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#lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL3680919via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL3666243#!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change3665517on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to3652780#!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL3654400via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL3651443via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL3642084in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL3641873in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL3641548via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL3640361#!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL3640089in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL3638478#!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL3637837in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change3637305on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL3632383in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL3629553#!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL3628816#!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL3626215in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039,3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly3545241- Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change3609967on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring3605735from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
698 lines
24 KiB
C++
698 lines
24 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "VisualLoggerRenderingActor.h"
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#include "AI/Navigation/NavigationSystem.h"
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#include "VisualLogger/VisualLogger.h"
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#include "LogVisualizerSettings.h"
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#include "VisualLoggerDatabase.h"
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#include "LogVisualizerPrivate.h"
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#if WITH_EDITOR
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#include "GeomTools.h"
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#endif // WITH_EDITOR
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#include "VisualLoggerRenderingComponent.h"
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class UVisualLoggerRenderingComponent;
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class FVisualLoggerSceneProxy final : public FDebugRenderSceneProxy
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{
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public:
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SIZE_T GetTypeHash() const override
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{
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static size_t UniquePointer;
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return reinterpret_cast<size_t>(&UniquePointer);
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}
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FVisualLoggerSceneProxy(const UVisualLoggerRenderingComponent* InComponent)
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: FDebugRenderSceneProxy(InComponent)
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{
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DrawType = SolidAndWireMeshes;
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ViewFlagName = TEXT("VisLog");
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ViewFlagIndex = uint32(FEngineShowFlags::FindIndexByName(*ViewFlagName));
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bWantsSelectionOutline = false;
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}
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virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
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{
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FPrimitiveViewRelevance Result;
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Result.bDrawRelevance = IsShown(View);
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Result.bDynamicRelevance = true;
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// ideally the TranslucencyRelevance should be filled out by the material, here we do it conservative
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Result.bSeparateTranslucencyRelevance = Result.bNormalTranslucencyRelevance = IsShown(View) && GIsEditor;
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return Result;
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}
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virtual uint32 GetMemoryFootprint(void) const override { return sizeof(*this) + GetAllocatedSize(); }
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uint32 GetAllocatedSize(void) const
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{
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return FDebugRenderSceneProxy::GetAllocatedSize();
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}
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};
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UVisualLoggerRenderingComponent::UVisualLoggerRenderingComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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}
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FPrimitiveSceneProxy* UVisualLoggerRenderingComponent::CreateSceneProxy()
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{
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AVisualLoggerRenderingActor* RenderingActor = Cast<AVisualLoggerRenderingActor>(GetOuter());
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if (RenderingActor == NULL)
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{
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return NULL;
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}
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ULogVisualizerSettings *Settings = ULogVisualizerSettings::StaticClass()->GetDefaultObject<ULogVisualizerSettings>();
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FVisualLoggerSceneProxy *VLogSceneProxy = new FVisualLoggerSceneProxy(this);
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VLogSceneProxy->SolidMeshMaterial = Settings->GetDebugMeshMaterial();
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for (auto& CurrentShapes : RenderingActor->DebugShapesPerRow)
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{
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VLogSceneProxy->Spheres.Append(CurrentShapes.Value.Points);
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VLogSceneProxy->Lines.Append(CurrentShapes.Value.Lines);
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VLogSceneProxy->Boxes.Append(CurrentShapes.Value.Boxes);
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VLogSceneProxy->Meshes.Append(CurrentShapes.Value.Meshes);
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VLogSceneProxy->Cones.Append(CurrentShapes.Value.Cones);
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VLogSceneProxy->Texts.Append(CurrentShapes.Value.Texts);
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VLogSceneProxy->Cylinders.Append(CurrentShapes.Value.Cylinders);
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VLogSceneProxy->Capsles.Append(CurrentShapes.Value.Capsules);
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}
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{
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VLogSceneProxy->Spheres.Append(RenderingActor->TestDebugShapes.Points);
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VLogSceneProxy->Lines.Append(RenderingActor->TestDebugShapes.Lines);
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VLogSceneProxy->Boxes.Append(RenderingActor->TestDebugShapes.Boxes);
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VLogSceneProxy->Meshes.Append(RenderingActor->TestDebugShapes.Meshes);
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VLogSceneProxy->Cones.Append(RenderingActor->TestDebugShapes.Cones);
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VLogSceneProxy->Texts.Append(RenderingActor->TestDebugShapes.Texts);
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VLogSceneProxy->Cylinders.Append(RenderingActor->TestDebugShapes.Cylinders);
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VLogSceneProxy->Capsles.Append(RenderingActor->TestDebugShapes.Capsules);
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}
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#if WITH_EDITOR
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if (VLogSceneProxy)
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{
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DebugDrawDelegateHelper.InitDelegateHelper(VLogSceneProxy);
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DebugDrawDelegateHelper.ReregisterDebugDrawDelgate();
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}
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#endif
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return VLogSceneProxy;
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}
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FBoxSphereBounds UVisualLoggerRenderingComponent::CalcBounds(const FTransform& LocalToWorld) const
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{
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FBox MyBounds;
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MyBounds.Init();
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MyBounds = FBox(FVector(-HALF_WORLD_MAX, -HALF_WORLD_MAX, -HALF_WORLD_MAX), FVector(HALF_WORLD_MAX, HALF_WORLD_MAX, HALF_WORLD_MAX));
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return MyBounds;
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}
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void UVisualLoggerRenderingComponent::CreateRenderState_Concurrent()
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{
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Super::CreateRenderState_Concurrent();
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#if WITH_EDITOR
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DebugDrawDelegateHelper.RegisterDebugDrawDelgate();
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#endif
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}
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void UVisualLoggerRenderingComponent::DestroyRenderState_Concurrent()
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{
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#if WITH_EDITOR
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DebugDrawDelegateHelper.UnregisterDebugDrawDelgate();
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#endif
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Super::DestroyRenderState_Concurrent();
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}
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AVisualLoggerRenderingActor::AVisualLoggerRenderingActor(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
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RootComponent = SceneComponent;
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RenderingComponent = CreateDefaultSubobject<UVisualLoggerRenderingComponent>(TEXT("RenderingComponent"));
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if (HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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FVisualLoggerDatabase::Get().GetEvents().OnItemSelectionChanged.AddUObject(this, &AVisualLoggerRenderingActor::OnItemSelectionChanged);
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FVisualLoggerDatabase::Get().GetEvents().OnRowSelectionChanged.AddUObject(this, &AVisualLoggerRenderingActor::ObjectSelectionChanged);
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FLogVisualizer::Get().GetEvents().OnFiltersChanged.AddUObject(this, &AVisualLoggerRenderingActor::OnFiltersChanged);
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}
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}
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AVisualLoggerRenderingActor::~AVisualLoggerRenderingActor()
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{
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if (HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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FVisualLoggerDatabase::Get().GetEvents().OnItemSelectionChanged.RemoveAll(this);
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FVisualLoggerDatabase::Get().GetEvents().OnRowSelectionChanged.RemoveAll(this);
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FLogVisualizer::Get().GetEvents().OnFiltersChanged.RemoveAll(this);
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}
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}
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void AVisualLoggerRenderingActor::ObjectSelectionChanged(const TArray<FName>& Selection)
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{
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if (Selection.Num() > 0)
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{
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for (auto CurrentName : Selection)
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{
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if (DebugShapesPerRow.Contains(CurrentName) == false)
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{
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DebugShapesPerRow.Add(CurrentName);
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FVisualLoggerDBRow &DBRow = FVisualLoggerDatabase::Get().GetRowByName(CurrentName);
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FTimelineDebugShapes& ShapesCache = DebugShapesPerRow[CurrentName];
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for (const auto &CurrentEntry : DBRow.GetItems())
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{
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if (CurrentEntry.Entry.Location != FVector::ZeroVector)
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{
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ShapesCache.LogEntriesPath.Add(CurrentEntry.Entry.Location);
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}
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}
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}
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}
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for (TMap<FName, FTimelineDebugShapes>::TIterator It(DebugShapesPerRow); It; ++It)
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{
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if (Selection.Find(It->Key) == INDEX_NONE)
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{
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It.RemoveCurrent();
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}
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}
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}
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else
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{
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DebugShapesPerRow.Reset();
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}
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CachedRowSelection = Selection;
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MarkComponentsRenderStateDirty();
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}
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void AVisualLoggerRenderingActor::OnItemSelectionChanged(const FVisualLoggerDBRow& DBRow, int32 ItemIndex)
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{
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const FName RowName = DBRow.GetOwnerName();
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const TMap<FName, FVisualLogExtensionInterface*>& AllExtensions = FVisualLogger::Get().GetAllExtensions();
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for (auto& Extension : AllExtensions)
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{
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Extension.Value->DrawData(FVisualLoggerEditorInterface::Get(), NULL);
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}
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if (DebugShapesPerRow.Contains(RowName) == false)
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{
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return;
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}
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if (FVisualLoggerDatabase::Get().IsRowVisible(RowName) == false || DBRow.GetItems().IsValidIndex(ItemIndex) == false)
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{
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return;
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}
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FTimelineDebugShapes& ShapesCache = DebugShapesPerRow[RowName];
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ShapesCache.Reset();
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const TArray<FVisualLogDevice::FVisualLogEntryItem>& Entries = DBRow.GetItems();
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const int32 CurrentItemIndex = DBRow.GetCurrentItemIndex();
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GetDebugShapes(Entries[CurrentItemIndex], ShapesCache);
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MarkComponentsRenderStateDirty();
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}
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void AVisualLoggerRenderingActor::ResetRendering()
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{
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CachedRowSelection.Reset();
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DebugShapesPerRow.Reset();
|
|
MarkComponentsRenderStateDirty();
|
|
}
|
|
|
|
void AVisualLoggerRenderingActor::OnFiltersChanged()
|
|
{
|
|
const TMap<FName, FVisualLogExtensionInterface*>& AllExtensions = FVisualLogger::Get().GetAllExtensions();
|
|
for (auto& Extension : AllExtensions)
|
|
{
|
|
Extension.Value->DrawData(FVisualLoggerEditorInterface::Get(), NULL);
|
|
}
|
|
|
|
DebugShapesPerRow.Reset();
|
|
const TArray<FName>& RowNames = FVisualLoggerDatabase::Get().GetSelectedRows();
|
|
for (FName CurrentName : RowNames)
|
|
{
|
|
FVisualLoggerDBRow& DBRow = FVisualLoggerDatabase::Get().GetRowByName(CurrentName);
|
|
FTimelineDebugShapes& ShapesCache = DebugShapesPerRow.FindOrAdd(CurrentName);
|
|
ShapesCache.Reset();
|
|
if (DBRow.GetCurrentItemIndex() != INDEX_NONE)
|
|
{
|
|
GetDebugShapes(DBRow.GetCurrentItem(), ShapesCache);
|
|
}
|
|
}
|
|
MarkComponentsRenderStateDirty();
|
|
}
|
|
|
|
void AVisualLoggerRenderingActor::AddDebugRendering()
|
|
{
|
|
const float Thickness = 2;
|
|
|
|
{
|
|
const FVector BoxExtent(100, 100, 100);
|
|
const FBox Box(FVector(128), FVector(300));
|
|
TestDebugShapes.Boxes.Add(FDebugRenderSceneProxy::FDebugBox(Box, FColor::Red));
|
|
FTransform Trans;
|
|
Trans.SetRotation(FQuat::MakeFromEuler(FVector(0.1, 0.2, 1.2)));
|
|
TestDebugShapes.Boxes.Add(FDebugRenderSceneProxy::FDebugBox(Box, FColor::Red, Trans));
|
|
}
|
|
{
|
|
const FVector Orgin = FVector(400,0,128);
|
|
const FVector Direction = FVector(0,0,1);
|
|
const float Length = 300;
|
|
|
|
FVector YAxis, ZAxis;
|
|
Direction.FindBestAxisVectors(YAxis, ZAxis);
|
|
TestDebugShapes.Cones.Add(FDebugRenderSceneProxy::FCone(FScaleMatrix(FVector(Length)) * FMatrix(Direction, YAxis, ZAxis, Orgin), 30, 30, FColor::Blue));
|
|
}
|
|
{
|
|
const FVector Start = FVector(700, 0, 128);
|
|
const FVector End = FVector(700, 0, 128+300);
|
|
const float Radius = 200;
|
|
const float HalfHeight = 150;
|
|
TestDebugShapes.Cylinders.Add(FDebugRenderSceneProxy::FWireCylinder(Start + FVector(0, 0, HalfHeight), Radius, HalfHeight, FColor::Magenta));
|
|
}
|
|
|
|
{
|
|
const FVector Center = FVector(1000, 0, 128);
|
|
const float HalfHeight = 150;
|
|
const float Radius = 50;
|
|
const FQuat Rotation = FQuat::Identity;
|
|
|
|
const FMatrix Axes = FQuatRotationTranslationMatrix(Rotation, FVector::ZeroVector);
|
|
const FVector XAxis = Axes.GetScaledAxis(EAxis::X);
|
|
const FVector YAxis = Axes.GetScaledAxis(EAxis::Y);
|
|
const FVector ZAxis = Axes.GetScaledAxis(EAxis::Z);
|
|
|
|
TestDebugShapes.Capsules.Add(FDebugRenderSceneProxy::FCapsule(Center, Radius, XAxis, YAxis, ZAxis, HalfHeight, FColor::Yellow));
|
|
}
|
|
{
|
|
const float Radius = 50;
|
|
TestDebugShapes.Points.Add(FDebugRenderSceneProxy::FSphere(10, FVector(1300, 0, 128), FColor::White));
|
|
}
|
|
}
|
|
|
|
namespace
|
|
{
|
|
static bool IsPolygonWindingCorrect(const TArray<FVector>& Verts)
|
|
{
|
|
// this will work only for convex polys, but we're assuming that all logged polygons are convex in the first place
|
|
if (Verts.Num() >= 3)
|
|
{
|
|
const FVector SurfaceNormal = FVector::CrossProduct(Verts[1] - Verts[0], Verts[2] - Verts[0]);
|
|
const float TestDot = FVector::DotProduct(SurfaceNormal, FVector(0, 0, 1));
|
|
return TestDot > 0;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void GetPolygonMesh(const FVisualLogShapeElement* ElementToDraw, FDebugRenderSceneProxy::FMesh& TestMesh, const FVector& VertexOffset = FVector::ZeroVector)
|
|
{
|
|
TestMesh.Color = ElementToDraw->GetFColor();
|
|
|
|
FClipSMPolygon InPoly(ElementToDraw->Points.Num());
|
|
InPoly.FaceNormal = FVector(0, 0, 1);
|
|
|
|
const bool bHasCorrectWinding = IsPolygonWindingCorrect(ElementToDraw->Points);
|
|
if (bHasCorrectWinding)
|
|
{
|
|
for (int32 Index = 0; Index < ElementToDraw->Points.Num(); Index++)
|
|
{
|
|
FClipSMVertex v1;
|
|
v1.Pos = ElementToDraw->Points[Index];
|
|
InPoly.Vertices.Add(v1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 Index = ElementToDraw->Points.Num() - 1; Index >= 0; Index--)
|
|
{
|
|
FClipSMVertex v1;
|
|
v1.Pos = ElementToDraw->Points[Index];
|
|
InPoly.Vertices.Add(v1);
|
|
}
|
|
}
|
|
|
|
TArray<FClipSMTriangle> OutTris;
|
|
|
|
const bool bTriangulated = FGeomTools::TriangulatePoly(OutTris, InPoly, false);
|
|
if (bTriangulated)
|
|
{
|
|
int32 LastIndex = 0;
|
|
|
|
FGeomTools::RemoveRedundantTriangles(OutTris);
|
|
for (const auto& CurrentTri : OutTris)
|
|
{
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentTri.Vertices[0].Pos + VertexOffset));
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentTri.Vertices[1].Pos + VertexOffset));
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentTri.Vertices[2].Pos + VertexOffset));
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AVisualLoggerRenderingActor::GetDebugShapes(const FVisualLogDevice::FVisualLogEntryItem& EntryItem, FTimelineDebugShapes& DebugShapes)
|
|
{
|
|
const FVisualLogEntry* Entry = &EntryItem.Entry;
|
|
const FVisualLogShapeElement* ElementToDraw = Entry->ElementsToDraw.GetData();
|
|
const int32 ElementsCount = Entry->ElementsToDraw.Num();
|
|
|
|
#if 0
|
|
AddDebugRendering();
|
|
#endif
|
|
|
|
{
|
|
const float Length = 100;
|
|
const FVector DirectionNorm = FVector(0, 0, 1).GetSafeNormal();
|
|
FVector YAxis, ZAxis;
|
|
DirectionNorm.FindBestAxisVectors(YAxis, ZAxis);
|
|
DebugShapes.Cones.Add(FDebugRenderSceneProxy::FCone(FScaleMatrix(FVector(Length)) * FMatrix(DirectionNorm, YAxis, ZAxis, Entry->Location), 5, 5, FColor::Red));
|
|
}
|
|
|
|
if (DebugShapes.LogEntriesPath.Num())
|
|
{
|
|
FVector Location = DebugShapes.LogEntriesPath[0];
|
|
for (int32 Index = 1; Index < DebugShapes.LogEntriesPath.Num(); ++Index)
|
|
{
|
|
const FVector CurrentLocation = DebugShapes.LogEntriesPath[Index];
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(Location, CurrentLocation, FColor(160, 160, 240), 2.0));
|
|
Location = CurrentLocation;
|
|
}
|
|
}
|
|
|
|
for (int32 ElementIndex = 0; ElementIndex < ElementsCount; ++ElementIndex, ++ElementToDraw)
|
|
{
|
|
if (!FVisualLoggerFilters::Get().MatchCategoryFilters(ElementToDraw->Category.ToString(), ElementToDraw->Verbosity))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
const FVector CorridorOffset = NavigationDebugDrawing::PathOffset * 1.25f;
|
|
const FColor Color = ElementToDraw->GetFColor();
|
|
|
|
switch (ElementToDraw->GetType())
|
|
{
|
|
case EVisualLoggerShapeElement::SinglePoint:
|
|
{
|
|
const float Radius = float(ElementToDraw->Radius);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false;
|
|
if (ElementToDraw->Points.Num() == 1)
|
|
{
|
|
const FVector& Point = ElementToDraw->Points[0];
|
|
DebugShapes.Points.Add(FDebugRenderSceneProxy::FSphere(Radius, Point, Color));
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, Point, Color));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 Index = 0; Index < ElementToDraw->Points.Num(); ++Index)
|
|
{
|
|
const FVector& Point = ElementToDraw->Points[Index];
|
|
DebugShapes.Points.Add(FDebugRenderSceneProxy::FSphere(Radius, Point, Color));
|
|
if (bDrawLabel)
|
|
{
|
|
const FString PrintString = FString::Printf(TEXT("%s_%d"), *ElementToDraw->Description, Index);
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(PrintString, Point, Color));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Polygon:
|
|
{
|
|
FDebugRenderSceneProxy::FMesh TestMesh;
|
|
GetPolygonMesh(ElementToDraw, TestMesh, CorridorOffset);
|
|
DebugShapes.Meshes.Add(TestMesh);
|
|
|
|
for (int32 VIdx = 0; VIdx < ElementToDraw->Points.Num(); VIdx++)
|
|
{
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(
|
|
ElementToDraw->Points[VIdx] + CorridorOffset,
|
|
ElementToDraw->Points[(VIdx + 1) % ElementToDraw->Points.Num()] + CorridorOffset,
|
|
FColor::Cyan,
|
|
2)
|
|
);
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Mesh:
|
|
{
|
|
struct FHeaderData
|
|
{
|
|
float VerticesNum, FacesNum;
|
|
FHeaderData(const FVector& InVector) : VerticesNum(InVector.X), FacesNum(InVector.Y) {}
|
|
};
|
|
const FHeaderData HeaderData(ElementToDraw->Points[0]);
|
|
|
|
FDebugRenderSceneProxy::FMesh TestMesh;
|
|
TestMesh.Color = ElementToDraw->GetFColor();
|
|
int32 StartIndex = 1;
|
|
int32 EndIndex = StartIndex + HeaderData.VerticesNum;
|
|
for (int32 VIdx = StartIndex; VIdx < EndIndex; VIdx++)
|
|
{
|
|
TestMesh.Vertices.Add(ElementToDraw->Points[VIdx]);
|
|
}
|
|
|
|
|
|
StartIndex = EndIndex;
|
|
EndIndex = StartIndex + HeaderData.FacesNum;
|
|
for (int32 VIdx = StartIndex; VIdx < EndIndex; VIdx++)
|
|
{
|
|
const FVector &CurrentFace = ElementToDraw->Points[VIdx];
|
|
TestMesh.Indices.Add(CurrentFace.X);
|
|
TestMesh.Indices.Add(CurrentFace.Y);
|
|
TestMesh.Indices.Add(CurrentFace.Z);
|
|
}
|
|
DebugShapes.Meshes.Add(TestMesh);
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Segment:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false && ElementToDraw->Points.Num() > 2;
|
|
const FVector* Location = ElementToDraw->Points.GetData();
|
|
|
|
if (ElementToDraw->Points.Num() == 1)
|
|
{
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(*Location, *(Location + 1), Color, Thickness));
|
|
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, (*Location + (*(Location + 1) - *Location) / 2), Color));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 Index = 0; Index + 1 < ElementToDraw->Points.Num(); Index += 2, Location += 2)
|
|
{
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(*Location, *(Location + 1), Color, Thickness));
|
|
|
|
if (bDrawLabel)
|
|
{
|
|
const FString PrintString = FString::Printf(TEXT("%s_%d"), *ElementToDraw->Description, Index);
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(PrintString, (*Location + (*(Location + 1) - *Location) / 2), Color));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ElementToDraw->Description.IsEmpty() == false)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, ElementToDraw->Points[0] + (ElementToDraw->Points[1] - ElementToDraw->Points[0]) / 2, Color));
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Path:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
FVector Location = ElementToDraw->Points[0];
|
|
for (int32 Index = 1; Index < ElementToDraw->Points.Num(); ++Index)
|
|
{
|
|
const FVector CurrentLocation = ElementToDraw->Points[Index];
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(Location, CurrentLocation, Color, Thickness));
|
|
Location = CurrentLocation;
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Box:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false && ElementToDraw->Points.Num() > 2;
|
|
const FVector* BoxExtent = ElementToDraw->Points.GetData();
|
|
|
|
if (ElementToDraw->Points.Num() == 2)
|
|
{
|
|
const FBox Box = FBox(*BoxExtent, *(BoxExtent + 1));
|
|
DebugShapes.Boxes.Add(FDebugRenderSceneProxy::FDebugBox(Box, Color, FTransform(ElementToDraw->TransformationMatrix)));
|
|
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, Box.GetCenter(), Color));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int32 Index = 0; Index + 1 < ElementToDraw->Points.Num(); Index += 2, BoxExtent += 2)
|
|
{
|
|
const FBox Box = FBox(*BoxExtent, *(BoxExtent + 1));
|
|
DebugShapes.Boxes.Add(FDebugRenderSceneProxy::FDebugBox(Box, Color, FTransform(ElementToDraw->TransformationMatrix)));
|
|
|
|
if (bDrawLabel)
|
|
{
|
|
const FString PrintString = FString::Printf(TEXT("%s_%d"), *ElementToDraw->Description, Index);
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(PrintString, Box.GetCenter(), Color));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ElementToDraw->Description.IsEmpty() == false)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, ElementToDraw->Points[0] + (ElementToDraw->Points[1] - ElementToDraw->Points[0]) / 2, Color));
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Cone:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false;
|
|
for (int32 Index = 0; Index + 2 < ElementToDraw->Points.Num(); Index += 3)
|
|
{
|
|
const FVector Orgin = ElementToDraw->Points[Index];
|
|
const FVector Direction = ElementToDraw->Points[Index + 1].GetSafeNormal();
|
|
const FVector Angles = ElementToDraw->Points[Index + 2];
|
|
const float Length = Angles.X;
|
|
|
|
FVector YAxis, ZAxis;
|
|
Direction.FindBestAxisVectors(YAxis, ZAxis);
|
|
DebugShapes.Cones.Add(FDebugRenderSceneProxy::FCone(FScaleMatrix(FVector(Length)) * FMatrix(Direction, YAxis, ZAxis, Orgin), Angles.Y, Angles.Z, Color));
|
|
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, Orgin, Color));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Cylinder:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false;
|
|
for (int32 Index = 0; Index + 2 < ElementToDraw->Points.Num(); Index += 3)
|
|
{
|
|
const FVector Start = ElementToDraw->Points[Index];
|
|
const FVector End = ElementToDraw->Points[Index + 1];
|
|
const FVector OtherData = ElementToDraw->Points[Index + 2];
|
|
DebugShapes.Cylinders.Add(FDebugRenderSceneProxy::FWireCylinder(Start, OtherData.X, (End - Start).Size()*0.5, Color));
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, Start, Color));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::Capsule:
|
|
{
|
|
const float Thickness = float(ElementToDraw->Thicknes);
|
|
const bool bDrawLabel = ElementToDraw->Description.IsEmpty() == false;
|
|
for (int32 Index = 0; Index + 2 < ElementToDraw->Points.Num(); Index += 3)
|
|
{
|
|
const FVector Center = ElementToDraw->Points[Index + 0];
|
|
const FVector FirstData = ElementToDraw->Points[Index + 1];
|
|
const FVector SecondData = ElementToDraw->Points[Index + 2];
|
|
const float HalfHeight = FirstData.X;
|
|
const float Radius = FirstData.Y;
|
|
const FQuat Rotation = FQuat(FirstData.Z, SecondData.X, SecondData.Y, SecondData.Z);
|
|
|
|
const FMatrix Axes = FQuatRotationTranslationMatrix(Rotation, FVector::ZeroVector);
|
|
const FVector XAxis = Axes.GetScaledAxis(EAxis::X);
|
|
const FVector YAxis = Axes.GetScaledAxis(EAxis::Y);
|
|
const FVector ZAxis = Axes.GetScaledAxis(EAxis::Z);
|
|
|
|
DebugShapes.Capsules.Add(FDebugRenderSceneProxy::FCapsule(Center, Radius, XAxis, YAxis, ZAxis, HalfHeight, Color));
|
|
if (bDrawLabel)
|
|
{
|
|
DebugShapes.Texts.Add(FDebugRenderSceneProxy::FText3d(ElementToDraw->Description, Center, Color));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EVisualLoggerShapeElement::NavAreaMesh:
|
|
{
|
|
if (ElementToDraw->Points.Num() == 0)
|
|
continue;
|
|
|
|
struct FHeaderData
|
|
{
|
|
float MinZ, MaxZ;
|
|
FHeaderData(const FVector& InVector) : MinZ(InVector.X), MaxZ(InVector.Y) {}
|
|
};
|
|
const FHeaderData HeaderData(ElementToDraw->Points[0]);
|
|
|
|
TArray<FVector> AreaMeshPoints = ElementToDraw->Points;
|
|
AreaMeshPoints.RemoveAt(0, 1, false);
|
|
AreaMeshPoints.Add(ElementToDraw->Points[1]);
|
|
TArray<FVector> Vertices;
|
|
TNavStatArray<FVector> Faces;
|
|
int32 CurrentIndex = 0;
|
|
FDebugRenderSceneProxy::FMesh TestMesh;
|
|
TestMesh.Color = ElementToDraw->GetFColor();
|
|
|
|
for (int32 PointIndex = 0; PointIndex < AreaMeshPoints.Num() - 1; PointIndex++)
|
|
{
|
|
FVector Point = AreaMeshPoints[PointIndex];
|
|
FVector NextPoint = AreaMeshPoints[PointIndex + 1];
|
|
|
|
FVector P1(Point.X, Point.Y, HeaderData.MinZ);
|
|
FVector P2(Point.X, Point.Y, HeaderData.MaxZ);
|
|
FVector P3(NextPoint.X, NextPoint.Y, HeaderData.MinZ);
|
|
FVector P4(NextPoint.X, NextPoint.Y, HeaderData.MaxZ);
|
|
|
|
TestMesh.Vertices.Add(P1); TestMesh.Vertices.Add(P2); TestMesh.Vertices.Add(P3);
|
|
TestMesh.Indices.Add(CurrentIndex + 0);
|
|
TestMesh.Indices.Add(CurrentIndex + 1);
|
|
TestMesh.Indices.Add(CurrentIndex + 2);
|
|
CurrentIndex += 3;
|
|
TestMesh.Vertices.Add(P3); TestMesh.Vertices.Add(P2); TestMesh.Vertices.Add(P4);
|
|
TestMesh.Indices.Add(CurrentIndex + 0);
|
|
TestMesh.Indices.Add(CurrentIndex + 1);
|
|
TestMesh.Indices.Add(CurrentIndex + 2);
|
|
CurrentIndex += 3;
|
|
}
|
|
DebugShapes.Meshes.Add(TestMesh);
|
|
|
|
{
|
|
FDebugRenderSceneProxy::FMesh PolygonMesh;
|
|
FVisualLogShapeElement PolygonToDraw(EVisualLoggerShapeElement::Polygon);
|
|
PolygonToDraw.SetColor(ElementToDraw->GetFColor());
|
|
PolygonToDraw.Points.Reserve(AreaMeshPoints.Num());
|
|
PolygonToDraw.Points = AreaMeshPoints;
|
|
GetPolygonMesh(&PolygonToDraw, PolygonMesh, FVector(0, 0, HeaderData.MaxZ));
|
|
DebugShapes.Meshes.Add(PolygonMesh);
|
|
}
|
|
|
|
for (int32 VIdx = 0; VIdx < AreaMeshPoints.Num(); VIdx++)
|
|
{
|
|
DebugShapes.Lines.Add(FDebugRenderSceneProxy::FDebugLine(
|
|
AreaMeshPoints[VIdx] + FVector(0, 0, HeaderData.MaxZ),
|
|
AreaMeshPoints[(VIdx + 1) % AreaMeshPoints.Num()] + FVector(0, 0, HeaderData.MaxZ),
|
|
ElementToDraw->GetFColor(),
|
|
2)
|
|
);
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|