The goal of this update is to have valid Android devices not showing with a Warning in the Platforms menu.
To allow this, the AndroidPlatformSDK now return the list of connected devices and their SDK Versions.
The change in TurnkeySupportModule ensures we are stripping the cook flavor from the DeviceId which would fail to verify the SDK.
Regarding the Editor `Platforms` menu, the code was adjusted to have devices listed outside of a submenu when `Platform->SupportsFeature(ETargetPlatformFeatures::ShowAsPlatformGroup)` returns false.
Another addition was a new `ETargetPlatformFeatures::ShowAggregateDevice` to allow platforms to not list the aggregate device (ex: `All_Android_on...`)
#review-36072549
#jira UE-223262
#rb adam.kinge, Chris.Babcock, Josh.Adams
[CL 37262963 by matt begoghina in 5.5 branch]
resubmit with following fixes:
- static analysis error which caught an >=0 check on a uint64 which should have been >0
- fix for an inverted guard on multiprocess cook sending bytecode to director (was only sending code across if empty instead of non-empty)
- fix for uninitialized padding in the FShaderCodeResource::FHeader struct causing nondeterministic puts
- fix for incorrect size passed to job cache hashing on receiving buffers from DDC
#rb Devin.Doucette, Laura.Hermanns, Zousar.Shaker
#lockdown Marc.Audy
[CL 36754792 by dan elksnitis in 5.5 branch]
In Editor, when using -game we now also load the TPS module of the preview platform if we are using OverrideSP command
#jira UE-210166
#rb Arciel.Rekman
[CL 36749959 by florin pascu in 5.5 branch]
[FYI] dan.elksnitis
Original CL Desc
-----------------------------------------------------------------
[shaders] modify FShaderCode finalize to create a FSharedBuffer object, and modify all downstream uses of shader code to re-use this buffer (job cache, pushes to DDC, shader maps, and shader library). This reduces total amount of LLM tracked memory allocated at the end of a cold Lyra PS4 cook by about ~350MB; impact likely much larger for cooks of larger projects.
#rb Devin.Doucette, Zousar.Shaker
#lockdown Marc.Audy
resubmit with SA+MP cook fix
[CL 36747522 by dan elksnitis in 5.5 branch]
[FYI] dan.elksnitis
Original CL Desc
-----------------------------------------------------------------
[shaders] modify FShaderCode finalize to create a FSharedBuffer object, and modify all downstream uses of shader code to re-use this buffer (job cache, pushes to DDC, shader maps, and shader library). This reduces total amount of LLM tracked memory allocated at the end of a cold Lyra PS4 cook by about ~350MB; impact likely much larger for cooks of larger projects.
#rb Zousar.Shaker
#lockdown marc.audy
[CL 36440265 by dan elksnitis in 5.5 branch]
#rb Aaron.McLeran, Dan.Thompson
#jira UE-221450
[RN] Extend IAudioFormat to allow rejection of formats based on samplerate and channel count as well as call out hardware formats.
[CL 35665861 by jimmy smith in ue5-main branch]
Info is now stored in shader map in editor only data alongside platform data
Includes shader bump
#jira UE-218748
#rb dan.elksnitis
#tests local tests on Lyra cooking and DDC-Verify
[FYI] Zousar.Shaker
[CL 34906103 by tom holmes in ue5-main branch]
- currently only enabled when AutoSDK is configured (i.e. UE_SDKS_ROOT is set)
#jira UE-211151, UE-211152, UE-211153
#rb Josh.Adams, Wojciech.Krywult
[CL 34195340 by david harvey in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]
backing out because requires architectural work with determining playback sample rate.
[FYI] Dan.Thompson
Original CL Desc
-----------------------------------------------------------------
Resample audio files that have an unsupported sample rate when we do other resampling.
#jira UE-205071
#rb jimmy.smith
[CL 33907551 by dan thompson in ue5-main branch]
* New options:
- "Disabled" - will turn off cooking and running with ray tracing.
- "Inline" - will not compile any ray tracing material shaders and disable support for ray tracing shaders at runtime (saving time and memory) only inline passes will work.
- "Full" - will enable full support for any ray tracing pass using inline or material shaders.
* Set "Inline" as a default mode on those platforms.
* Made barycentrics the new default ray tracing visualization mode because it's supported in all modes.
#rb Krzysztof.Narkowicz, Yuriy.ODonnell
#tests project with different RayTracingMode configurations
[CL 33473937 by aleksander netzel in ue5-main branch]
Replaced with FTargetPlatformControlsBase/FTargetPlatformSettingsBase, TTargetPlatformControlsBase/TTargetPlatformSettingsBase and TNonDesktopTargetPlatformControlsBase
#jira UE-206488
#rb Josh.Adams
[CL 32151592 by florin pascu in ue5-main branch]
This limit is a hard limit on the size of a texture resource that will not crash the game
this is not a dimensional limit, or a heuristic limit to make small platform-friendly textures
rather this enforces the absolute limit of texture sizes that will not crash the runtime or fail to package
#rb fabian.giesen
#jira UE-203737, FORT-694622
[CL 31536312 by charles bloom in ue5-main branch]