1365 Commits

Author SHA1 Message Date
Chris Varnsverry
03c76f1227 - Allow the OnlineEngineInterface ClassName to be configured.
- Still support the V1/V2 split bool, but log a warning to prompt people to move to the new ClassName config entry
- Configure the V1 class in BaseEngine.ini

#jira UE-229243
#review-37638304 @Rob.Cannaday
#rb Rob.Cannaday

[CL 37654669 by Chris Varnsverry in 5.5 branch]
2024-10-31 12:47:59 -04:00
kriss gossart
8a1f3fa365 CIS - Fixed issue 621816 Warning: Struct Property RefreshAssetOld has a struct type mismatch.
#rb Benn.Gallagher
#jira UE-227287
#rnx

[CL 37050047 by kriss gossart in 5.5 branch]
2024-10-11 10:33:58 -04:00
kriss gossart
1c99dd0031 CIS - Fixed issue 620209: Warnings in Check Asset References (RefreshAsset).
#rb Benn.Gallagher
#rnx

[CL 36980174 by kriss gossart in 5.5 branch]
2024-10-09 11:02:36 -04:00
thomas sarkanen
7cae7ecbec Fixup redirects and remove UFUNCTION markup for redirected SetAnimClass function
#jira UE-226055
#jira UE-200548
#rb Nicholas.Frechette
#rnx

[CL 36898667 by thomas sarkanen in 5.5 branch]
2024-10-07 10:15:42 -04:00
paul chipchase
e6695602f4 StudioTelemetry's log analytics is now disabled by default.
#rb Mark.Lintott
#jira UE-215163

- Although we should now have fixed the reported performance issues with FAnalyticsProviderLog it should be an opt in feature rather than an opt out.

#lockdown mark.lintott

[CL 36858936 by paul chipchase in 5.5 branch]
2024-10-04 09:51:03 -04:00
paul chipchase
02a1bf3fd9 [Backout] - CL36632011 - was submitted to the wrong place
[FYI] Derek.Ehrman, Andrew.Grant, paul.chipchase, mark.lintott, Ryan.Hummer, Bryan.Johnson
Original CL Desc
-----------------------------------------------------------------
Adding unattended retry values for virtualized assets so dependent steps don't fall over if p4 is offline

#jira UE-225638

[CL 36765365 by paul chipchase in 5.5 branch]
2024-10-01 20:52:38 -04:00
alejandro aguilar
b72b4725e7 NetDriverDefinition refactor across all platforms.
Removed GameEngine re-definitions in Platform config.
Moved Platform config from Engine to BaseEngine

#jira UE-221768
[REVIEW] [at]Chris.Varnsverry

[CL 36764477 by alejandro aguilar in 5.5 branch]
2024-10-01 20:42:48 -04:00
will brown
554dd8e88c Adding unattended retry values for virtualized assets so dependent steps don't fall over if p4 is offline
Submitting on behalf of Derek Ehrman

[FYI] Derek.Ehrman, Andrew.Grant, paul.chipchase, mark.lintott, Ryan.Hummer, Bryan.Johnson

[CL 36761678 by will brown in 5.5 branch]
2024-10-01 20:09:50 -04:00
jonathan bard
2bec4499eb [Backout] - CL36437966
#fyi jonathan.bard
Original CL Desc
-----------------------------------------------------------------
Moved landscape visibility layer info asset to from EditorLandscapeResources to EngineResources so that it doesn't get stripped on cook when "Exclude editor content when cooking" is used

#jira UE-224662
#rb luc.eygasier

#virtualized

[CL 36446330 by jonathan bard in 5.5 branch]
2024-09-19 15:08:41 -04:00
jonathan bard
2c993c2dae Moved landscape visibility layer info asset to from EditorLandscapeResources to EngineResources so that it doesn't get stripped on cook when "Exclude editor content when cooking" is used
#jira UE-224662
#rb luc.eygasier

#virtualized

[CL 36437966 by jonathan bard in 5.5 branch]
2024-09-19 12:28:31 -04:00
ryan mangin
70925973c6 Prevent AmbientSound (Actors) from loading in a dedicated server environment
#rnx

[CL 36318082 by ryan mangin in 5.5 branch]
2024-09-16 17:46:06 -04:00
markus boberg
4a79a3cd03 [NetPhysics] Trigger resimulation from desync in rotation, linear velocity and angular velocity, alongside the already implemented positional desync.
- Rename project setting bEnablePhysicsResimulation to bEnablePhysicsHistoryCapture
- Rename project setting ResimulationErrorThreshold to ResimulationErrorPositionThreshold and move to Project Settings -> Physics -> Replication -> Physics Prediction -> Resimulation Replication Settings
- Implement project settings for enabling and threshold value for triggering resimulation from XRVW, also implement API to get those settings on the physics thread.
- Implemented per actor overrides for new settings via NetworkPhysicsSettingsComponent
- Logic to compare thresholds and trigger reism in PhysicsReplication.cpp and RewindData.cpp
- Stopped caching target states from the server in rewind data if we have not yet setup the physics tick offset over the network

#rb tom.waterson, bill.henderson

[CL 36226260 by markus boberg in 5.5 branch]
2024-09-12 09:50:37 -04:00
Zousar Shaker
aceca28ef8 Rename Zen.AutoLaunch parameter AllowPublicNetworkInterface to AllowRemoteNetworkService ahead of 5.5 release so that terminology is clearer to understand and document (avoids confusion around public/private network terms as used in Windows).
#jira none
#rb matt.peters

[CL 36211791 by Zousar Shaker in 5.5 branch]
2024-09-11 17:53:58 -04:00
sebastien hillaire
a1e842f78f Substrate - removed redictor asset using PackageRedirects.
#jira UE-223215
[FYI] Charles.deRousiers
#rb Kevin.Ortegren
#tests none
#rnx

[CL 36184478 by sebastien hillaire in 5.5 branch]
2024-09-11 03:35:49 -04:00
nickdarnell
a3b8100fe5 PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs
#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.hoffman
#jira UE-218902

[CL 35905676 by nickdarnell in ue5-main branch]
2024-08-29 16:22:35 -04:00
matt peters
9b81319bbd AssetRegistry: Add option Engine.ini:[AssetRegistry]:BlockingInitialLoad to make the initial scan blocking which reduces total scan time at the cost of making the time to interactivity longer.
#rnx
#rb kevin.macaulayvacher

[CL 35896506 by matt peters in ue5-main branch]
2024-08-29 11:09:12 -04:00
danny kabrane
73c0750983 Interchange USD:
- Add support of MaterialX

InterchangeUSDTranslator:
- Rename AddMaterialInstanceNode into AddMaterialNode, as we now add as well materials from underlying translators
- Put AddMaterialNode and AddMeshNode free functions as member functions into the Pimpl
- Add data structures to map materials UID to mesh, since the UIDs name from the translators differ from the prim path

UsdUtil:
- Move GetMaterialXFilePaths private functions into the UsdUtils namespace as we now need as well in the InterchangeUsdTranslator.

#jira UE-220026
#rb Anousack.Kitisa, daniel.coelho

[CL 35890870 by danny kabrane in ue5-main branch]
2024-08-29 02:43:43 -04:00
tim smith
2c02ff2578 Move FVersePackageName to VerseVM
#rb russell.johnston

[CL 35861202 by tim smith in ue5-main branch]
2024-08-28 07:08:20 -04:00
joakim lindqvist
52d3712f1a DDC - Added ability to override OAuthIdentifier for Cloud DDC layer with env variables or command line arguments
#rb Zousar.Shaker

[CL 35797453 by joakim lindqvist in ue5-main branch]
2024-08-26 09:54:55 -04:00
Krzysztof Narkowicz
5e83ef9de4 Improved Blue Noise textures using "FastNoise: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering". Generated using default parameters. Improves quality of various stochastic effects relying on BlueNoiseScalar and BlueNoiseVec2 sampling.
#jira none

#virtualized

[CL 35791205 by Krzysztof Narkowicz in ue5-main branch]
2024-08-24 22:58:22 -04:00
ludovic chabant
33f5be5540 Move legacy/current camera animations/shakes to a new EngineCameras plugin
This lets us separate betwen the new GameplayCameras system, which is meant to ship as "experimental" in 5.5, and the pre-existing camera shakes and camera animations.
The new EngineCameras plugin will also be where legacy PlayCameraManager code will go when that class is refactored to better allow for custom camera systems.


#changelist validated

[CL 35789719 by ludovic chabant in ue5-main branch]
2024-08-24 12:50:31 -04:00
nickdarnell
3dce199c83 [Backout] - CL35775248
This is a partial back-out because if content was saved with the new functions, we don't want to break.  These are just the redirects and I can reintroduce them when everything is fixed.

[FYI] jodon.karlik
Original CL Desc
-----------------------------------------------------------------
Modified version of the fix found in PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs.

The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags.  The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.

#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902

[CL 35787887 by nickdarnell in ue5-main branch]
2024-08-23 21:51:59 -04:00
russell johnston
a7e04f27c6 Load and store native fields of UObjects and VNativeStructs
A shape entry for an FProperty may now have kind FProperty for an immutable native field, FPropertyVar for a mutable native field, or FVerseProperty for a non-native field represented as a VRestValue. Immutable native fields are loaded and stored directly; loading a mutable field produces a VNativeRef holding the object and an FProperty. A VNativeRef behaves like a VVar: VarGet+Freeze will produce its contents, and (Melt+)VarSet will overwrite its contents.

In this change, VNativeRef only supports shallow mutability, and loads of frozen fields always copy. A subsequent change will give instructions LoadField/SetField and Call/CallSet the ability to work on (melted) VNativeRef operands, by producing and consuming VNativeRef objects that point deeper into native types.

#rb Markus.Breyer, saam.barati, Tim.Smith
#okforversepublic

[CL 35783199 by russell johnston in ue5-main branch]
2024-08-23 17:11:27 -04:00
nickdarnell
44c33e1de4 Modified version of the fix found in PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs.
The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags.  The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.

#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902

[CL 35775294 by nickdarnell in ue5-main branch]
2024-08-23 13:16:12 -04:00
jeremy moore
68bf2ce6e4 Add engine hooks for setting and loading the TextureColorViewModeMaterial.
This is the material used for debug visualization mode of the mesh paint color textures.
The material asset for this has already been submitted.

[CL 35577854 by jeremy moore in ue5-main branch]
2024-08-15 16:45:10 -04:00