The total is already served up as an Asset Type so had to and some logic to separate it in the view.
Changed sorting from Size to Count. I felt that sorting by highest count is more useful as is it clearly indicates the less efficient DDC work.
Added Hit Efficiency to Asset Stats and added this as an extra column to the UI
#rb Devin.Doucette
[CL 31009963 by mark lintott in ue5-main branch]
The intention is to provide a set of "in the box" telemetry hooks to our most common developer workflows for use internal Epic use and licensees
Moved startup of StudioTelemetry plugin much earlier to PostConfigInit stage so that sessions can start much earlier in the workflow
Added WIP Client support to telemetry plugin
Added data driven provider support for FAnlayiticProvidersET interfaces via BaseEngine.ini for common games and sample projects. Settings and URLs for EPic are only avaliable in Resttricted/NotForLicensee config folders for Lyra and Shooter game.
Added support for Horde telemetry and fixed up various problems with duplicate attributes being sent.
Added Core.VirtualAssets telemetry event
Added Core.Zen telemetry event
Added Core.IAS telemetry event
Added check for IOStoreOnDemand IsEnabled to avoid sending empty IAS events
Added FAnalyticsMulticastProvider to forward telemetry events to multiple providers contained within
Removed deprecated Fire_LoadingEvent from StudioAnalytics
[FYI] paul.chipchase
#rb Wes.Hunt
[CL 29908039 by mark lintott in ue5-main branch]
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]
mark places that need fixing with [at]todo RequiredMemory
add DebugName to Task and Work to track down sources of the work items
#preflight https://horde.devtools.epicgames.com/job/63eabe61b96a6b2718336f8f
#rb danny.couture
[CL 24201094 by charles bloom in ue5-main branch]
The texture build task queues with the texture compiling manager to block on concurrency limits, or when texture builds are paused. The build scheduler will queue with the asset compiling manager to reserve memory when the build needs to execute locally. With this approach, resuming one texture will complete one texture, even though multiple separate build jobs may be executed.
#preflight 6381820933774509009e6e7d
#rb Danny.Couture, Zousar.Shaker
[CL 23271848 by Devin Doucette in ue5-main branch]