103 Commits

Author SHA1 Message Date
chris kulla
f1e259930a Fix holdout flag on GeometryCache primitives
Added function to set up dynamic UB parameters using the existing proxy BuildUniformShaderParameters function to avoid divergence in functionality. This pattern should eventually be used in the other dynamic primitives.

#jira UE-206282
#rb Juan.Canada

[CL 31727155 by chris kulla in 5.4 branch]
2024-02-22 13:06:12 -05:00
anousack kitisa
9bab2df0b1 USD: Fixed possible crash due to USD GeometryCache with bad data.
#jira UE-198575
#rb daniel.coelho, JeanLuc.Corenthin

[CL 31563003 by anousack kitisa in 5.4 branch]
2024-02-16 09:19:12 -05:00
anousack kitisa
470e411e58 GeometryCache: Fixed crashes when rendering geometry cache due to parallelization of GDME.
#jira UE-201034, UE-203975
#rnx
#rb JeanLuc.Corenthin, zach.bethel

[CL 31445990 by anousack kitisa in 5.4 branch]
2024-02-13 16:12:48 -05:00
anousack kitisa
fac40f8bd7 GeometryCache: Fixed truncation warnings
#jira UE-173965
#rb JeanLuc.Corenthin

#changelist validated
#virtualized

[CL 31226032 by anousack kitisa in 5.4 branch]
2024-02-06 14:39:19 -05:00
JeanFrancois Dube
f66449b41e Property Coloration Revival:
- This functionality was lost at some point during UE4 and wasn't bound to anything in the engine since then.
- Removed all property coloration specific code and made it go through the new Actor Coloration Framework, and kept the original white color for non-matching objects and red for matching objects.
- In UE3, property coloration was bound to shift-click on a property, but this was replaced by copy/paste in UE4, so this is now bound to control-click instead.

#jira none
#rb Sebastien.Lussier
#fyi Brooke.Hubert, Aditya.RaviChandran

#p4v-cherrypick 31083998

[CL 31101359 by JeanFrancois Dube in 5.4 branch]
2024-02-01 16:07:39 -05:00
andrew rodham
7ce7833280 Sequencer: Outliner UX improvements
This change represents the final round of improvements to the Sequencer outliner UI per UX team's mockups. The notable changes are:

 - All widgets on the outliner are now properly aligned and maintained through a rich and extensible column management API. All columns can be toggled on and off as desired.
 - Previous/Add/Next key navigation buttons have updated icons and spacing and are consistent with the pin/lock/mute/solo icons
 - Labels and edit widgets will now forcibly overflow other, less important, widgets on hover if they are occluded because of a narrow overal outliner width
 - All rows now have a separator line
 - Track rows are now uniform heights
 - Lock camera button is now more prominent

#rb Max.Chen
#jira UE-200166

[CL 30976306 by andrew rodham in 5.4 branch]
2024-01-29 15:22:00 -05:00
steve robb
f029468598 Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
[CL 30729174 by steve robb in ue5-main branch]
2024-01-19 16:41:35 -05:00
zhenglin geng
03e2632b68 NearestNeighborModel: add an option to extract geometry cache in nearest neighbor model kmeans tool
#rb john.vanderburg

[CL 30544662 by zhenglin geng in ue5-main branch]
2024-01-10 14:30:41 -05:00
stu mckenna
7d802074ce - FNiagaraEmitterInstance refactoring in a base class for different emitter types
- FNiagaraEmitterInstanceImpl is the stateful implementation

#rb rob.krajcarski
#jira UE-192636

[CL 30362379 by stu mckenna in ue5-main branch]
2023-12-15 17:14:14 -05:00
jeanfrancois dube
3d74ffa40c Actor Coloration Framework
- Upgraded engine Level Coloration into Actor Coloration, while maintaining Level Coloration in the editor show flags for backward compatibility.
- Added Actor Coloration framework to allow subsystems to register their own per-actor coloration handlers instead of having fixed solutions.
- Actor Coloration handlers can be activated with the `SHOW ACTORCOLORATION <HANDLERNAME>` command.
- Implemented Level Coloration using the new framework, can be activated using `SHOW ACTORCOLORATION LEVELCOLOR`.

#rb Sebastien.Lussier

[CL 30317416 by jeanfrancois dube in ue5-main branch]
2023-12-14 07:30:12 -05:00
matt peters
64658cf6ae GetAssetRegistryTags deprecation: Make the old GetAssetRegistryTags and related functions deprecated.
Upgrade the overrides and callsites in all of Epic's code.
Every class that can be subclassed by licensees that has its override change needs to keep the old version of the function as deprecated. Otherwise subclasses that call Super::GetAssetRegistryTags will have a compile error instead of a deprecation warning.
Several classes had their own extension method for GetAssetRegistryTags being passed on to user data classes. Updated all of those to take FAssetRegistryTagsContext just like GetAssetRegistryTags does.
#rnx
#rb Francis.Hurteau

[CL 30224166 by matt peters in ue5-main branch]
2023-12-08 21:45:21 -05:00
brooke hubert
b64f2e25fb [Deprecation Cleanup] Remove deprecated code in actor factory class
#rb logan.buchy, ronald.koppers
#jira UE-200474

[CL 29744522 by brooke hubert in ue5-main branch]
2023-11-15 08:49:58 -05:00
anousack kitisa
3ce04fd115 GeometryCache: Fixed uninitialized bounding box in GeometryCacheMeshData that could cause issues for GeometryCacheComponent bounds.
[CL 29492349 by anousack kitisa in ue5-main branch]
2023-11-06 13:02:40 -05:00
zach bethel
fe3ad17905 Fixed parallel GDME issues and re-enabled.
- Hair visualization mode context needs a mutex to initialize. Hair also currently requires deterministic ordering of dynamic meshes to avoid artifacts, so disabling parallel support for now.
 - Fixed race in allocating particle order buffer.
 - Fixed Geometry Collection UpdateFrame to support a command list.

#jira UE-199472, UE-199456, UE-199463

[CL 29329272 by zach bethel in ue5-main branch]
2023-11-01 15:47:31 -04:00
MaximeRobinot
26f5cabe42 PR #10722: GeometryCache fixes
* Fixed geometry cache material mapping when visibility animation is used. Now, the materials won't shift around when a mesh section is hidden.
* Import can now be interrupted.

#jira UE-192005
#rb Anousack.Kitisa

[CL 28204095 by MaximeRobinot in ue5-main branch]
2023-09-25 16:35:07 -04:00
zach bethel
29f735f4a3 Modified scene proxy GetDynamicMeshElements calls to take a local command list instead of relying on the immediate command list and defer uniform expression cache invalidations.
- Calls to FRHICommandListImmediate::Get() replaced with Collector.GetRHICommandList()

#jira UE-194426

[CL 27813729 by zach bethel in ue5-main branch]
2023-09-12 18:32:22 -04:00
stu mckenna
869f97b9b1 - Add ConditionalPostLoad for Niagara material texture bindings / MIC materials
- Without this duplicated a system for validation can crash as we access a subobject which has not been PostLoaded yet

#rb rob.krajcarski

[CL 27694844 by stu mckenna in ue5-main branch]
2023-09-07 19:11:12 -04:00
Anousack Kitisa
8de62d61a1 USD:
* Fixed USD geometry cache streams not being unregistered when the stage is unloaded.
* Fixed geometry cache assets being evicted from the asset cache due to their size varying with the streamer settings.

#jira UE-193306
#rb Daniel.Coelho

[CL 27460465 by Anousack Kitisa in ue5-main branch]
2023-08-29 15:23:28 -04:00
john vanderburg
058843c9e2 [GeomCache] Added some virtual method to the tracks to sample at a specific frame directly (sample index).
[CL 27265435 by john vanderburg in ue5-main branch]
2023-08-22 05:50:43 -04:00
stu mckenna
8742d2b1a3 - Remove mutable access to particle data if using a const emitter instance pointer
#rb rob.krajcarski

[CL 27231844 by stu mckenna in ue5-main branch]
2023-08-20 00:24:05 -04:00
michael galetzka
03609a77e1 Fixed missing non-unity includes
#jira UE-183494
#rb none

[CL 26728961 by michael galetzka in ue5-main branch]
2023-07-31 21:42:13 -04:00
michael galetzka
619db04967 Reset cached scene velocity to prevent motion blur when reusing components
#jira UE-183494, UE-184022
#rb stu.mckenna, jeremy.moore

[CL 26727868 by michael galetzka in ue5-main branch]
2023-07-31 20:30:59 -04:00
bryan sefcik
64f140d78d Added shader.build.cs file.
Updated build.cs files to use new shader module.

#jira
#rb Joe.Kirchoff and guillaume.abadie

[CL 26664107 by bryan sefcik in ue5-main branch]
2023-07-27 22:53:25 -04:00
zach bethel
aa1b0c680f Deprecated non-command list RHI methods.
- RHICreate{Vertex, Index, Structured}Buffer
 - RHICreate{ShaderResource, UnorderedAccess}View
 - RHIUpdateUniformBuffer
 - Various initialization / locking methods for helper buffer types in RHIUtilities.h

The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.

#rb christopher.waters

[CL 26183242 by zach bethel in ue5-main branch]
2023-06-22 11:08:27 -04:00
zach bethel
793d4d963c Fixed nonunity build break.
[CL 26099347 by zach bethel in ue5-main branch]
2023-06-19 14:54:04 -04:00