308 Commits

Author SHA1 Message Date
Francis Hurteau
b073de2337 Truncation warnings fixes for AssetTools
#rb Devin.Doucette
#jira UE-166274

[CL 26758160 by Francis Hurteau in 5.3 branch]
2023-08-01 18:21:27 -04:00
nick baltis
61b7cf81c7 Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279
https://horde.devtools.epicgames.com/job/6480c6078417d79259d7b71c

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25857620 by nick baltis in ue5-main branch]
2023-06-07 16:48:21 -04:00
hilda cruz
a43cbb3322 [Backout] - CL25804385 for a BH issue
#rnx
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25809604 by hilda cruz in ue5-main branch]
2023-06-05 22:13:54 -04:00
nick baltis
a400eefa24 Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25804411 by nick baltis in ue5-main branch]
2023-06-05 17:26:01 -04:00
dave belanger
25e5977782 AssetTools.LogFolderPermissions command that logs the read and write folder permission lists
#rb Rex.Hill
#preflight 647a2ffa8417d79259b5c21d

[CL 25771781 by dave belanger in ue5-main branch]
2023-06-02 16:04:32 -04:00
Alexis Matte
e02363dd23 Change the AssetImportTask interchange options to use FSoftObjectPath instead of TObjectPtr to allow adding python and blueprint pipeline when filling the options.
#jira UE-171404
#rb none
#rnx
#preflight 6474b34cd36191bd261644fe

[CL 25664015 by Alexis Matte in ue5-main branch]
2023-05-29 10:34:59 -04:00
Alexis Matte
e750ec5066 Interchange: Pipeline now have an optional "asset name" property use when importing 1 asset into the content browser.
#jira UE-178095
#rb jeanluc.corenthin
#rnx
#preflight 6467a3787958f15a8b8abd4d

[CL 25546937 by Alexis Matte in ue5-main branch]
2023-05-19 12:48:58 -04:00
edwin maynard
c98b625c8e [Backout] - CL25515851 (backed out due to cis issues)
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Due to Backout files marked for add could not show latest revision forcing me to submit this change directly though p4v.
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.

[CL 25521647 by edwin maynard in ue5-main branch]
2023-05-18 00:54:19 -04:00
nick baltis
91486908d5 Due to Backout files marked for add could not show latest revision forcing me to submit this change directly though p4v.
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.

[CL 25518666 by nick baltis in ue5-main branch]
2023-05-17 19:09:50 -04:00
jamie dale
6dd21fe90c Remove the consolidation method CVar now that lazy consolidation has had time to bed in as the default
#jira
[FYI] Dave.Belanger
#rnx

[CL 25446198 by jamie dale in ue5-main branch]
2023-05-12 08:27:15 -04:00
keaton stewart
ca3444d858 Back out changelist 25342326 for [FN Main CIS] NonUnity Error
[FYI] Nick.Baltis

[CL 25346626 by keaton stewart in ue5-main branch]
2023-05-04 20:35:17 -04:00
nick baltis
3c30b6acb1 Variable Frame Stripping
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on switch and in editor of around 8mb with no noticeable visual degradation.

2 Cvars added "a.Compression.UseVaribleFrameStripping" & "a.Compression.VaribleFrameStrippingRatio" which enable and change the amount of variable stripping.

In addition added 3 variables to anim sequences bOverrideVariableFrameStripping, UseVariableFrameStripping& FrameStrippingRatio; which allow you to override any stripping options on a per asset basis. mainly for the purpose of the case that a particular animation is behaving badly under higher stripping you don’t have to lower the whole platforms stripping to accommodate.
#preflight 642305be803cb466e858b86e
#rb alex.nischwitz

[CL 25343990 by nick baltis in ue5-main branch]
2023-05-04 18:13:08 -04:00
will brown
aa2ce737b0 Fixing a bug that occurs when creating a new plugin from a template containing .uasset files. It's possible for the plugin to fail to register if the post copy rename is triggered while the asset registry scan is still pending. The calling code assumes that the rename is synchronous however it can defer the operation and return. This puts the plugin in a bad state.
Showing the asset discovery dialog and preventing the plugin creation until the asset discovery is complete.

#rb Rex.Hill
#preflight 645008286538e45f75c38ccb

[CL 25292941 by will brown in ue5-main branch]
2023-05-01 17:48:02 -04:00
bob tellez
76172d96d7 #UE Add CVar to allow following redirectors when importing assets
[FYI] Alexis.Matte
#rb Alexis.Matte

[CL 25184546 by bob tellez in ue5-main branch]
2023-04-25 13:54:14 -04:00
rex hill
4a9460be92 Add export class permission list
#preflight 643446394c3ccbbdf17e8269
#rnx
#rb dave.belanger

[CL 24994901 by rex hill in ue5-main branch]
2023-04-11 14:22:04 -04:00
brooke hubert
de61b6290c [Asset Definition] Fix an issue where an invalid FName could cause category path look up to assert
#Jira UE-169921
#preflight 642f1f4741783dc3d077b509
#rb julien.stjean

[CL 24954181 by brooke hubert in ue5-main branch]
2023-04-06 15:42:22 -04:00
mike beach
ef5a5af970 Addressing a bug with AdvancedCopy, where two asset dependencies with the same name (from different plugins) would flatten down to overwrite eachother (causing a crash).
NOTE: This could significantly lengthen advanced copy destination paths, potentially blowing past the path character limit normally enforced by UE. In it's current state, the copy will just proceed normally -- seemingly working. This is probably something to investigate more, but doesn't appear to be a high-pri issue atm. A JIRA has been logged to capture this though: UE-182280

[FYI] brooke.hubert
#rb brooke.hubert, francis.hurteau

[CL 24916196 by mike beach in ue5-main branch]
2023-04-04 15:34:25 -04:00
Dan Thompson
db16e00f19 Remove "All Types" as an export file type as it doesn't really make sense.
#jira ue-182012
#rb charles.bloom
#preflight 642b5d8c1d19c0312a764c82

[CL 24904024 by Dan Thompson in ue5-main branch]
2023-04-03 19:28:29 -04:00
jamie dale
447aaec3a3 Updated advanced copy to use the lazy consolidation method by default
#jira
#preflight 64244d9d974dfaa53c548de7
#rb Dave.Belanger
#rnx

[CL 24841284 by jamie dale in ue5-main branch]
2023-03-29 14:22:56 -04:00
jeanfrancois dube
6d56dedc91 Fixed advanced copy of partitioned world.
#rb philippe.deseve
#preflight none

[CL 24672121 by jeanfrancois dube in ue5-main branch]
2023-03-16 11:45:42 -04:00
thales sabino
36933da6f5 Fix the asset filter in UAssetToolsImpl::CreateAssetWithDialog to use the Factory supported class path
Fix a mistake made in CL24423110 where the class path name added to the filter was from a UClass instead of being from the supported class that the filter is supposed to use

#jira UE-178311
#rb lauren.barnes
#preflight 64107c81af3fc35292164cb9

[CL 24634892 by thales sabino in ue5-main branch]
2023-03-14 10:11:29 -04:00
jordan hoffmann
988ccfdc87 [BugFix] "Diff against Depot" produces very noisy output. Export paths are included in text diffs which can show different paths depending on where the temp file was saved. This causes diffs that should be clean to have false positives. As a solution I added a PPF_ForDiff flag that ommits the ExportPath
#jira none
#udn 00537121
#rb Julien.StJean
#preflight 6407d9368832f48a4d5fdedd

[CL 24552862 by jordan hoffmann in ue5-main branch]
2023-03-07 20:00:27 -05:00
jamie dale
a9a51eb97d Optimized advanced copy by running its consolidate step less frequently
The "AssetTools.AdvancedCopyConsolidationMethod" CVar can control how frequently the consolidate runs, and there are three options available:
* Lazy - Run a consolidate once at the end for all assets and dependencies combined. The fastest method.
* PerAsset - Run a consolidate once for each asset combined with its dependencies. This is very slow, but is the default method for safety.
* PerAssetDependency - Run a consolidate once for each asset dependency. This is incredibly slow, and is only included for regression testing.

When copying ~1,600 assets the different methods produce the following results:
* Lazy: 222 seconds (~4 mins)
* PerAsset: 1818 seconds (~30 mins)
* PerAssetDependency: 5000 seconds (~83 mins)

#preflight 64011e5b1d304a547165e646

[CL 24511426 by jamie dale in ue5-main branch]
2023-03-03 20:07:20 -05:00
jordan hoffmann
5abf21121d [BugFix] Modified actors are not diff'ing correctly with one file per actor
#rb dan.oconnor
#rb francis.hurteau

[CL 24451087 by jordan hoffmann in ue5-main branch]
2023-02-28 16:07:32 -05:00
thales sabino
9df15b4889 Set the asset filter in UAssetToolsImpl::CreateAssetWithDialog
This will use the Factory supported class as a filter for assets in the Save Asset As dialog. Before this change anyone using this function would get a dialog that displayed all assets in the project.

This also makes it consistent with how Save Level As works, which only shows Levels in its dialog

#jira UE-178311
#rb lauren.barnes
#preflight 63fcbf93dd78dd50f68424b8

[CL 24423110 by thales sabino in ue5-main branch]
2023-02-27 09:48:56 -05:00