1. Whether the source mips detects alpha
2. Several hashes to track the state of data at various stages of the build process.
Move the r.SharedLinearTextureEncoding out of the ConsoleManager as that's The Old Way.
Rename TextureDerivedDataVersion for uniqueness.
#rb devin.doucette
#rb charles.bloom
#preflight 6377fca7815e4b9b75681765
[CL 23206768 by Dan Thompson in ue5-main branch]
fixes zoom getting very slow as it gets larger
#rb alexander.suvorov
#preflight 636968d6d0174259ccea87f5
[CL 23062635 by charles bloom in ue5-main branch]
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously
#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf
[CL 22634973 by alexis matte in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
By default Lumen is disabled for Scene Capture to save memory, but can be enabled via post process override settings. The memory usage display was important when adding this feature, to give feedback to the user of the memory impact for enabling Lumen. It's also just generally useful besides. Lumen costs 340 MB to enable if view specific Lumen scene data is enabled at low quality (half resolution page buffer), or 640 MB at high quality (full resolution page buffer). Besides memory statistics in the Texture Editor, there is an editor specific command which dumps per-resource sizes to log (r.SceneCapture.DumpMemory), useful for investigating where the memory is going.
Lumen requires persistent state to function properly, so Lumen is disabled if bCaptureEveryFrame and bAlwaysPersistRenderingState are both false. I decided not to allow Lumen for Scene Capture Cube, due to high memory cost, poor CPU performance, and lighting seams across the faces. I'm hoping in the future to run Scene Capture Cube as a single scene render call (effectively 6-way split screen for the 6 cube map faces), and have certain rendering passes run as a single omnidirectional pass. Perhaps Lumen could use a single radiance cache for all 6 faces, rather than 6 separate caches, reducing memory, significantly improving performance, and hopefully solving lighting seams.
I rounded out the set of functions that handle per-view VSM and Lumen caches, to include functionality to remove the caches (necessary to allow the per-view Lumen cache to be toggled back off), and query their presence.
#jira UE-148665
#rb Krzysztof.Narkowicz Daniel.Wright zach.bethel
#preflight 6307cf561615ec0db52700e3
[CL 21594503 by jason hoerner in ue5-main branch]