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UnrealEngineUWP/Engine/Source/Runtime/RuntimeAssetCache/Private/RuntimeAssetCacheBuilders.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "RuntimeAssetCacheBuilders.h"
#include "Serialization/LargeMemoryWriter.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "RuntimeAssetCacheModule.h"
#include "TextureResource.h"
#include "Engine/Texture.h"
#include "Engine/Texture2D.h"
void URuntimeAssetCacheBuilder_ObjectBase::SaveNewAssetToCache(UObject* NewAsset)
{
SetAsset(NewAsset);
GetFromCacheAsync(OnAssetCacheComplete);
}
void URuntimeAssetCacheBuilder_ObjectBase::SetAsset(UObject* NewAsset)
{
Asset = NewAsset;
OnSetAsset(Asset);
}
FVoidPtrParam URuntimeAssetCacheBuilder_ObjectBase::Build()
{
// There was no cached asset, so this is expecting us to return the data that needs to be saved to disk
// If we have no asset created yet, just return null. That will trigger the async creation of the asset.
// If we do have an asset, serialize it here into a good format and return a pointer to that memory buffer.
if (Asset)
{
FLargeMemoryWriter Ar(GetSerializedDataSizeEstimate(), /*bIsPersistent*/ true);
SerializeAsset(Ar);
FVoidPtrParam Result(Ar.GetData(), Ar.TotalSize());
Ar.ReleaseOwnership();
return Result;
}
// null
return FVoidPtrParam::NullPtr();
}
void URuntimeAssetCacheBuilder_ObjectBase::GetFromCacheAsync(const FOnAssetCacheComplete& OnComplete)
{
OnAssetCacheComplete = OnComplete;
GetFromCacheAsyncCompleteDelegate.BindDynamic(this, &URuntimeAssetCacheBuilder_ObjectBase::GetFromCacheAsyncComplete);
CacheHandle = GetRuntimeAssetCache().GetAsynchronous(this, GetFromCacheAsyncCompleteDelegate);
}
void URuntimeAssetCacheBuilder_ObjectBase::GetFromCacheAsyncComplete(int32 Handle, FVoidPtrParam DataPtr)
{
if (Handle != CacheHandle)
{
// This can sometimes happen when the world changes and everything couldn't cancel correctly. Just ignore any callbacks that don't match handles.
if (DataPtr.Data != nullptr)
{
FMemory::Free(DataPtr.Data);
}
return;
}
if (DataPtr.Data != nullptr)
{
// Success! Finished loading or saving data from cache
// If saving, then we already have the right data and we can just report success
if (Asset == nullptr)
{
// If loading, we now need to serialize the data into a usable format
// Make sure Asset is set up to be loaded into
OnAssetPreLoad();
FBufferReader Ar(DataPtr.Data, DataPtr.DataSize, false);
SerializeAsset(Ar);
// Perform any specific init functions after load
OnAssetPostLoad();
}
// Free the buffer memory on both save and load
// On save the buffer gets created in Build()
// On load the buffer gets created in FRuntimeAssetCacheBackend::GetCachedData()
FMemory::Free(DataPtr.Data);
CacheHandle = 0;
// Success!
OnAssetCacheComplete.ExecuteIfBound(this, true);
}
else
{
// Data not on disk. Kick off the creation process.
// Once complete, call GetFromCacheAsync() again and it will loop back to this function, but should succeed.
if (!bProcessedCacheMiss)
{
bProcessedCacheMiss = true;
OnAssetCacheMiss();
}
else
{
// Failed
OnAssetCacheComplete.ExecuteIfBound(this, false);
}
}
}
void UExampleTextureCacheBuilder::OnSetAsset(UObject* NewAsset)
{
Texture = Cast<UTexture2D>(NewAsset);
}
void UExampleTextureCacheBuilder::OnAssetCacheMiss_Implementation()
{
// Override and create the new asset here (this is where we would render to a render target, then get the result)
// For this example we will simply load an existing texture
UTexture2D* NewTexture = LoadObject<UTexture2D>(nullptr, *AssetName);
// Make sure the new asset gets properly cached for next time.
SaveNewAssetToCache(NewTexture);
}
void UExampleTextureCacheBuilder::SerializeAsset(FArchive& Ar)
{
if (Texture && Texture->PlatformData)
{
FTexturePlatformData* PlatformData = Texture->PlatformData;
UEnum* PixelFormatEnum = UTexture::GetPixelFormatEnum();
Ar << PlatformData->SizeX;
Ar << PlatformData->SizeY;
Ar << PlatformData->NumSlices;
if (Ar.IsLoading())
{
FString PixelFormatString;
Ar << PixelFormatString;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
PlatformData->PixelFormat = (EPixelFormat)PixelFormatEnum->GetValueByName(*PixelFormatString);
}
else if (Ar.IsSaving())
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
FString PixelFormatString = PixelFormatEnum->GetNameByValue(PlatformData->PixelFormat).GetPlainNameString();
Ar << PixelFormatString;
}
int32 NumMips = PlatformData->Mips.Num();
int32 FirstMip = 0;
int32 LastMip = NumMips;
TArray<uint32> SavedFlags;
if (Ar.IsSaving())
{
// Force resident mips inline
SavedFlags.Empty(NumMips);
for (int32 MipIndex = 0; MipIndex < NumMips; ++MipIndex)
{
SavedFlags.Add(PlatformData->Mips[MipIndex].BulkData.GetBulkDataFlags());
PlatformData->Mips[MipIndex].BulkData.SetBulkDataFlags(BULKDATA_ForceInlinePayload | BULKDATA_SingleUse);
}
// Don't save empty Mips
while (FirstMip < NumMips && PlatformData->Mips[FirstMip].BulkData.GetBulkDataSize() <= 0)
{
FirstMip++;
}
for (int32 MipIndex = FirstMip + 1; MipIndex < NumMips; ++MipIndex)
{
if (PlatformData->Mips[FirstMip].BulkData.GetBulkDataSize() <= 0)
{
// This means there are empty tail mips, which should never happen
// If it does, simply don't save any mips after this point.
LastMip = MipIndex;
break;
}
}
int32 NumMipsSaved = LastMip - FirstMip;
Ar << NumMipsSaved;
}
if (Ar.IsLoading())
{
Ar << NumMips;
LastMip = NumMips;
PlatformData->Mips.Empty(NumMips);
for (int32 MipIndex = 0; MipIndex < NumMips; ++MipIndex)
{
PlatformData->Mips.Add(new FTexture2DMipMap());
}
}
uint32 LockFlags = Ar.IsSaving() ? LOCK_READ_ONLY : LOCK_READ_WRITE;
for (int32 MipIndex = FirstMip; MipIndex < LastMip; ++MipIndex)
{
FTexture2DMipMap& Mip = PlatformData->Mips[MipIndex];
Ar << Mip.SizeX;
Ar << Mip.SizeY;
int32 BulkDataSizeInBytes = Mip.BulkData.GetBulkDataSize();
Ar << BulkDataSizeInBytes;
if (BulkDataSizeInBytes > 0)
{
void* BulkMipData = Mip.BulkData.Lock(LockFlags);
if (Ar.IsLoading())
{
int32 ElementCount = BulkDataSizeInBytes / Mip.BulkData.GetElementSize();
BulkMipData = Mip.BulkData.Realloc(ElementCount);
}
Ar.Serialize(BulkMipData, BulkDataSizeInBytes);
Mip.BulkData.Unlock();
}
}
// Restore flags
if (Ar.IsSaving())
{
for (int32 MipIndex = 0; MipIndex < NumMips; ++MipIndex)
{
PlatformData->Mips[MipIndex].BulkData.SetBulkDataFlags(SavedFlags[MipIndex]);
}
}
}
}
void UExampleTextureCacheBuilder::OnAssetPreLoad()
{
// Create an object to load the data into
UTexture2D* NewTexture = NewObject<UTexture2D>();
NewTexture->PlatformData = new FTexturePlatformData();
NewTexture->NeverStream = true;
SetAsset(NewTexture);
}
void UExampleTextureCacheBuilder::OnAssetPostLoad()
{
Texture->UpdateResource();
}
int64 UExampleTextureCacheBuilder::GetSerializedDataSizeEstimate()
{
int64 DataSize = sizeof(FTexturePlatformData);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3779049) #rb none #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3627162 by Phillip.Kavan #jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types. - Regression introduced in CL# 3613358. Change 3756887 by Ben.Zeigler #jira UE-52380 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances Copy of CL #3756788 Change 3756888 by Ben.Zeigler #jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly Copy of CL #3753986 #thomas.sarkanen Change 3759254 by Ben.Zeigler Disable the duplicate PrimaryAssetId for editor only types like Maps. This can happen if content folk copy maps using the content browser, and does not actually cause a runtime problem. It still ensures for cooked types Change 3759278 by Ben.Zeigler Add IsTempPackage to FPackageName Fix issue where temp/memory packages shown in a content browser/asset audit window would spam the log when it failed to find source control info for them Change 3759613 by Phillip.Kavan Add support for casting between mismatched soft pointer types in nativized Blueprint C++ assignment statements and function calls. Change summary: - Extended FEmitHelper::GenerateAutomaticCast() to consider soft pointer terms and inject C++ code to explicitly cast the RHS when needed. #jira UE-52205 Change 3760040 by Dan.Oconnor Add Call Stack control for viewing Blueprint call stacks when paused at a breakpoint, available from the Developer Tools menu #jira UE-2296 Change 3760955 by Phillip.Kavan Fix conditional (SA/CIS issue). Change 3761356 by Ben.Zeigler Fix DLC staging rules to handle metadata correctly and remove debug log I accidentally added. The DLC staging now iterates in a similar way to the normal staging, it just may also excluded Engine Change 3761859 by Zak.Middleton #ue4 - Fix crash in UStaticMesh::GetAssetRegistryTags() when FindObject is used during saving. Added Lex::ToString for physics enums ECollisionTraceFlag, EPhysicsType, and EBodyCollisionResponse. #jira UE-52478 #tests QA game, content browser Change 3761860 by mason.seay Submitting test content for Async Load issue Change 3762559 by Ben.Zeigler #jira UE-52407 Fix it so FText can be specified in blueprint functions as default parameters. The UI showed up before but the data was lost Change GetDefaultsAsString on Pin to always return an internal string so it can correctly be import texted, add GetDefaultsAsText for display purposes Change 3764459 by Marc.Audy PR #4224: Fix LoadLevelInstanceBySoftObjectPtr (Contributed by phlknght) #jira UE-52415 Change 3764580 by Ben.Zeigler Clean up delegates in UObjectGlobals.h, fixing several incorrect comments and moving some editor delegates into WITH_EDITOR Change 3764602 by Ben.Zeigler #jira UE-52487 Fix it so OnAssetLoaded gets correctly called for Assets that were async loaded while in the editor/standalone editor game. This is necessary because they would not get registered with various editor systems for the rest of the editor session, even if opened manually Change 3764603 by Ben.Zeigler Related to UE-52487, now that async loading blueprints in the editor properly registers them with the blueprint actions, we need to unregister them when automated tests want them to unload. Add a ClearEditorReferences function to UBlueprint that calls the OnUnloaded editor delegate, so EngineTest doesn't need to include the editor module Change 3764768 by Ben.Zeigler #jira UE-52524 Fix null access crash when pasting an invalid macro instance node Change 3766415 by Fred.Kimberley Removing invalid assets. Most of these are out of date. Change 3766417 by Fred.Kimberley Add warnings when we try to export a package without a type. Change 3766514 by Fred.Kimberley Added a #include to fix the build. Change 3766542 by Fred.Kimberley Added a #include to fix the build. Change 3766558 by Fred.Kimberley Rename variables to avoid warnings about hiding previous variable declarations. Change 3767619 by Marc.Audy bActorIsBeingDestroyed must be part of transaction history #jira UE-51796 Change 3767993 by Dan.Oconnor Preserve graph editor controls when clicking on a hyper link, this speeds up navigation via the debugger 'step' command and Find in Blueprints control #jira UE-52596 Change 3768146 by Marc.Audy Fix material instance dynamic not correctly finding object in details panel customization as a result soft path changes #jira UE-52488 Change 3769586 by Marc.Audy Fix expose on spawn related error messages Change 3769863 by Dan.Oconnor Blueprint call stack now has access to frame offsets and can highlight nodes that are active on previous stack frames #jira UE-52452 Change 3771200 by Dan.Oconnor CIS fix - add missing DO_BLUEPRINT_GUARD Change 3771555 by Ben.Zeigler Add transactions for several pin class changing actions which were missing them Change 3771589 by Ben.Zeigler #jira UE-52665 Fix it so changing the type of a create widget or spawn actor node will correctly propagate the type change to reroute/wildcard nodes instead of disconnecting Change 3771683 by Dan.Oconnor Call Stack polish: background color no longer changes when undocked, prettify-ing "ExecuteUbergraph_blahblah" in to "Event Graph", resizing works correctly, added overlay message when no call stack is available #jira UE-52567 Change 3771734 by Dan.Oconnor Add entries for native code in the blueprint call stack view, clarifying re-entrancy Change 3774293 by Ben.Zeigler #jira UE-52665 Minimal fix for making sure type changes propagate through multiple rerout nodes, going to make a larger refactor in a second checkin Change 3774328 by Ben.Zeigler #jira UE-52665 Refactor knot nodes so there is one type propagation function that takes a direction, this fixes an issue where the second knot node in a chain would not have it's type changed when input type changed Change 3774342 by Ben.Zeigler #jira UE-52661 Fix crash when using blueprinted components created by a specialized subclass of UBlueprint, from PR #4249 Change 3774476 by Fred.Kimberley Add class and function info to pin names for async nodes. This fixes a problem where redirectors for async node pins did not work. https://udn.unrealengine.com/questions/402882/propertyredirect-fails-with-uk2node-latentgameplay.html?childToView=403808 Change 3774645 by Ben.Zeigler #jira UE-41743 Fix it so struct split pins handle renames correctly, both for user structs and native structs Refactor the variable rename checking in make/break struct to use the generic one I just added Change 3775412 by Phillip.Kavan UX improvements for Blueprint single-step debugging and breakpoints. Also added Step Out and Step Over debugging commands. Change summary: - Remapped the existing Step In command from F10 to F11 hotkey. - Mapped existing Step Over command to F10 and existing Step Out command to ALT-SHIFT-F11 hotkeys. - Added new (repurposed) icon assets for single-step debugging toolbar commands. - Modified FPlayWorldCommands::BuildToolbar() to add new Step Over and Step Out commands to the toolbar. - Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to remove special-case code for intermediate Tunnel Instance nodes, as these are now reverse-mapped through FullSourceBacktrackMap. - Modified FKismetDebugUtilities::CheckBreakConditions() to more generally manage the current graph stack (i.e. not just for Blueprint Function graphs). Also fixed a bug where we had failed to reset the target graph stack depth after completing a Step Out/Over iteration. - Modified FBlueprintDebugData::FindAllCodeLocationsFromSourceNode() to remove the additional iteration for the special Macro source node table (no longer required). - Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to remove the Macro-specific parameters and the additional insertions into the special Macro tables (no longer required). - Modified UK2Node_MathExpression::ValidateNodeDuringCompilation() to remove the special-case for Macro Instance source nodes, as Macro source nodes are now being mapped through the same table. - Added FindMatchingTunnelInstanceNode() as a utility method for now in BlueprintConnectionDrawingPolicy.cpp in order to match up Macro/Composite graph source nodes with nested Tunnel Instance nodes at the current graph level. *** TODO: For 4.19 we probably should revert back to using a secondary table in the debug data to map Tunnel Instance node hierarchies to code offsets in order to result in a faster lookup time here. *** - Modified FKismetConnectionDrawingPolicy::BuilldExecutionRoadmap() to replace the special-case for Macro Instance source nodes with a more general check for Tunnel Instance nodes that also handles Composite source nodes. - Revised UK2Node_TunnelBoundary to strip out most of what was being used to support the profiler, while keeping its basic compiled goto behavior in order to still function as a NOP node. - Added FKismetCompilerContext::SpawnIntermediateTunnelBoundaryNodes(). - Modified FKismetCompilerContext::ExpandTunnelsAndMacros() to no longer overwrite intermediate Macro source node mappings in the lookup table with the Macro Instance source node that triggered the Macro graph expansion. Also revised the TunnelNode case to spawn intermediate TunnelBoundary (NOP) nodes around Macro and Composite gateways; this allows breakpoints to hit on the Tunnel nodes around a source graph expansion. - Modified FScriptBuilderBase::EmitInstrumentation() to remove special-case handling for Macro and Tunnel source nodes. These are now being mapped directly through the SourceBacktrackMap instead. - Removed alternate breakpoint icon assets for Macro Instance and Composite nodes (no longer needed). - Removed UK2Node::GetActiveBreakpointToolTipText() and its UK2Node_MacroInstance override (no longer required). - Removed special case in SGraphNodeK2Base::GetOverlayBrushes() for Macro Instance and Composite nodes (no longer needed). - Removed special-case mappings and interface methods for Tunnel nodes in FCompilerResultsLog (no longer required). - Removed the LineNumberToMacroSourceNodeMap and LineNumberToMacroInstanceNodeMap members from the FDebuggingInfoForSingleFunction struct (no longer in use). - Removed FBlueprintDebugData::FindMacroSourceNodeFromCodeLocation() and FindMacroInstanceNodesFromCodeLocation(). - Removed FKismetDebugUtilities::FindMacroSourceNodeForCodeLocation() (no longer in use). - Removed special-case handling for Macro Instance nodes in FKismetDebugUtilities::OnScriptException() (no longer required). Macro source nodes are no longer being mapped to code offsets through a separate table, and we don't need to worry about saving/restoring the Active Object when debugging with a Macro Graph in the active tab. #jira UE-2880 #jira UE-16817 Change 3776606 by mason.seay Updated content to prevent warning from appearing Change 3777051 by Dan.Oconnor ComponentTemplate references in UBlueprint can no be cleared after compiling the (blueprint defined) component #jira UE-52484 Change 3777108 by Dan.Oconnor Look up call stack frame source name when caching a script call stack for display. This relies on debug data being generated for event stubs #jira UE-52717, UE-52719 Change 3778277 by Marc.Audy Fixed potential null material reference causing crash. #jira UE-52803 Change 3778288 by Marc.Audy PR #3957: Making FAlphaBlend BlueprintType in order to fix a bunch of broken UPROPERTY's as of 4.17 (Contributed by ill) #jira UE-49082 Change 3778321 by Phillip.Kavan Fix for a regression in BP script execution behavior related to misidentified latent node expansions from a macro source graph. Change summary: - Removed FCompilerResultsLog::FullSourceBacktrackMap (no longer in use). - Restored FCompilerResultsLog::IntermediateTunnelNodeToTunnelInstanceMap (which was in place prior to CL# 37754112); this table was being used to map intermediate nodes resulting from a tunnel instance node expansion back to the outer tunnel instance node that triggered the expansion. Its once again being used for that reason, but I reduced the scope a bit to only include the execution path within the expansion, as that's the only mapping that we need. - Restored FCompilerResultsLog::RegisterIntermediateTunnelNode(), but renamed it to NotifyIntermediateTunnelNode() to be consistent with the other parts of the MessageLog interface, and also removed the part of the implementation that was adding to a secondary macro expansion-to-source backtrack map (since macro expansion node lookup is now done through the main source backtrack map). - Restored FCompilerResultsLog::GetIntermediateTunnelInstance(). - Modified FCompilerResultsLog::NotifyIntermediateObjectCreation() to remove the part of the implementation that was adding to the secondary node-only-to-source backtrack map (it was previously just a redundant copy of the main one except in the case of macro expansions). - Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to restore the calculation of a stable UUID for nodes sourced from a macro expansion, where we had incorporated the outer intermediate tunnel instance node chain. #jira UE-52872 Change 3778329 by Marc.Audy PR #4241: Enforce calling superclass on ActorComponent::BeginPlay (Contributed by rlefebvre) #jira UE-52574 Change 3778349 by Marc.Audy Minor cleanup Change 3759702 by Ben.Zeigler #jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory. Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful #jira UE-52158 Fix it to refresh the list of possible asset audit platforms when the refresh button is pushed Change 3766414 by Fred.Kimberley Data validation plugin Change 3769923 by Ben.Zeigler #jira UE-30347 Change ResourceSize mode enum from Inclusive to EstimatedTotal, which includes UObject serialization data as well as data for any subobjects. It now does NOT include externally referenced assets, which it did for some assets but not others Fix Texture EstimatedTotal memory to handle LOD bias, it now reports the largest possible size in a cooked game of any platform Fix many GetResourceSizeEx calls to match the new definition and improve accuracy Switched several editor tools to use EstimatedTotal now that it is more useful, and removed some unused memory stats Remove ResourceSize from UObject asset registry tags as it was misleading and inaccurate, for now it is only possible to get this for loaded objects Remove MapFileSize from Worlds as it redundant with the generic file size. Fixed the generic file size to display using the Size format Several UI fixes for Asset Audit and Size Map to deal with this change. Asset Audit no longer has the memory size columns, and the memory size drop down in Size Map is disabled for cooked builds Change 3771365 by Ben.Zeigler #jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors. [CL 3779057 by Marc Audy in Main branch]
2017-11-29 16:03:05 -05:00
DataSize += sizeof(FString) + (sizeof(TCHAR) * 12); // Guess the size of the pixel format string (most are less than 12 characters, but we don't need to be exact)
DataSize += Texture->GetResourceSizeBytes(EResourceSizeMode::EstimatedTotal); // Size of all the mips
DataSize += (sizeof(int32) * 3) * Texture->GetNumMips(); // Each mip stores its X and Y size, and its BulkDataSize
return DataSize;
}