Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp
Matt Kuhlenschmidt e2ba04378b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none

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

Change 3077573 on 2016/08/04 by Nick.Darnell

	Removing some unused code, adding additional needed modules to editor tests.

	#rb none

Change 3077580 on 2016/08/04 by Nick.Darnell

	Removing the test plugins, going to be recreating them in EngineTest.

Change 3082659 on 2016/08/09 by Nick.Darnell

	Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable.  Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison.  Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.

	#rb none

Change 3082766 on 2016/08/09 by Jamie.Dale

	Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings

	ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.

	#jira UE-33971
	#rb James.Hopkin

Change 3083067 on 2016/08/09 by Nick.Darnell

	Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.

	#rb none

Change 3084475 on 2016/08/10 by Richard.TalbotWatkin

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
	#codereview Matt.Kuhlenschmidt
	#rb none

Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt

	Added grayscale texture importing support

	#rb none

Change 3084774 on 2016/08/10 by Cody.Albert

	Adding controller support for ComboBox widget

	#jira UE-33826
	#rb nick.darnell

Change 3085716 on 2016/08/11 by Nick.Darnell

	UMG - Taking the Widget Component and Widget Interaction Components out of experimental.  Removed old importing support for upgrading ancient versions of widget components.  Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.

	#rb none

Change 3085733 on 2016/08/11 by Nick.Darnell

	UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects.  For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true.  Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop.  Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.

	#rb none

Change 3085734 on 2016/08/11 by Nick.Darnell

	Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.

	#rb none

Change 3085736 on 2016/08/11 by Nick.Darnell

	Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.

	#rb none

Change 3085737 on 2016/08/11 by Nick.Darnell

	Editor - code organization.

	#rb none

Change 3085875 on 2016/08/11 by Nick.Darnell

	UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers.  The option in the settings is now used as the default when you startup a designer.

	#rb none

Change 3086209 on 2016/08/11 by Ben.Salem

	Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
	#rb adric.worley, william.ewen

Change 3086515 on 2016/08/11 by Nick.Darnell

	Editor - Fixing a crash in the curve table customization.  If the row doesn't exist, it would crash, we now protect against that case.

	#rb Matt.Kuhlenschmidt

Change 3087216 on 2016/08/12 by Jamie.Dale

	Fixed an issue where re-scanning a package file may leave old assets in the asset registry

	We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.

	This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).

	#rb Andrew.Rodham

Change 3087219 on 2016/08/12 by Jamie.Dale

	Updated TextRenderComponent to support multiple font pages

	It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).

	#rb Matt.Kuhlenschmidt

Change 3087308 on 2016/08/12 by Alex.Delesky

	#jira UE-14727  - Support for editing TSet properties in the editor's Details panel has been added.

	#rb Matt.Kuhlenschmidt

Change 3089140 on 2016/08/15 by Jamie.Dale

	We now abort a directory watch if we lose access to the directory in question

	This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.

	#jira UE-30172
	#rb Andrew.Rodham

Change 3089148 on 2016/08/15 by Alexis.Matte

	Allow fbx export of any actor type.
	#rb none
	#codereview dmitriy.dyomin

Change 3089211 on 2016/08/15 by Jamie.Dale

	Unified access to the parent window for external dialogs

	A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.

	You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.

	#rb Andrew.Rodham

Change 3089640 on 2016/08/15 by Jamie.Dale

	Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc

	#rb none

Change 3089661 on 2016/08/15 by Nick.Darnell

	Editor - There's a new view option "Show C++ Classes" in the content browser.  Lets you hide all those C++ folders most folks probably don't care to see.

	#rb none

Change 3089667 on 2016/08/15 by Cody.Albert

	Updating RoutePointerUpEvent to call OnDrop for touch events when dragging

	#jira UE-34709
	#rb nick.darnell

Change 3089694 on 2016/08/15 by Jamie.Dale

	Applied a fix to the ExcludeClasses setting in the loc gather

	#rb none

Change 3089889 on 2016/08/15 by Nick.Darnell

	Automation - Continued work on the screenshot portion of the automation system.  Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.

	#rb none

Change 3090256 on 2016/08/16 by Nick.Darnell

	Automation - working on screenshots.
	#rb none

Change 3090322 on 2016/08/16 by Nick.Darnell

	Automation - Adding modified screenshot function.

	#rb none

Change 3090335 on 2016/08/16 by Nick.Darnell

	Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins.  Moved to Engine plugins.

	#rb none

Change 3090881 on 2016/08/16 by Nick.Darnell

	Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.

	#rb none

Change 3090884 on 2016/08/16 by Nick.Darnell

	Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.

	#rb none

Change 3090911 on 2016/08/16 by Nick.Darnell

	Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.

	#rb none

Change 3090913 on 2016/08/16 by Jamie.Dale

	Optimization and usability improvements of the MemoryProfiler2 tool

	 - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
	    - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
	    - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
	    - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.

	 - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).

	#jira UETOOL-948
	#jira UETOOL-949
	#rb James.Hopkin

Change 3090962 on 2016/08/16 by Jamie.Dale

	Fixed double assignment of filter functions

	#rb none

Change 3090989 on 2016/08/16 by Nick.Darnell

	Editor - Attempting to fix the build, non-unity issue I suspect.

	#rb none

Change 3091754 on 2016/08/17 by Nick.Darnell

	FbxAutomationTestBuilder is now a plugin.  Users won't see it unless they've enabled the plugin (so primarily internal QA).  Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name.  Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.

	#rb none
	#codereview Alexis.Matte

Change 3091758 on 2016/08/17 by Nick.Darnell

	Slate / Editor - Trying to make the editor less focus greedy.  Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation.  Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor.  Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.

	#rb none

	#codereview Nick.Atamas,Matt.Kuhlenschmidt

Change 3091829 on 2016/08/17 by Nick.Darnell

	Build - Attempting to repair the build.

	#rb none

Change 3091920 on 2016/08/17 by Nick.Darnell

	Build - Another attempt at fixing the mac build.

	#rb none

Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt

	Ignore group actors when checking for references to other actors when deleting.  The check for references is designed for gameplay affecting references which groups are not.  Having this show up for groups is annoying

	#rb none

Change 3094474 on 2016/08/19 by Jamie.Dale

	Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled

	#jira UETOOL-951
	#rb James.Hopkin

Change 3094581 on 2016/08/19 by Jamie.Dale

	Added missing allocator filter needed by PS4 profiles

	#rb none

Change 3094681 on 2016/08/19 by Richard.TalbotWatkin

	Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
	#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
	#rb none

Change 3095163 on 2016/08/19 by Trung.Le

	#jira UE-20849: Added tooltips to the inputs of the Material final result node
	#rb matt.kuhlenschmidt

Change 3095285 on 2016/08/19 by Trung.Le

	#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
	#rb none

Change 3095344 on 2016/08/19 by Alexis.Matte

	#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
	Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).

	#rb none
	#codereview matt.kuhlenschmidt

Change 3096162 on 2016/08/22 by Alexis.Matte

	#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3096261 on 2016/08/22 by Alexis.Matte

	#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.

	#rb lina.halper
	#codereview lina.halper

Change 3096344 on 2016/08/22 by Jamie.Dale

	NSString conversion fix for UTF-32 strings containing characters outside of the BMP

	#jira UE-33971
	#rb Peter.Sauerbrei, James.Hopkin

Change 3096605 on 2016/08/22 by Alex.Delesky

	#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.

	#rb Matt.Kuhlenschmidt

Change 3096615 on 2016/08/22 by Alex.Delesky

	#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.

	#rb Matt.Kuhlenschmidt

Change 3096619 on 2016/08/22 by Alex.Delesky

	#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.

	#rb Matt.Kuhlenschmidt

Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt

	PR #2729: Fix a typo in the comment (Contributed by adcentury)

	#rb none

Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt

	PR #2726: Undef unused macros (Contributed by shrimpy56)

	#rb none

Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt

	Guard against crash when details panels rebuild when their customizations have been torn down

	https://jira.ol.epicgames.net/browse/UE-35048

	#rb none

Change 3097757 on 2016/08/23 by Alex.Delesky

	#jira UE-14727  - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap

	#rb Matt.Kuhlenschmidt

Change 3098164 on 2016/08/23 by Alexis.Matte

	#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3098502 on 2016/08/23 by Alexis.Matte

	#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
	#rb none
	#codereview matt.kuhlenschmidt

Change 3099986 on 2016/08/24 by Jamie.Dale

	Fixing non-editor builds

	#rb none

Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt

	Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)

	#rb none

Change 3101280 on 2016/08/25 by Jamie.Dale

	Fixed crash when counting memory over internationalization meta-data

	- The serialization code only used to handle loading or saving, now it handles loading or not loading.
	- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.

	#rb James.Hopkin

Change 3101283 on 2016/08/25 by Jamie.Dale

	MProf2 platform and symbol parsing improvements

	 - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
	 - Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
	 - Removed all the V3 file format support and legacy platform handling.
	 - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.

	#rb James.Hopkin

Change 3101586 on 2016/08/25 by Jamie.Dale

	Small code cleanup and path normalization

	#rb James.Hopkin

Change 3101837 on 2016/08/25 by Alexis.Matte

	#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
	#rb none
	#codereview matt.kuhlenschmidt

Change 3102537 on 2016/08/26 by Jamie.Dale

	Fix for potential crash in FICUCamelCaseBreakIterator

	In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.

	#rb James.Hopkin

Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt

	Log the freetype version when it starts up (for debugging purposes)

	#rb none

Change 3102657 on 2016/08/26 by Alexis.Matte

	#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
	#review-3101585 @uriel.doyon
	#rb matt.kuhlenschmidt

Change 3102704 on 2016/08/26 by Jamie.Dale

	Added symbol meta-data support to MProf2

	You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.

	PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.

	#rb James.Hopkin

Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt

	Added support for outline fonts
	- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
	- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
	- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas

	#rb jamie.dale

Change 3102879 on 2016/08/26 by Jamie.Dale

	Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files

	#rb none

Change 3102960 on 2016/08/26 by Alexis.Matte

	build fix
	#rb none

Change 3103032 on 2016/08/26 by Jamie.Dale

	Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting

	#jira UE-34936
	#rb Matt.Kuhlenschmidt

Change 3103278 on 2016/08/26 by Jamie.Dale

	Fixing Clang warnings

	#rb none

Change 3104211 on 2016/08/29 by Ben.Marsh

	Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.

	#rb none

Change 3104290 on 2016/08/29 by Alex.Delesky

	Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.

	#rb Matt.Kuhlenschmidt

Change 3104292 on 2016/08/29 by Alex.Delesky

	#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.

	#rb Matt.Kuhlenschmidt

Change 3104294 on 2016/08/29 by Alex.Delesky

	#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget

	#rb Matt.Kuhlenschmidt

Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt

	PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)

	#rb none

Change 3104296 on 2016/08/29 by Alex.Delesky

	#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.

	#rb Matt.Kuhlenschmidt

Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt

	Added the ability to clear the preview mesh on a material instance.  Previously there was no way to null it out.

	#rb none

Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt

	Guard against crash with invalid path to the default physical material.  Just create a new one if it doesnt exist and warn about it.

	#rb none
	#jira UE-31865

Change 3104396 on 2016/08/29 by Ben.Marsh

	Fix incrorrect agent names for running automated tests

Change 3104610 on 2016/08/29 by Alex.Delesky

	Fix for AutomationTool compile editor from changes introduced today.

	#rb None

Change 3104611 on 2016/08/29 by Michael.Dupuis

	#jira UETOOL-253
	#rb Alexis.Matte

Change 3105826 on 2016/08/30 by Gareth.Martin

	Added console variables to discard grass and/or scalable foliage data on load
	#jira UE-35086
	#rb Benn

Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt

	Eliminated bad code duplication between retainer widgets and element batcher

	#rb none
	#codereview nick.darnell

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
	#rb Alexis.Matte

Change 3106966 on 2016/08/30 by Jamie.Dale

	Fixed FApp::IsAuthorizedUser not considering the SessionOwner override

	#rb Max.Preussner

Change 3107687 on 2016/08/31 by Michael.Dupuis

	Checkout/Make Writable on proper config file

	#rb Matt Kuhlenschmidt

Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt

	Fixed mode typos in the lerp instruction

	#rb none

Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt

	Logging and guard against UEditorEngine::TeardownPlaySession crash.

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35325

Change 3107912 on 2016/08/31 by Alex.Delesky

	#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.

	#rb Matt.Kuhlenschmidt

Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt

	Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.

	#rb none

Change 3108027 on 2016/08/31 by Chris.Wood

	Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".

	#rb none - just a comment in a cpp file
	#codereview wes.hunt

Change 3108580 on 2016/08/31 by Mike.Fricker

	Deleted the "Live Editor" plugins from UE4
	- These were undocumented, buggy and never finished, and we have no plans to complete them
	- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files

	#codereview matt.kuhlenschmidt
	#rb matt.kuhlenschmidt

Change 3108604 on 2016/08/31 by Mike.Fricker

	Added new "MIDI Device" plugin (disabled by default)

	- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer

	- Currently only input is supported.  In the future we might allow for output, as well.

	- In Blueprints, here's how to use it:
	        - Look for "MIDI Device Manager" in the Blueprint RMB menu
	        - Call "Find MIDI Devices" to choose your favorite device.  Break the "Found MIDI Device" struct to see what's available.
	        - Then call "Create MIDI Device Controller" for the device you want.  Store that in a variable.
	        - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event.  This will be called every game Tick when there is at least one new MIDI event to receive.
	        - Process the data passed into the Event to make your project do stuff!

	- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)

	#codereview matt.kuhlenschmidt
	#rb none

Change 3108760 on 2016/08/31 by Alexis.Matte

	#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3109006 on 2016/08/31 by Alex.Delesky

	#ignore Source Control rename test - initial commit

Change 3109044 on 2016/08/31 by Alex.Delesky

	#ignore Testing asset rename from P4 to observe correct behavior.

	#rb none

Change 3109048 on 2016/08/31 by Alex.Delesky

	#ignore Testing P4 rename to identify correct behavior

	#rb none

Change 3110044 on 2016/09/01 by Gareth.Martin

	Fixed painting foliage on blocking "query" actors not working
	#jira UE-33852
	#rb Allan.Bentham

Change 3110133 on 2016/09/01 by Alexis.Matte

	Fix crash in function GetForceRecompileTextureIdsHash
	#rb none
	#codereview jamie.dale

Change 3111848 on 2016/09/02 by Mike.Fricker

	MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
	- Fixed bad enum cast
	#rb none

Change 3111995 on 2016/09/02 by Michael.Dupuis

	#jira UE-35263

	Do not try selecting the actor if the actor is in the blueprint
	Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process

	#rb Alexis Matte

Change 3112280 on 2016/09/02 by Michael.Dupuis

	Call MakeWritable if source control fail

	#rb Alexis Matte

Change 3112335 on 2016/09/02 by Cody.Albert

	Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode

	#jira UE-35306
	#rb none

Change 3112478 on 2016/09/02 by Alexis.Matte

	#jira UE-20059 Use a base material to import fbx material.
	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#1468 Github pull request number

Change 3113912 on 2016/09/06 by Michael.Dupuis

	#jira UE-32288 Fixed Console params display
	#rb Alexis Matte

Change 3114026 on 2016/09/06 by Alex.Delesky

	#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.

	#rb Matt.Kuhlenschmidt

Change 3114032 on 2016/09/06 by Alex.Delesky

	PR #2733: Improved the project launcher progress page (Contributed by projectgheist)

	#jira UE-34027
	#rb Matt.Kuhlenschmidt

Change 3114034 on 2016/09/06 by Alex.Delesky

	#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable

	#rb Matt.Kuhlenschmidt

Change 3114071 on 2016/09/06 by Nick.Darnell

	[AUTOMATED TEST] Automatic checkin, testing functionality.

Change 3114109 on 2016/09/06 by Nick.Darnell

	[AUTOMATED TEST] Automatic checkin, testing functionality.

Change 3114562 on 2016/09/06 by Nick.Darnell

	Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.

	#rb none

Change 3114701 on 2016/09/06 by Michael.Dupuis

	#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
	#rb Alexis Matte

Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt

	Prevent non-thread safe slate code from running on the slate loading thread

	#rb none

Change 3115698 on 2016/09/07 by Nick.Darnell

	Make sure the commands are available - during functional testing that was found to not always be the case.

	#rb none

Change 3115719 on 2016/09/07 by Nick.Darnell

	Adding an IsRegistered command to commands.

	#rb none

Change 3115721 on 2016/09/07 by Nick.Darnell

	Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.

	#rb none

Change 3115722 on 2016/09/07 by Nick.Darnell

	IsBindWidgetProperty now returns false if the property passed in is null.

	#rb none

Change 3115734 on 2016/09/07 by Alexis.Matte

	#jira UE-30166 Support fbx sdk 2017
	#rb none

Change 3115737 on 2016/09/07 by Nick.Darnell

	Adding an image comparer for screenshots.  Removing some content from EngineTest.

	#rb none

Change 3115743 on 2016/09/07 by Nick.Darnell

	Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware.  Disabling many tests that are not passing.  Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again.  All editor tests currently passing!

	#rb none

Change 3115748 on 2016/09/07 by Nick.Darnell

	Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.

	#rb none

Change 3115789 on 2016/09/07 by Jamie.Dale

	We now favor Traditional Chinese for Hong Kong and Macau

	#rb James.Hopkin

Change 3115799 on 2016/09/07 by Jamie.Dale

	Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped

	#rb James.Hopkin

Change 3115826 on 2016/09/07 by Nick.Darnell

	Adding missing files.

	#rb none

Change 3115838 on 2016/09/07 by Nick.Darnell

	Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h

	#rb none

Change 3116007 on 2016/09/07 by Alexis.Matte

	build fix
	#rb none

Change 3116057 on 2016/09/07 by Jamie.Dale

	Fixed widget snapshot messages so they appear in the message debugger

	#rb none

Change 3116112 on 2016/09/07 by Nick.Darnell

	Removing the FbxAutomationBuilder file that go recreated on a merge from main.

	#rb none

Change 3116365 on 2016/09/07 by Michael.Dupuis

	#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
	#codereview Matt.Kuhlenschmidt
	#rb Alexis.Matte

Change 3116622 on 2016/09/07 by Alexis.Matte

	#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
	#rb matt.kuhlenschmidt

Change 3116638 on 2016/09/07 by Jamie.Dale

	Ensured that manifests and archives don't try and load data that they can't parse

	#rb none

Change 3117397 on 2016/09/08 by Gareth.Martin

	Added rotate and blend support to the landscape mirror tool
	#jira UE-34829
	#rb Jack.Porter

Change 3117459 on 2016/09/08 by Gareth.Martin

	Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
	#jira UE-35301
	#rb Jack.Porter

Change 3117462 on 2016/09/08 by Gareth.Martin

	Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
	#jira UE-35494
	#rb Benn.Gallagher

Change 3117583 on 2016/09/08 by Nick.Darnell

	Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing.  Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.

	#rb none

Change 3117595 on 2016/09/08 by Nick.Darnell

	Updating the build script for AutomatedTests, going to see if this works!

	#rb none

Change 3117808 on 2016/09/08 by Nick.Darnell

	Adding header includes for async.

	#rb none

Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt

	Partially taken from Pr 2381

	Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.

	#rb none

Change 3117851 on 2016/09/08 by Jamie.Dale

	Silenced some redundant P4 errors that could be generated when running a stat update on a file

	Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.

	#rb Ben.Marsh
	#codereview Thomas.Sarkanen

Change 3117853 on 2016/09/08 by Gareth.Martin

	Clean up landscape includes and PCH
	#rb steve.robb

Change 3117859 on 2016/09/08 by Alex.Delesky

	#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.

	#rb Nick.Darnell

Change 3117997 on 2016/09/08 by Nick.Darnell

	Updating the automation tests build script to use Editor-Cmd

	#rb none

Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt

	Properly reference graph node on material expressions so they are not GC'd while an expression still uses them

	#jira UE-35362
	#rb none

Change 3118043 on 2016/09/08 by Alex.Delesky

	#jira UE-30649 - Removed unnecessary returns from UWidget API.

	PR #2377: fix widget bug. (Contributed by dorgonman)

	#rb none

Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt

	Guard against crash saving config during level editor shutdown

	#rb none
	#jira UE-35605

Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt

	PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)

	#rb none

Change 3118078 on 2016/09/08 by Michael.Dupuis

	#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
	#rb Alexis.Matte

Change 3118080 on 2016/09/08 by Michael.Dupuis

	#jira UE-31131 Do not show a contextual menu if the menu is empty
	#rb Alexis.Matte

Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt

	Constify this method

	#rb none

Change 3118166 on 2016/09/08 by Nick.Darnell

	Trying additional command options for the build machine for automation.

	#rb none

Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt

	Fix actor delete during mesh paint not working during undo

	#rb none
	#jira UE-35684

Change 3118298 on 2016/09/08 by Alexis.Matte

	#jira UE-35302 Export all LODs for static mesh when there is no force LOD
	#rb uriel.doyon

Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt

	Fixed reset to default not appearing for slate brushes

	#rb none
	#jira UE-34958

Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt

	Guard against crash with an invalid world trying to be opened from the content browser

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35712

Change 3119433 on 2016/09/09 by Nick.Darnell

	Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.

	#rb Matt.Kuklenschmidt
	#jira UE-35789

Change 3119448 on 2016/09/09 by Alex.Delesky

	When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.

	#rb Nick.Darnell

Change 3119522 on 2016/09/09 by Jamie.Dale

	Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true

	#rb Matt.Kuhlenschmidt

Change 3119528 on 2016/09/09 by Jamie.Dale

	Some UI re-work to the localization dashboard

	This makes a better use of the available space, and will make it easier to make some other planned changes in the future.

	#rb James.Hopkin

Change 3119861 on 2016/09/09 by Michael.Dupuis

	#jira UE-9284 Added the Play/Stop button on the thumbnail
	#rb Alexis.Matte

Change 3120027 on 2016/09/09 by Alexis.Matte

	incorporate some fixes from licensee for LOD group re-import workflow
	#jira UE-32268
	#rb uriel.doyon
	#codereview matt.kuhlenschmidt

Change 3120845 on 2016/09/12 by Gareth.Martin

	Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
	#jira UE-35850
	#rb Allan.Bentham

Change 3120980 on 2016/09/12 by Nick.Darnell

	Adding a commandlet that is runnable for comparing screenshots.  Adding comparing and exporting capability to the screenshot manager.

	#rb none

Change 3120992 on 2016/09/12 by Alex.Delesky

	#jira UE-35575 - TScriptInterface UProperties now have asset picker support.

	#rb Matt.Kuhlenschmidt

Change 3121074 on 2016/09/12 by Michael.Dupuis

	#jira UE-30092
	Added path length in error message when typing
	Added display of current filepath lenght for cooking

	#rb Alexis.Matte

Change 3121113 on 2016/09/12 by Nick.Darnell

	Adding some placeholder examples to show people how to author tests in EngineTest.

	#rb none

Change 3121152 on 2016/09/12 by Gareth.Martin

	Added TElementType, TIsContiguousContainer traits
	Added GetData(), GetNum() generic functions
	#rb Steve.Robb

Change 3121702 on 2016/09/12 by Jamie.Dale

	Optimized a loop over a sorted list to instead use a binary search

	This speeds up the short-lived allocation view generation.

	We also now dump the exception information to the Trace log when in a non-debug build.

	#rb James.Hopkin

Change 3121721 on 2016/09/12 by Jamie.Dale

	We now set the window mode first when resizing the game viewport to ensure that the work area is correct

	Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.

	#jira UE-32842
	#rb Matt.Kuhlenschmidt

Change 3122578 on 2016/09/13 by Jamie.Dale

	Small code clean up

	Removed a use of the placement new style array addition.

	#rb none

Change 3122634 on 2016/09/13 by Jamie.Dale

	We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick

	#jira UE-34865
	#rb James.Hopkin

Change 3122656 on 2016/09/13 by Jamie.Dale

	Fixed array combo button not focusing its contents, which prevented the menu closing correctly

	#jira UE-33667
	#rb none

Change 3122661 on 2016/09/13 by Nick.Darnell

	Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area.  Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.

	#rb none

Change 3122678 on 2016/09/13 by Jamie.Dale

	Fixing CIS error on Clang

	CoreUObject needs to be included before USTRUCT can be used.

	#rb none

Change 3122686 on 2016/09/13 by Jamie.Dale

	Fixing CIS error on Clang

	CoreUObject needs to be included before UCLASS can be used.

	#rb none

Change 3122728 on 2016/09/13 by Nick.Darnell

	UMG - Exposing a trace channel for the WIC, defaults to Visibility.  Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left.  Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.

	#jira UE-35167
	#rb none

Change 3122775 on 2016/09/13 by Nick.Darnell

	Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.

	#rb none

Change 3122779 on 2016/09/13 by Nick.Darnell

	Widgetnimation - Exposing more of the class to C++.

	#rb none

Change 3122793 on 2016/09/13 by Nick.Darnell

	Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.

	#jira UE-35796
	#rb none

Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt

	Fixed crash undoing moves after bsp creation

	https://jira.ol.epicgames.net/browse/UE-35880

	#rb none

Change 3122835 on 2016/09/13 by Nick.Darnell

	Reverting changes to WIdgetAnimation

	#rb none

Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt

	Fixed non-editor compile error
	#rb none

Change 3122988 on 2016/09/13 by Alexis.Matte

	Material workflow refactor
	#jira UETOOL-774
	#rb matt.kuhlenschmidt

Change 3123006 on 2016/09/13 by Jamie.Dale

	Fixed dynamic collections not returning anything

	#jira UE-35869
	#rb James.Hopkin

Change 3123145 on 2016/09/13 by Alexis.Matte

	Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
	#jira UE-32268
	#rb none
	#codereview matt.kuhlenschmidt

Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt

	Fix fortnite compile error

	#rb alexis.matte

Change 3123208 on 2016/09/13 by Jamie.Dale

	The 'find culprit' dialog now honors the user choice

	#rb RichTW

Change 3123545 on 2016/09/13 by Nick.Darnell

	Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.

	#rb none

Change 3124494 on 2016/09/14 by Jamie.Dale

	Added ~ to the list of invalid characters for object/package names

	#jira UE-12908
	#rb Matt.Kuhlenschmidt

Change 3124513 on 2016/09/14 by Gareth.Martin

	Implemented filter to allow painting foliage on other foliage
	- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
	#rb Allan.Bentham
	#2472

Change 3124523 on 2016/09/14 by Jamie.Dale

	PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)

	#jira UE-34811
	#jira UE-32082
	#rb none

Change 3124607 on 2016/09/14 by Nick.Darnell

	UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.

	#jira UE-35667
	#rb none

Change 3124785 on 2016/09/14 by Gareth.Martin

	Made some foliage functions editor-only to fix non-editor build
	#rb none

Change 3124795 on 2016/09/14 by Gareth.Martin

	Saved/loaded the new foliage filter
	#rb Allan.Bentham
	#2472

Change 3124915 on 2016/09/14 by Michael.Dupuis

	#jira UE-19511
	Add support for Add to source control on DefaultEditorPerProjectUserSettings file
	Remove CheckoutNotice when not editing a DefaultXXXX.ini file
	Edit proper config file either we're modifying settings from a Default file or Local user file
	#codereview Matt.Kuhlenschmidt Max.Preussner
	#rb Alexis.Matte

Change 3125266 on 2016/09/14 by Jamie.Dale

	Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong

	#rb none

Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt

	Fix crash when using SaveAs to save over top of an existing level

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35919
	https://jira.ol.epicgames.net/browse/UE-35921

Change 3125487 on 2016/09/14 by Alexis.Matte

	Fix cook content, regression induce by the material workflow refactor
	#rb matt.kuhlenschmidt

Change 3126217 on 2016/09/15 by Gareth.Martin

	Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
	#rb Allan.Bentham

Change 3126311 on 2016/09/15 by Jamie.Dale

	Placement mode fixes

	 - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
	 - Ensured that the ID used by FPlaceableItem could never overflow.
	 - Fixed some types being missing from the "All Classes" list.
	 - Fixed the escape key not cancelling the search.

	#jira UE-35972
	#rb James.Hopkin

Change 3126325 on 2016/09/15 by Jamie.Dale

	Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.

	#rb Andrew.Rodham

Change 3126403 on 2016/09/15 by Gareth.Martin

	Added Find and Contains functions to TBitArray
	#rb Steve.Robb

Change 3126405 on 2016/09/15 by Gareth.Martin

	Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
	- Just like regular instanced mesh components!
	Also fixed not being able to move instances of an instanced mesh component when it is the root component
	Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
	#jira UE-29357
	#rb Allan.Bentham

Change 3126444 on 2016/09/15 by Jamie.Dale

	Fixed the loc dashboard configs not working with SCC

	This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.

	#rb none

Change 3126446 on 2016/09/15 by Jamie.Dale

	Fixed loc dashboard game and engine targets sharing the same expansion settting

	#rb none

Change 3126555 on 2016/09/15 by Chris.Wood

	Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
	[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows

	#rb Steve.Robb

Change 3126586 on 2016/09/15 by Gareth.Martin

	Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
	#jira UE-35873
	#rb Jack.Porter

Change 3126610 on 2016/09/15 by Jamie.Dale

	Stopped PS4 from always staging all ICU data files

	#rb Marcus.Wassmer

Change 3126779 on 2016/09/15 by Michael.Dupuis

	#jira UE-32914 Improve the help text to provide usage examples and params
	#rb Alexis.Matte

Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt

	Fix font material and outline font material not being animatable in sequencer

	#rb frank.fella

Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt

	File not saved
	#rb none

Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt

	Fixed reset to default state still not appearing in all cases after changing a property.

	#rb none

Change 3127038 on 2016/09/15 by Nick.Darnell

	UMG - Improving focus setting for users on widgets.  If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.

	#rb none

Change 3127061 on 2016/09/15 by Nick.Darnell

	Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed.  Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children.  The end result is a delete while deleting.  So now TPanelChildren prevents adds/removes while emptying the list of children.

	#jira UE-35726
	#rb Matt.Kuchlenschmidt

Change 3127205 on 2016/09/15 by Alex.Delesky

	#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.

	#rb Nick.Darnell

Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix crash in scene outliner if actors become invalid

	#rb none

	https://jira.ol.epicgames.net/browse/UE-35932

Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt

	Added guards for crashes accessing slate resources for deleted uobjects

	#rb nick.darnell

Change 3128067 on 2016/09/16 by Michael.Dupuis

	#jira UE-34158 Add an option to auto expand advanced details
	#rb Alexis.Matte

Change 3128073 on 2016/09/16 by Michael.Dupuis

	#jira UE-1145
	Set Save As to Ctrl + Alt + S
	Set Save All to Ctrl + Shift + S
	Set Save Current to Ctrl + S

	#rb Alexis.Matte

Change 3128117 on 2016/09/16 by Jamie.Dale

	Updated the pin-type filter combo to filter on both the localized and source type descriptions

	#jira UE-36081
	#rb none

Change 3128177 on 2016/09/16 by Alexis.Matte

	#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.

	#rb michael.dupuis
	#codereview matt.kuhlenschmidt

Change 3128387 on 2016/09/16 by Gareth.Martin

	Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
	#jira UE-36093
	#rb none

Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt

	Guard against scene outliner crash.  Print out tree when items appear twice.
	https://jira.ol.epicgames.net/browse/UE-35935

	#rb none

Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt

	Remove category for WindowTitleBarArea.  It is very custom for internal use and should not be a top level widget

	#rb none

Change 3128482 on 2016/09/16 by Michael.Dupuis

	Added new key binding for generic Save, Save As
	Added new key binding for Save All for the content browser

	#rb Alexis.Matte (approved by MattK)

Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix build warning

	#codereview nick.darnell
	#rb none

Change 3128642 on 2016/09/16 by Alexis.Matte

	#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
	#rb none
	#codereview matt.kuhlenschmidt

Change 3128733 on 2016/09/16 by Nick.Darnell

	UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.

	#jira UE-36105
	#rb none

Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor

	#rb none

Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix offset characters on some small fonts

	#rb none

Change 3130057 on 2016/09/19 by Jamie.Dale

	Fixing volatility and invalidation issues for text widgets

	#jira UE-33988
	#rb Nick.Darnell

Change 3130064 on 2016/09/19 by Jamie.Dale

	Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly

	#rb James.Hopkin

Change 3130233 on 2016/09/19 by Michael.Dupuis

	#jira UE-32914 Added missing args that the UI supported
	#rb Alexis.Matte

Change 3130265 on 2016/09/19 by Nick.Darnell

	Automation - Cleaning up some API items.

	#rb none

Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt

	Fix reentrancy saving assets while a prompt for checkout dialog is open

	#rb none

Change 3130398 on 2016/09/19 by Jamie.Dale

	Fixing UHT error when building

	#rb none

Change 3132101 on 2016/09/20 by Nick.Darnell

	UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.

	#rb none

Change 3132110 on 2016/09/20 by Nick.Darnell

	PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)

	#jira UE-13770

	#rb Nick.Darnell

Change 3132111 on 2016/09/20 by Nick.Darnell

	UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.

	#rb none

Change 3132138 on 2016/09/20 by Michael.Dupuis

	#jira UE-30945 Added missing PostEditComponentMove after drag is finished
	#rb Alexis.Matte

Change 3132147 on 2016/09/20 by Michael.Dupuis

	#jira UE-30866 Fixed the filter to work properly
	#rb Alexis.Matte

Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

	#rb none

Change 3132231 on 2016/09/20 by Nick.Darnell

	Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha.  This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.

	#jira UE-33285
	#rb none

Change 3132255 on 2016/09/20 by Alex.Delesky

	#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.

	#rb Matt.Kuhlenschmidt

Change 3132587 on 2016/09/20 by Mike.Fricker

	MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
	#rb none
	#lockdown matt.kuhlenschmidt

Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix crash opening the cooker settings

	https://jira.it.epicgames.net/browse/UE-36197

	#rb none
	#lockdown nick.darnell

Change 3133144 on 2016/09/20 by Nick.Darnell

	Build configuration for automation tests.

	#rb none
	#lockdown matt.kuhlenschmidt

Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix default material on odin text

	#rb none
	#lockdown nick.darnell

Change 3133913 on 2016/09/21 by Nick.Darnell

	Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp

	#rb none
	#jira UE-36231
	#lockdown matt.kuhlenschmidt

[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00

3496 lines
109 KiB
C++

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