14740 Commits

Author SHA1 Message Date
adam kinge
c9036ee9df Disable SCNetworkReachability warnings for VisionOS 2 - and for iOS18.1 until reimplementation is ready. Also, disable SKStoreReviewController deprecation warning.
#jira UE-228344, UE-228925
#rb zack.neyland

[CL 37530746 by adam kinge in 5.5 branch]
2024-10-28 14:59:10 -04:00
Martin Sevigny
c966c14866 Add support for an unlimited number of cores in FWindowsPlatformProcess::GetPerFrameProcessorUsage.
The previous code was hardcoded to support a maximum of 128 cores and would assert if more cores were detected.

The problem was reported on UDN.

#jira UE-227879
#rb elizabeth.bunner, ben.woodhouse
#lockdown mark.lintott

[CL 37217479 by Martin Sevigny in 5.5 branch]
2024-10-17 04:42:41 -04:00
Simon Tovey
b94c834c78 Fixed assert in NDC read buffer access due to mis-matched pre/post stage.(UE-227619)
Fixed Sim Cache writes for CPU and engine tests reliant on it. (GPU sim cache write will have to wait given current timing) (UE-225994)

Fixed shader error due to redundant defaulting shader code. (UE-227814)

Fixed editor interactions with NDC assets (UE-227810)
- Inserting into variables array breaks existing entries
- Undo/Redo doesn't work in many cases
- Edits to NDC assets would not take effect for running systems until GC or re-init.

Made GPU/CPU Reads and Writes behave consistently in response to missing NDC data or OOB access. (UE-227886)
- Missing data returns defaulted values. (previously could be uninitialized)
- Valid params are correctly read/written even if there are missing params. Previously one missing parameter could prevent other access functioning.
- Overall success returns false if there are any missing params or access is OOB.


#jira UE-227619, UE-225994, UE-227814, UE-227810, UE-227886
#rb Stu.McKenna
#lockdown marc.audy

[CL 37203014 by Simon Tovey in 5.5 branch]
2024-10-16 17:09:35 -04:00
ben temple
6b23f107fb Ensure we have the disable pragma clang optimization on/off defined appropriately for Mac and iOS clients
#rb [at]Lukasz.furman
[REVIEW] [at]Lukasz.Furman
#tests Verified that disable compiler optimizations flag functioned as expected.

[CL 37095919 by ben temple in 5.5 branch]
2024-10-14 14:08:28 -04:00
florian penzkofer
ca2720a916 Reset swappy when the requested frame rate changes
This also disables linking the static swappy lib, which was redundant (linker didn't use its symbols)

#rb Jack.Porter

[CL 37088336 by florian penzkofer in 5.5 branch]
2024-10-14 10:25:31 -04:00
bhavan vaishnav
1300875906 Enable DiskUtilizationTracker on XB1/PS4
#tests ReplayRuns with the stat for mb loaded being reported for boot/map load.
#rnx
#rb ben.woodhouse

[CL 37057672 by bhavan vaishnav in 5.5 branch]
2024-10-11 13:57:04 -04:00
jeannoe morissette
2b87739ea2 VulkanRHI: Temp fix for packaging SM5 only projects in Linux (limit the NullRHI to ShaderPlatforms supported by the project). Add debug message to show the selected Vulkan shader platform.
#jira UE-225727,UE-224860
#rnx
#rb christopher.waters

[CL 37053080 by jeannoe morissette in 5.5 branch]
2024-10-11 12:03:23 -04:00
sebastian werema
094e76fd18 Remove code that marks completed FName block as readonly
#rb Peter.Sauerbrei

[CL 37029058 by sebastian werema in 5.5 branch]
2024-10-10 14:18:39 -04:00
calvin zheng
6202572fe1 Add portable crash stacks for non-crashing threads to crash report
#rb zack.neyland
#jira UE-227217
#rnx

[CL 37027025 by calvin zheng in 5.5 branch]
2024-10-10 13:32:56 -04:00
Yevgen Abramov
61c3d5f318 Introduce an alternative way to process suspend game tread for the Android platform.
While investigating Android app suspend workflow found that game thread missed APP_EVENT_STATE_APP_SUSPENDED and continued GEngineLoop.Tick(); and locked on FrameEndSync.Sync call because render thread is already suspended, but should be blocked EventHandlerEvent->Wait();
As a result after resuming render tread generates a frame from the previous cycle.

#jira UE-219578
#rb Chris.Babcock,  ahmed.siddique
#rnx

[CL 37023037 by Yevgen Abramov in 5.5 branch]
2024-10-10 11:58:41 -04:00
Marc Audy
60acc95514 CA_ASSUME changes to improve PVS null checking
#rb Joe.Kirchoff

[CL 37006813 by Marc Audy in 5.5 branch]
2024-10-09 19:32:16 -04:00
Marc Audy
5d2f38437f Fix and silence new PVS 7.33 warnings
#jira none
#rb marc.audy

[CL 37002187 by Marc Audy in 5.5 branch]
2024-10-09 17:43:04 -04:00
russell johnston
6413162e1e Check FName memory availability alongside UObject table availability
#rb saam.barati

[CL 36952179 by russell johnston in 5.5 branch]
2024-10-08 19:25:05 -04:00
dmytro vovk
f31fd0e95d Reduced MB2 bins from 32KB-16 to 13104. This saved us around 16 MB
#rb ben.woodhouse

[CL 36931462 by dmytro vovk in 5.5 branch]
2024-10-08 10:08:09 -04:00
matt breindel
f5054ce3f2 Changing TScriptDelegate to only take a read lock during execution (ProcessDelegate). This allows script delegates to call functions which may go wide and do additional reads on the running delegate. Now, the invocation list is compacted after the execution is complete rather than inline with execution.
[REVIEW] [at]*steve.robb [at]dan.oconnor
#jira UE-219486
#rb Steve.Robb

#lockdown mark.lintott

[CL 36927291 by matt breindel in 5.5 branch]
2024-10-08 05:23:31 -04:00
ben clayton
5ed44a865d [Core/Containers] Remove MALLOCLEAK_IGNORE_SCOPE() for TLS allocations that are never freed
This rolls back CL 35966216.

Due to way some platforms destruct TLS before terminating threads, `FMallocLeakDetection::SetDisabledForThisThread(false)` can incorrectly fail `check(Count >= 0)`, despite a paired `SetDisabledForThisThread(true)` call. This can happen when freeing memory as part of thread destruction.

#rb john.stiles, neil.henning

[CL 36905886 by ben clayton in 5.5 branch]
2024-10-07 13:40:24 -04:00
sebastian werema
2c699fbd54 Change FName mmap define so that it has to be set explicitly
#rb Chris.Babcock
#jira UE-226664

[CL 36877503 by sebastian werema in 5.5 branch]
2024-10-04 16:25:27 -04:00
Wojciech Krywult
eef6d810a4 ISPC: Switched to version 1.24.0 and rebuilt binaries for all platforms. [Part 4/4]
One change on the engine side I had to do is undefine our versions of FLT/DBL_MIN/MAX in Scalar.isph because these definition are not available as built-ins and generate warnings if present. That's something we already did for PI before.

#rb daniele.pieroni, tomasz.obrebski
#jira UE-225798

[CL 36824059 by Wojciech Krywult in 5.5 branch]
2024-10-03 11:44:44 -04:00
sebastian werema
bfbe729b74 Allow to mmap FName blocks on iOS and Android platforms
#rb Chris.Babcock, denys.mentiei, Peter.Sauerbrei

[CL 36794493 by sebastian werema in 5.5 branch]
2024-10-02 14:03:09 -04:00
calvin zheng
0c1b3bdc09 Fix cocoaThread causing UE fails to exit normally
#jira UE-226133
#rb zack.neyland
#rnx

[CL 36766032 by calvin zheng in 5.5 branch]
2024-10-01 21:01:58 -04:00
dan engelbrecht
cb4a52a496 Allow zenserver to be installed using a "link" to the installed UE executables instead of copying to the %PROGRAMDATA% folder which may have restrictions preventing the zenserver executable from running.
Selecting "link" or "copy" is done automatically by checking if UE is running from an installed place or if it is a dev/p4 stream place, you can override this with the option -ZenAutoLaunchInstallMode.
The ZenAutoLaunchInstallMode defaults to "auto" where it tries to detect if it is an installed engine or not. "link" forces the use of a link file and "copy" forces the copy-install option which is the legacy behavior.

Additional fixes:
FMacSystemWideCriticalSection which could fail to aquire the critical section causing launch to fail  now uses flock in the same manner as FUnixSystemWideCriticalSection which resolves the issues
When checking if processes are running on Unix/Mac we now detect zombie processes properly

#jira UE-224517

#rb zack.neyland, Zousar.Shaker

[CL 36764363 by dan engelbrecht in 5.5 branch]
2024-10-01 20:41:28 -04:00
dan engelbrecht
84451c0be1 Fix non-unity build for MacCriticalSection.cpp and PixelStreaming2MediaTexture.cpp
[CL 36764359 by dan engelbrecht in 5.5 branch]
2024-10-01 20:41:22 -04:00
anderson ramos
8d0f218294 [IOS] Protecting usages of IOS main thread functions
The game was deadlocking due to UI elements being accessed in non-main threads.

The main issue here is that running the game on an iPhone 13 with iOS 18.0 the game will almost certainly hang at some point.
With this fix, the game runs smoothly.
During gameplay, it seems to have improved performance.
But I was not able to measure yet due to the inability to run Insights Captures, it will OOM.

Context here: https://epicgames.slack.com/archives/C06S7N8LAD7/p1727302915935169

#rb adam.kinge, Peter.Sauerbrei
#rnx

[CL 36762847 by anderson ramos in 5.5 branch]
2024-10-01 20:22:54 -04:00
zack neyland
f8781c6e39 Mac: Fix framepro includes.
#jira UE-225665

[CL 36761898 by zack neyland in 5.5 branch]
2024-10-01 20:12:21 -04:00
tomasz obrebski
5cce972555 Zen pak file streaming:
- -ZenPak used to indicate streaming using pak files instead of Zen loose file streaming
 - added pak file hardware decompression on supported platforms

#jira UE-221577
#rb David.Harvey, daniele.pieroni

[CL 36761256 by tomasz obrebski in 5.5 branch]
2024-10-01 20:04:53 -04:00