	#rb DanH
	#tests none

Change 3169393 on 2016/10/20 by David.Ratti

	AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks

	#rb none
	#tests pie

Change 3168287 on 2016/10/19 by Mieszko.Zielinski

	Expanded EQS info logged with vlog #UE4

	#rb none
	#test golden path

Change 3168282 on 2016/10/19 by David.Ratti

	Restore warning when multiple GC notifies try to handle the same tag.

	#rb none
	#tests compile, launch editor, see warnings, cry

Change 3168196 on 2016/10/19 by Jon.Lietz

	compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.

	#RB none
	#tests compiles

Change 3168041 on 2016/10/19 by Michael.Trepka

	Don't restore saved resolution on window activation in non-fullscreen modes

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3167859 on 2016/10/19 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

	Implementing in Dev-General for Joey since he needs the fix ASAP.

	#rb Jeff.Campeau
	#tests perform tests described in JIRA bug.

Change 3167790 on 2016/10/19 by Andrew.Grant

	Duplication of 3167569 from //Odion/Main for Paragon cinematics
	#rb none
	#tests compiled

Change 3167682 on 2016/10/19 by Laurent.Delayen

	Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473

	#rb ori.cohen, benn.gallagher
	#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.

Change 3167466 on 2016/10/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3167368

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3167312 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#rb Lukasz.Furman
	#test golden path
	#jira UE-37496

Change 3166784 on 2016/10/18 by Laurent.Delayen

	Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)

	#rb none
	#c0dereview benn.gallagher
	#test Chains in Persona

Change 3166641 on 2016/10/18 by Mieszko.Zielinski

	Made the value span used for EQS item score normalization configurable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3166632 on 2016/10/18 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Added support for multiple deployment sandboxes on PS4.

	BuildCookRun -deploy=SomeDir
	ps4.elf -deployedbuild=SomeDir

	Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.

	#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
	[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
	#rb none

	#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3166494 on 2016/10/18 by Michael.Noland

	Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
	#jira OR-13877
	#rb david.ratti
	#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays

Change 3166476 on 2016/10/18 by Michael.Noland

	Cooker: Deleting dead GenerateManifestInfo methods
	#tests Compiled
	#rb none
	#c0dereview daniel.lamb

Change 3166471 on 2016/10/18 by Michael.Noland

	Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
	[reimplementing CL# 3157138 by Mike.Beach]
	#jira UE-37107
	#rb Dan.OConnor
	#tests Tested multiplayer PIE and opening an anim BP

Change 3166460 on 2016/10/18 by Michael.Noland

	Particles: Prevent log spam on servers about stripped emitters
	#rb graeme.thornton
	[reimplementing CL# 3157862 by Simon.Tovey]
	#tests Ran an uncooked server and tested golden path

Change 3166339 on 2016/10/18 by Laurent.Delayen

	oops, this file got away.

	#rb none
	#tests none

Change 3166337 on 2016/10/18 by Laurent.Delayen

	Fix for AnimDynamics Wind crash.
	https://jira.it.epicgames.net/browse/OR-30351

	Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.

	#rb benn.gallagher
	#c0dereview lina.halper, thomas.sarkanen
	#tests Vamp

Change 3166207 on 2016/10/18 by Mieszko.Zielinski

	Bot perception work #Orion

	Added a new sense that makes bots know about enemies visible on the minimap
	Made jungle minions do not register as sight sources
	Cleaned up bot perception component a bit

	#rb none
	#test golden path

Change 3166138 on 2016/10/18 by Michael.Noland

	Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
	#c0dereview dan.oconnor
	#rb none
	#tests Tested opening an anim BP during multiplayer PIE

Change 3165860 on 2016/10/18 by David.Ratti

	remove some debug code that wasn't intended to be checked in
	#rb none
	#tests compile

Change 3165288 on 2016/10/17 by Ian.Fox

	#XMPP - Add correlation id attribute to outgoing stanzas
	#RB Rob.Cannaday
	#Tests Correlation IDs come back in responses to xmpp messages we send
	#JIRA OGS-409

Change 3165096 on 2016/10/17 by David.Ratti

	Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.

	#rb none
	#tests PS4/PC crossplay

Change 3164973 on 2016/10/17 by Dan.Hertzka

	Fix link error

	#rb #tests compile

Change 3164910 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	copy of CL 3164903
	#ue4
	#rb Mieszko.Zielinski
	#tests none

Change 3164908 on 2016/10/17 by Dan.Hertzka

	Exposing the blur widget for use in Paragon
	** Use OrionBlurWidget, not the base BackgroundBlurWidget

	- Added it to the hero and default tooltips for reference

	#rb none
	#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
	#tests PIE

Change 3164482 on 2016/10/17 by David.Ratti

	Editor loadtime improvements
	* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.

	* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.

	* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.

	* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.

	* -game -nomcp will now properly async load initial set of data

	* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally

	* Added new log category: LogOrionStartup

	#rb none
	#c0dereview Dan.Hertzka
	#tests pie, golden path, cooked PS4

Change 3163635 on 2016/10/14 by Laurent.Delayen

	AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.

	#rb none
	#c0dereview martin.wilson, thomas.sarkanen
	#tests fixes Twinblast's primary fire blend out having a frame a lag.

Change 3163620 on 2016/10/14 by Laurent.Delayen

	AnimNode_Slot debug: Show actual slot local weight, instead of always 1.

	#rb none
	#c0dereview martin.wilson
	#tests twinblast debug

Change 3163061 on 2016/10/14 by Andrew.Grant

	Pulling test framework changes into seprate CL
	#rb #tests na

Change 3162675 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes down early.
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3162062 on 2016/10/13 by Michael.Trepka

	Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3161489 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3161453

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3160664 on 2016/10/12 by Ben.Salem

	Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
	#rb adric.worley
	#tests Ran All Ftests that start with S

Change 3159866 on 2016/10/12 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3159727

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158870 on 2016/10/11 by John.Barrett

	Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.

	#JIRA OR-29219

	#rb none

	#tests compiles, client/server

Change 3158336 on 2016/10/11 by Lukasz.Furman

	string pulling for local navigation grids
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE

Change 3158203 on 2016/10/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3158043

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt

	Added a blur widget to umg that applies a blur effect to whatever is behind the widget
	- The widget has a content slot that can be used to display unblurred content on top of the blur
	- The widget has a low quality mode brush that can be applied instead of the background blur.  This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
	- This widget is currently expermental and must be subclassed to be used
	#tests Tested on PS4, PC, Mac (opengl and metal)
	#rb nick.darnell

Change 3157232 on 2016/10/10 by Lukasz.Furman

	added local navigation grids: dynamic obstacles on static navmesh
	#ue4
	#rb Mieszko.Zielinski
	#tests none, disabled by default

Change 3157112 on 2016/10/10 by Laurent.Delayen

	Removed my layer anim node fix, since Martin did a similar fix.

	#rb none
	#tests compiles
	#c0dereview martin.wilson

Change 3156789 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3156726

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156717 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging 3156681 from //Orion/Release-33 to Main
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156596 on 2016/10/10 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)

	#Jira OR-30017
	#rb Lina.Halper
	#tests Tested affected anim nodes in editor

Change 3156149 on 2016/10/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3155444 on 2016/10/07 by David.Ratti

	-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
	-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.

	#rb none
	#tests golden path

Change 3155228 on 2016/10/07 by Michael.Trepka

	Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main

	Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left

	#rb Dmitry.Rekman
	#tests Tested in editor build on PC

Change 3154910 on 2016/10/07 by Lukasz.Furman

	added new accessors in TSimpleCellGrid and inlined bunch of functions
	#ue4
	#rb none
	#tests none

Change 3154906 on 2016/10/07 by Lukasz.Furman

	adjusted comments for FGraphAStar
	#ue4
	#rb none
	#tests none

Change 3154679 on 2016/10/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33 @ CL 3154662

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153638 on 2016/10/06 by Andrew.Grant

	Duplicating fix for  UE-36087 from UE4
	#rb #tests na

Change 3153325 on 2016/10/06 by David.Ratti

	CurveTableSets: support for multiple spread sheets
	-Sovereign data located in Sovereign subfolder, cloned from base data.

	#rb none
	#tests PIE, golden path

Change 3153318 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge DUI @ CL 3152667

	#RB:none
	#Tests:none

	[c0dereviewed]: kerrington.smith, matt.schembari

	#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153268 on 2016/10/06 by David.Ratti

	Missed file for engine changes
	#rb none
	#tests none

Change 3153264 on 2016/10/06 by David.Ratti

	Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.

	#rb none
	#tests paragon editor

Change 3153204 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3152587

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3152699 on 2016/10/05 by Andrew.Grant

	I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)

	-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
	-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
	-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
	-Split some Orion tests into seprate scripts
	-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
	-Added controllers for Boot, Soak, and Leak checks
	-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
	-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
	-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
	-OrionBot code no longer caches command line since some TestControllers set it at runtime
	-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.

	#rb none
	#tests verified all of the above and much more!
	#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland

Change 3152605 on 2016/10/05 by Andrew.Grant

	Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
	Added Editor ScaleRef stuff to Orion to suppress cooked warning
	#rb none
	#c0dereview Marcus.Wassmer
	#tests Verified warning about ScaleRef being missing is gone

Change 3152596 on 2016/10/05 by Andrew.Grant

	Made ASLR an option that can be disabled.
	Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
	Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon

	#c0dereview Luke.Thatcher
	#rb none
	#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal

Change 3152399 on 2016/10/05 by Josh.Markiewicz

	#UE4 - temporary fix for OSS R0B0MERGE issue
	#rb david.nikdel
	#test compiles

Change 3150916 on 2016/10/04 by Daniel.Lamb

	Removed warning when shader compiler is in a bad state.
	#rb Andrew.Grant
	#jira OR-29580
	#test Cook paragon

Change 3150889 on 2016/10/04 by Ben.Salem

	Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
	#rb adric.worley
	#tests Ran several commands to see log output.

Change 3150844 on 2016/10/04 by Lukasz.Furman

	compilation fix
	#rb none
	#tests none

Change 3150759 on 2016/10/04 by Lukasz.Furman

	added "hidden" state to gameplay debugger category
	#ue4
	#rb Mieszko.Zielinski
	#tests config changes and PIE

Change 3150758 on 2016/10/04 by Lukasz.Furman

	pass on SimpleCellGrid template to make it usable for local navigation grids
	#orion
	#rb Mieszko.Zielinski
	#tests PIE on agora, AI tactics debug on agora

Change 3150567 on 2016/10/04 by Dan.Hertzka

	Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
	- Not in actual use anywhere yet

	#rb none
	#tests PIE

Change 3150307 on 2016/10/04 by Laurent.Delayen

	Removed check() not considering SimulatedRootMotion for RemoteClients.

	#rb none
	#tests compiles

Change 3150236 on 2016/10/04 by Josh.Markiewicz

	#UE4 - added documentation to FNetworkNotify interface
	- fixed bad UE_LOG category while double checking the above
	#rb none
	#tests compiles

Change 3150206 on 2016/10/04 by Josh.Markiewicz

	#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
	- removed similar function from UGameInstanceCommon
	- more common usage location
	#rb none
	#c0dereview paul.moore
	#tests rejoin vectors and golden path

Change 3150073 on 2016/10/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3150010

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3150031 on 2016/10/04 by Mieszko.Zielinski

	New AIData provider that generated random numbers #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3149946 on 2016/10/04 by Ben.Woodhouse

	Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()

	We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.

	#jira OR-26778
	#rb luke.thatcher
	#tests compile, run Win64 with -game, run editor

Change 3149743 on 2016/10/03 by Ben.Salem

	Null check for blank test names when making functional tests to repair crash on server.
	#rb nick.darnell
	#tests Ran multiple FTests

Change 3149460 on 2016/10/03 by Laurent.Delayen

	Refactored TickCharacterPose.
	Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
	Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().

	Fixes human players always calling TickPose regardless of settings on dedicated servers.
	Also addresses Jira UE-34720

	#rb martin.wilson
	#tests networked Vamp x2 + golden path

Change 3149435 on 2016/10/03 by Mieszko.Zielinski

	Fixed a bug in EQS item score normalization for the purposes of drawing #UE4

	Also, made printed out scores not normalized since seeing original EQS calculated score desirable

	#rb Lukasz.Furman
	#test golden path

Change 3148550 on 2016/10/03 by John.Barrett

	Fixed bad/blocking ensure added in FBitReader. OR-29219

	#tests compile
	#rb none

Change 3147460 on 2016/09/30 by Laurent.Delayen

	Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
	Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.

	#rb michael.noland
	#tests Golden Path

Change 3146677 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

	#rb Andrew.Rodham
	#tests Ran the gather

Change 3146555 on 2016/09/30 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3146524

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3146129 on 2016/09/29 by Michael.Noland

	Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
	#c0dereview marc.audy
	#rb none
	#tests Tested ToggleDebugCamera with slomo 0.00001

Change 3145574 on 2016/09/29 by Adric.Worley

	Fix FunctionalTestingManager not compiling when included

	#tests compile
	#rb mieszko.zielinski

Change 3145224 on 2016/09/29 by Michael.Trepka

	Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid

	#rb Dmitry.Rekman
	#tests Tested editor build on PC

Change 3145132 on 2016/09/29 by Alexis.Matte

	Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
	#jira OR-29617
	#rb matt.kuhlenschmidt
	#test none

Change 3144926 on 2016/09/29 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3144835

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3144920 on 2016/09/29 by Benn.Gallagher

	Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
	#rb James.Golding
	#tests Editor + -game vamp RMB abilities using new notify

Change 3144055 on 2016/09/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: ben.marsh
	BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.

	#rb none
	#tests Compared exported job definition before and after

	#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3143801 on 2016/09/28 by Mieszko.Zielinski

	Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion

	Also, made failing to do so not fails a check

	#rb Lukasz.Furman
	#test golden path
	#c0dereview Aaron.Eady

Change 3142377 on 2016/09/27 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Fix crashes when using GBuffer resources in simpleforward mode.
	#rb Daniel.Wright
	#test vamp Q on low settings.

	#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3141628 on 2016/09/27 by David.Ratti

	Guard against recursion in WaitGameplayEffectApplied ability task

	#rb none
	#tests pie crash case

Change 3141497 on 2016/09/27 by Marcus.Wassmer

	Duplicate 3123743
	Separate skeletal/static mesh lod interfaces
	#rb none
	#test created an LOD for vamp locally.

Change 3140832 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Remove dubious non-threadsafe GBuffer reference adjustments.
	Possibly fix OR-29506
	#rb none
	#test PC on all settings

	#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3140828 on 2016/09/26 by Uriel.Doyon

	Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
	#rb marcus.wassmer
	#tests running lighting build with command let & loading editor

Change 3140331 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Cloning fix for UE-36253 from //UE4/Dev-Framework/...
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139976 on 2016/09/26 by David.Ratti

	balance tweaker + some prep for multiple data tables support

	#rb none
	#tests pie, golden path

Change 3139904 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Adding code to log name of package that refuses to load...
	#rb none
	#tests compiled

	#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139871 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Fixes for OR-29229 and OR-29413
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139751 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3139692

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139451 on 2016/09/25 by Uriel.Doyon

	Submitted a workaround for the lighting build command let crash.
	#rb none
	#tests loaded editor, built lighting command let

Change 3138304 on 2016/09/23 by David.Ratti

	Fix checkslow in Debug editor
	#rb none
	#tests debug editor
	#c0dereview Martin.Wilson

Change 3138068 on 2016/09/23 by Laurent.Delayen

	Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
	Fixes Steel's curves all getting matched to 'DistanceCurve'

	#rb martin.wilson
	#tests Steel's curve are not all 'DistanceCurve'

Change 3137830 on 2016/09/23 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3137699

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3137657 on 2016/09/23 by Ben.Marsh

	Fix initialization order warning.

	#rb none
	#tests none

Change 3137628 on 2016/09/23 by bruce.nesbit

	Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster

	#rb none

	#tests Compiled NU

Change 3137538 on 2016/09/23 by Thomas.Sarkanen

	Fix crash rendering sequence with keyframed material parameters

	Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:

	Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.

	#tests Rendered out problematic sequence successfully multiple times
	#rb none
	#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
	#c0dereview Frank.Fella

Change 3136580 on 2016/09/22 by Ben.Marsh

	Merging CL 3136158 to fix support for generating project files with Visual Studio Express.

	#rb none
	#tests none

Change 3136574 on 2016/09/22 by Michael.Trepka

	Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode

	#rb Marcus.Wassmer
	#tests Tested editor build on PC

Change 3136293 on 2016/09/22 by Adric.Worley

	Add BlueprintType to EFunctionalTestResult

	#tests editor
	#rb ben.salem
	#c0dereview nick.darnell

Change 3136240 on 2016/09/22 by Andrew.Grant

	Merging from //UE4/Main @ 3135156
	#rb none
	#tests QA pass and local golden path

Change 3136197 on 2016/09/22 by Jamie.Dale

	Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes

	#rb Gareth.Martin
	#tests Loaded the map that was crashing

Change 3135914 on 2016/09/22 by Dan.Youhon

	Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
	- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
	- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)

	#rb None
	#tests MultiPIE
	#R0B0MERGE: MAIN, 32.2, 32.1

Change 3135893 on 2016/09/22 by David.Ratti

	GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer

	#rb none
	#tests gameplaycue editor

Change 3135843 on 2016/09/22 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3135756

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
	#c0dereview: jason.bestimt

Change 3134639 on 2016/09/21 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3133910

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#c0dereview: jason.bestimt

Change 3134367 on 2016/09/21 by Ben.Woodhouse

	More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
	#rb daniel.wright
	#tests none

Change 3134176 on 2016/09/21 by Jason.Bestimt

	#ORION_DG - UnrealPak speed improvements

	Moving shelved CL to DG and submitting for DanielL

	#RB:none
	#Tests:none

	#c0dereview: andrew.grant, daniel.lamb

Change 3134129 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

	#rb none
	#tests Built UAT

Change 3133864 on 2016/09/21 by Ben.Woodhouse

	Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.

	Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
	#c0dereview daniel.wright
	#rb luke.thatcher
	#jira OR-29262
	#tests yes

Change 3133849 on 2016/09/21 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#rb Jurre.DeBaare
	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3133546 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Null merge of 3131588.  Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
	#rb none
	#tests none
	[c0dereviewed] Jason.Bestimt

	#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3133487 on 2016/09/20 by Michael.Noland

	Automation: Added Automation to the manual autocomplete list

Change 3133363 on 2016/09/20 by Daniel.Lamb

	Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
	#rb Trivial
	#test Compile automation tool

Change 3132956 on 2016/09/20 by Benn.Gallagher

	Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
	#tests Editor, apex reimport
	#rb none

Change 3132403 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3132254

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3132332 on 2016/09/20 by Andrew.Grant

	Replicated UE4/Main fix for missing materials pane
	#rb none
	#tests verified material pane shows

Change 3132131 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging automation work from //Orion/Release-32.2 to Main
	#rb none
	#tests verified functionality

	#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3131698 on 2016/09/19 by Andrew.Grant

	Qucik fix to unblock build. Will follow up correct way tomorrow
	#rb none
	#tests blueprint compiles

Change 3131489 on 2016/09/19 by Andrew.Grant

	Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
	#rb none
	#tests QA pass in Orion-Staging, Golden path post merge

Change 3131350 on 2016/09/19 by Adric.Worley

	Fix functional test reporting typo

	#tests PIE
	#rb ben.salem

Change 3130959 on 2016/09/19 by Mieszko.Zielinski

	Compilation fix #UE4

	#rb none
	#test compilation

Change 3130904 on 2016/09/19 by Mieszko.Zielinski

	Couple of generic AI perception fixes #UE4

	Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
	Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
	Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call

	#rb Lukasz.Furman
	#test golden path

Change 3130304 on 2016/09/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3130115

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00

378 lines
12 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Reflection;
using System.Linq;
using System.Net.Mail;
using AutomationTool;
using UnrealBuildTool;
/// <summary>
/// Helper command used for rebuilding a projects light maps.
/// </summary>
/// <remarks>
/// Command line parameters used by this command:
/// -project - Absolute path to a .uproject file
/// -MapsToRebuildLightMaps - A list of '+' delimited maps we wish to build lightmaps for.
/// -CommandletTargetName - The Target used in running the commandlet
/// -StakeholdersEmailAddresses - Users to notify of completion
///
/// </remarks>
namespace AutomationScripts.Automation
{
[RequireP4]
public class RebuildLightMaps : BuildCommand
{
// The rebuild lighting process
#region RebuildLightMaps Command
public override void ExecuteBuild()
{
Log("********** REBUILD LIGHT MAPS COMMAND STARTED **********");
int SubmittedCL = 0;
try
{
var Params = new ProjectParams
(
Command: this,
// Shared
RawProjectPath: ProjectPath
);
// Sync and build our targets required for the commandlet to run correctly.
// P4.Sync(String.Format("-f {0}/...#head", P4Env.BuildRootP4));
bool NoBuild = ParseParam("nobuild");
if (!NoBuild)
{
BuildNecessaryTargets();
}
CreateChangelist(Params);
RunRebuildLightmapsCommandlet(Params);
SubmitRebuiltMaps(ref SubmittedCL);
}
catch (Exception ProcessEx)
{
Log("********** REBUILD LIGHT MAPS COMMAND FAILED **********");
Log("Error message: {0}", ProcessEx.Message);
HandleFailure(ProcessEx.Message);
throw ProcessEx;
}
// The processes steps have completed successfully.
HandleSuccess(SubmittedCL);
Log("********** REBUILD LIGHT MAPS COMMAND COMPLETED **********");
}
#endregion
// Broken down steps used to run the process.
#region RebuildLightMaps Process Steps
private void BuildNecessaryTargets()
{
Log("Running Step:- RebuildLightMaps::BuildNecessaryTargets");
UE4Build.BuildAgenda Agenda = new UE4Build.BuildAgenda();
Agenda.AddTarget("UnrealHeaderTool", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("ShaderCompileWorker", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget("UnrealLightmass", UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
Agenda.AddTarget(CommandletTargetName, UnrealBuildTool.UnrealTargetPlatform.Win64, UnrealBuildTool.UnrealTargetConfiguration.Development);
try
{
UE4Build Builder = new UE4Build(this);
Builder.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true, InForceNoXGE: false, InChangelistNumberOverride: GetLatestCodeChange());
UE4Build.CheckBuildProducts(Builder.BuildProductFiles);
}
catch (AutomationException Ex)
{
LogError("Rebuild Light Maps has failed.");
throw Ex;
}
}
private int GetLatestCodeChange()
{
List<P4Connection.ChangeRecord> ChangeRecords;
if(!P4.Changes(out ChangeRecords, String.Format("-m 1 //{0}/....cpp@<{1} //{0}/....h@<{1} //{0}/....cs@<{1} //{0}/....usf@<{1}", P4Env.Client, P4Env.Changelist), WithClient: true))
{
throw new AutomationException("Couldn't enumerate latest change from branch");
}
return ChangeRecords.Max(x => x.CL);
}
private void CreateChangelist(ProjectParams Params)
{
Log("Running Step:- RebuildLightMaps::CheckOutMaps");
// Setup a P4 Cl we will use to submit the new lightmaps
WorkingCL = P4.CreateChange(P4Env.Client, String.Format("{0} rebuilding lightmaps from changelist {1}\n#rb None\n#tests None", Params.ShortProjectName, P4Env.Changelist));
Log("Working in {0}", WorkingCL);
}
private void RunRebuildLightmapsCommandlet(ProjectParams Params)
{
Log("Running Step:- RebuildLightMaps::RunRebuildLightmapsCommandlet");
// Find the commandlet binary
string UE4EditorExe = HostPlatform.Current.GetUE4ExePath(Params.UE4Exe);
if (!FileExists(UE4EditorExe))
{
LogError("Missing " + UE4EditorExe + " executable. Needs to be built first.");
throw new AutomationException("Missing " + UE4EditorExe + " executable. Needs to be built first.");
}
// Now let's rebuild lightmaps for the project
try
{
var CommandletParams = IsBuildMachine ? "-unattended -buildmachine -fileopenlog" : "-fileopenlog";
CommandletParams += " -AutoCheckOutPackages";
if (P4Enabled)
{
CommandletParams += String.Format(" -SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Changelist={4} -P4Passwd={5}", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, WorkingCL.ToString(), P4.GetAuthenticationToken());
}
RebuildLightMapsCommandlet(Params.RawProjectPath, Params.UE4Exe, Params.MapsToRebuildLightMaps.ToArray(), CommandletParams);
}
catch (Exception Ex)
{
string FinalLogLines = "No log file found";
AutomationException AEx = Ex as AutomationException;
if ( AEx != null )
{
string LogFile = AEx.LogFileName;
UnrealBuildTool.Log.TraceWarning("Attempting to load file {0}", LogFile);
if ( LogFile != "")
{
UnrealBuildTool.Log.TraceWarning("Attempting to read file {0}", LogFile);
try
{
string[] AllLogFile = ReadAllLines(LogFile);
FinalLogLines = "Important log entries\n";
foreach (string LogLine in AllLogFile)
{
if (LogLine.Contains("[REPORT]") || LogLine.Contains("Error:"))
{
FinalLogLines += LogLine + "\n";
}
}
}
catch (Exception)
{
// we don't care about this because if this is hit then there is no log file the exception probably has more info
LogError("Could not find log file " + LogFile);
}
}
}
// Something went wrong with the commandlet. Abandon this run, don't check in any updated files, etc.
LogError("Rebuild Light Maps has failed. because "+ Ex.ToString());
throw new AutomationException(ExitCode.Error_Unknown, Ex, "RebuildLightMaps failed. {0}", FinalLogLines);
}
}
private void SubmitRebuiltMaps(ref int SubmittedCL)
{
Log("Running Step:- RebuildLightMaps::SubmitRebuiltMaps");
// Check everything in!
if (WorkingCL != -1)
{
Log("Running Step:- Submitting CL " + WorkingCL);
P4.Submit(WorkingCL, out SubmittedCL, true, true);
Log("INFO: Lightmaps successfully submitted in cl "+ SubmittedCL.ToString());
}
}
#endregion
// Helper functions and procedure steps necessary for running the commandlet successfully
#region RebuildLightMaps Helper Functions
/**
* Parse the P4 output for any errors that we really care about.
* e.g. umaps and assets are exclusive checkout files, if we cant check out a map for this reason
* then we need to stop.
*/
private bool FoundCheckOutErrorInP4Output(string Output)
{
bool bHadAnError = false;
var Lines = Output.Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
foreach (string Line in Lines)
{
// Check for log spew that matches exclusive checkout failure
// http://answers.perforce.com/articles/KB/3114
if (Line.Contains("can't edit exclusive file already opened"))
{
bHadAnError = true;
break;
}
}
return bHadAnError;
}
/**
* Cleanup anything this build may leave behind and inform the user
*/
private void HandleFailure(String FailureMessage)
{
try
{
if (WorkingCL != -1)
{
P4.RevertAll(WorkingCL);
P4.DeleteChange(WorkingCL);
}
SendCompletionMessage(false, FailureMessage);
}
catch (P4Exception P4Ex)
{
LogError("Failed to clean up P4 changelist: " + P4Ex.Message);
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
/**
* Perform any post completion steps needed. I.e. Notify stakeholders etc.
*/
private void HandleSuccess(int SubmittedCL)
{
try
{
SendCompletionMessage(true, String.Format( "Successfully rebuilt lightmaps to cl {0}.", SubmittedCL ));
}
catch (Exception SendMailEx)
{
LogError("Failed to notify that build succeeded: " + SendMailEx.Message);
}
}
/**
* Notify stakeholders of the commandlet results
*/
void SendCompletionMessage(bool bWasSuccessful, String MessageBody)
{
MailMessage Message = new System.Net.Mail.MailMessage();
Message.Priority = MailPriority.High;
Message.From = new MailAddress("unrealbot@epicgames.com");
string Branch = "Unknown";
if ( P4Enabled )
{
Branch = P4Env.BuildRootP4;
}
foreach (String NextStakeHolder in StakeholdersEmailAddresses)
{
Message.To.Add(new MailAddress(NextStakeHolder));
}
Message.CC.Add(new MailAddress("Daniel.Lamb@epicgames.com"));
Message.CC.Add(new MailAddress("Andrew.Grant@epicgames.com"));
Message.CC.Add(new MailAddress("jordan.walker@epicgames.com"));
Message.CC.Add(new MailAddress("benjamin.crocker@epicgames.com"));
Message.CC.Add(new MailAddress("tony.oliva@epicgames.com"));
Message.CC.Add(new MailAddress("Jaymee.Stanford@epicgames.com"));
Message.Subject = String.Format("Nightly lightmap rebuild {0} for {1}", bWasSuccessful ? "[SUCCESS]" : "[FAILED]", Branch);
Message.Body = MessageBody;
/*Attachment Attach = new Attachment();
Message.Attachments.Add()*/
try
{
SmtpClient MailClient = new SmtpClient("smtp.epicgames.net");
MailClient.Send(Message);
}
catch (Exception Ex)
{
LogError("Failed to send notify email to {0} ({1})", String.Join(", ", StakeholdersEmailAddresses.ToArray()), Ex.Message);
}
}
#endregion
// Member vars used in multiple steps.
#region RebuildLightMaps Property Set-up
// Users to notify if the process fails or succeeds.
List<String> StakeholdersEmailAddresses
{
get
{
String UnprocessedEmailList = ParseParamValue("StakeholdersEmailAddresses");
if (String.IsNullOrEmpty(UnprocessedEmailList) == false)
{
return UnprocessedEmailList.Split('+').ToList();
}
else
{
return null;
}
}
}
// The Changelist used when doing the work.
private int WorkingCL = -1;
// The target name of the commandlet binary we wish to build and run.
private String CommandletTargetName
{
get
{
return ParseParamValue("CommandletTargetName", "");
}
}
// Process command-line and find a project file. This is necessary for the commandlet to run successfully
private FileReference ProjectFullPath;
public virtual FileReference ProjectPath
{
get
{
if (ProjectFullPath == null)
{
var OriginalProjectName = ParseParamValue("project", "");
var ProjectName = OriginalProjectName;
ProjectName = ProjectName.Trim(new char[] { '\"' });
if (ProjectName.IndexOfAny(new char[] { '\\', '/' }) < 0)
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName, ProjectName + ".uproject");
}
else if (!FileExists_NoExceptions(ProjectName))
{
ProjectName = CombinePaths(CmdEnv.LocalRoot, ProjectName);
}
if (FileExists_NoExceptions(ProjectName))
{
ProjectFullPath = new FileReference(ProjectName);
}
else
{
var Branch = new BranchInfo(new List<UnrealTargetPlatform> { UnrealBuildTool.BuildHostPlatform.Current.Platform });
var GameProj = Branch.FindGame(OriginalProjectName);
if (GameProj != null)
{
ProjectFullPath = GameProj.FilePath;
}
if (!FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
}
}
return ProjectFullPath;
}
}
#endregion
}
}