mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
5.3
21 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
e63c334048 |
EpicStudioAnalytics plugin rewrite
High Level Vision: https://docs.google.com/document/d/13R4nJ2UNMJZlf6JCjYssFMSY-5CrURazE4tqxW77yBw/edit#heading=h.bpycydduomgi Details of changes: Removed "most" references to FStudioAnalytics from Engine code. Deprecated use of FStudioAnalytics::FireEvent_Loading(), will deprecate FStudioAnalytics in due course. Added FAnalyticsFlowTracker to the engine code base based on the flow system used in UEFN. Added explicit DDC Resource and DDC Summary events to track DDC usage by resource type. Moved common Editor analytics callbacks into EpicStudioAnalytics plugin Added a variety of delegates to the engine code to so that analytics capture can be defined in the plugin code or within the game code instead of the engine code ( eg. load map, editor initialization, cooking, slow task ) Added JSON serializer for analytics events to provide facility to capture analytics in restriced environments ( eg. UEFN CookWorker ). Though this fetaure is not enabled yet. This will temporarily break Loading and Cooking analytics for Lyra, ShooterGame, CitySample but not Fortnite or UEFN. The remainder will need to be "fixed up" in UE5/Main once the changes have propogated (stakeholders have been notified) [FYI] zousar.shaker, devin.doucette, eric.knapik, francis.hurteau #rb wes.hunt #preflight 643e45150a5a4b944e603be8 [CL 25083739 by mark lintott in ue5-main branch] |
||
|
|
8bad2c0365 |
Removed the callback system from core Analytics system. Fixed up analytics gathering in DerivedDataCache, Virtualization and HttpCacheStore
#rb wes.hunt #preflight 63be95bd68068a8bd6a4438e [CL 23651011 by mark lintott in ue5-main branch] |
||
|
|
35be596466 |
DDC: Reverted unnecessary changes made by IWYU
There are several cases where includes were added that are not directly used (only by reference or pointer), and where forward declarations were reordered in a way that worsens readability. #rb none #rnx [CL 21499953 by devin doucette in ue5-main branch] |
||
|
|
de1956f47b |
Ran IWYU on Public headers under Engine/Source/Developer/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21064294 by bryan.sefcik #jira #preflight 62d5c2111062f2e63015e598 #ROBOMERGE-OWNER: bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21182053 by bryan sefcik in ue5-main branch] |
||
|
|
75d0e7277b |
Add status icon to indicate DDC cache store status with tooltip text for details. Currently used to show when a cache store has been deactivated for performance.
#rb devin.doucette #ROBOMERGE-AUTHOR: zousar.shaker #ROBOMERGE-SOURCE: CL 21152573 via CL 21155094 via CL 21156160 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21181761 by zousar shaker in ue5-main branch] |
||
|
|
da46ade47c |
Added Cache Speed Stats to Analytics
Added Zen Server Stats to Analytics #rb zousar.shaker, devin.doucette #jira none #preflight 6295d84bd57da28cc8ee9eab [CL 20434901 by mark lintott in ue5-main branch] |
||
|
|
5b730ad9d0 |
DDC: Added LegacyDebugOptions and LegacyStats to ILegacyCacheStore
#rb Zousar.Shaker #rnx #preflight 61f1bcafbe0f0e0a623e8a15 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18745532 in //UE5/Release-5.0/... via CL 18745716 via CL 18746304 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18746526 by devin doucette in ue5-main branch] |
||
|
|
54235555db |
DDC: Moved FDerivedDataBackendInterface from Public to Private
The interface was in the public folder before 5.0, but was not usable from there in a meaningful way. #rb Zousar.Shaker #rnx #preflight 61bbac388a62de8385c132c7 #ROBOMERGE-AUTHOR: devin.doucette #ROBOMERGE-SOURCE: CL 18479761 in //UE5/Release-5.0/... via CL 18481541 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18481817 by devin doucette in ue5-release-engine-test branch] |
||
|
|
a6e741e007 |
Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17918595 by aurel cordonnier in ue5-release-engine-test branch] |
||
|
|
77b340efea |
DDC: Moved new stats functions into FDerivedDataCacheInterface to remove module dependency
#rb Aurel.Cordonnier #rnx #ROBOMERGE-SOURCE: CL 16997387 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207) [CL 16997407 by devin doucette in ue5-release-engine-test branch] |
||
|
|
fe9766c261 |
Updated DDC Widget
Added detailed resource and cache backend information. Added new indicators for Busy, Upload, Download, LocalCache and RemoteCache Minor modifications to StudioAnalytics to re-use the stats gathering code #rb francis.hurteau [FYI] jeff.farris #ROBOMERGE-SOURCE: CL 16929122 via CL 16929180 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207) [CL 16929193 by mark lintott in ue5-release-engine-test branch] |
||
|
|
0cbbc781ca |
Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114 [CL 15740605 by Marc Audy in ue5-main branch] |
||
|
|
3cc86b3d2f |
Optimizations for DDC access on remote / slow drives.
If a filesystem node is not available not prompt the user and optionally retry incase they need to mount a drive or start VPN Fiilesystem nodes now perform a speed test using a selection of 'DDC sized' files to determine a classification (local, fast, ok, slow). Add a new 'ConsiderSlowAt' property to the 'Filesystem' DDC node type. If latency to the node is >= this value then the node will be marked as slow which disables touch'ing and reduces file stats Interface Changes - Add the concept of a speed class to nodes - Add GetName to nodes for better debugging / logging - WouldCache query that allows caches to opt of of consideration early and avoid async tasks being created. - Create a new 'FileBackedDerivedDataBackend' class that's the for the memory/boot backend and future classes - TryToPrefetch interface functions for future use Behavior Changes - Moved parameter parsing into FileSysteDerivedDataBackend as things were getting out of hand - FileSystemDerivedDataBackend now performs a speed test using 'DDC sized' files in separate directories and applies a classification - Slow locations turn off touching of data on read - Slow locations always return true for CachedDataProbablyExists. It's faster just to try to read and fail - If the shared DDC is not available the user is prompted incase they need to mount it. [at]ben.marsh [at]josh.engebretson #rb swarm #tests lots of PIE runs with / without this option #ROBOMERGE-SOURCE: CL 12387516 via CL 12387517 via CL 12396622 #ROBOMERGE-BOT: (v671-12333473) [CL 12396757 by andrew grant in Release-Engine-Staging branch] |
||
|
|
471d972e62 |
Updating copyright for Engine Developer.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 #ROBOMERGE-BOT: (v613-10869866) [CL 10870584 by ryan durand in Main branch] |
||
|
|
7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
||
|
|
4ba423868f |
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] |
||
|
|
496e06c3d5 |
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2976484 on 2016/05/12 by Jason.Bestimt #ROBOMERGE-AUTHOR: nick.atamas Added queueing to HUD Alerts so they don't clobber each other. Added input visualization so that keys show up in game. SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth #test PIE #ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2976256 on 2016/05/12 by Zak.Middleton #ue4 - Fix for shipping build. #tests compiled Change 2976205 on 2016/05/12 by Zak.Middleton #ue4 - (Merge |
||
|
|
4fda014a69 |
Fix error parsing documentation - UnrealDocTool barfs if there's a source file with two % characters on the same line, because it parses it as a variable reference.
#codereview Wes.Hunt, Richard.Hinckley #lockdown Nick.Penwarden [CL 2876390 by Ben Marsh in Main branch] |
||
|
|
a572d8e23f |
Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2870336 on 2016/02/17 by Marc.Audy Continued splitting up Orion Build * Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild * Cook server data only once for both Windows and Linux (windows reuses Linux server data) * Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client #jira UEB-580 #rb Ben.Marsh #tests Preflight and generated Windows Client and Server work to play game Change 2870026 on 2016/02/17 by Wes.Hunt Don't allow array shrinking when removing the corruption wrapper trailer. #rb none Updating CIS Counter Change 2869725 on 2016/02/17 by Dmitry.Rekman More analytics and QoS stats added for 0.19. #rb none #tests Ran Windows client and Linux server on compatible content. Change 2869705 on 2016/02/16 by Ryan.Gerleve Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays. This is the engine support for fixing OR-6817, towers not respawning when rewinding replays. #rb john.pollard #tests golden path, replays, ps4 nomcp Change 2869644 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2869635 #Tests:none #RB:none Change 2869586 on 2016/02/16 by Marcus.Wassmer Fix texturestreaming RHI flushes. #rb none #test goldenpath #codereview Gil.Gribb Change 2869279 on 2016/02/16 by Lukasz.Furman fixed minion hit reaction directions #orion OR-13953 #rb Mieszko.Zielinski #tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers #codereview Dan.Youhon Change 2869277 on 2016/02/16 by Wes.Hunt During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks. #rb daniel.lamb #tests local windows cooks, preflight PS4 cooks Change 2869132 on 2016/02/16 by Mieszko.Zielinski Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4 #rb Lukasz.Furman #test none required Change 2868981 on 2016/02/16 by Wes.Hunt remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used. This was requested by NickP. #rb none #tests local windows cooks Change 2868975 on 2016/02/16 by Wes.Hunt Don't submit DDC usage stats for zero-sized events. #rb none #tests local windows cook Change 2868956 on 2016/02/16 by Jason.Bestimt #ORION_DEV - Merge MAIN (0.18) at CL# 2868926 #RB:none #Tests:none Change 2868889 on 2016/02/16 by Max.Chen Sequencer: Only allow transport control binding when editing level editor sequencers. #rb none #tests none Change 2868663 on 2016/02/16 by David.Ratti downgrade warning to display #rb none #tests compile Change 2868624 on 2016/02/16 by Marcus.Wassmer Re-Enable Defrag validation for devgeneral #rb none #test none Change 2868493 on 2016/02/16 by Benn.Gallagher Added a few more stats to morph target updates to try and narrow down hitches #rb Bruce.Nesbit #tests pie, -game Win64 Change 2868445 on 2016/02/16 by Dmitry.Rekman Linux: report crashes due to stack overflow (OR-14519). - Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread. - Force process spawning to use vfork() when no pipes are needed. - Ignore all signals except explicitly handled. - Prevent signals from being raised while another one is handled. - Added "debug threadrecurse" and "debug threadstackoverflow" to test that. [CL 2873763 by Andrew Grant in Main branch] |