Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279https://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]
#rnx
[FYI] nick.baltis
Original CL Desc
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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]
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]
[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]
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]
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]
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]
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]
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]
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]
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]