Commit Graph

898 Commits

Author SHA1 Message Date
jordan hoffmann
53fc361d47 Fix: RandomPointInBoundingBox is available globally but not available on the random stream
#jira UE-14027
#rb justin.hare

[CL 16765056 by jordan hoffmann in ue5-main branch]
2021-06-23 19:00:46 -04:00
aurel cordonnier
d17d20ca36 Merge from Release-Engine-Test @ 16758890 to UE5/Main
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)

[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
Dan Thompson
96f483f51e Oodle TFO: Change EffortLevel INI parameter to use strings, so that we aren't tied to hard coded values oodletex.h claims can change.
#rb charles.bloom
#preflight 60d358b0be81e80001c2e476

[CL 16759351 by Dan Thompson in ue5-main branch]
2021-06-23 13:18:20 -04:00
Matt Hoffman
f0f9fa55de Matinee/Editor: Removed Matinee bindings/settings from various ini files
#jira UE-105313
#rb Trivial

[CL 16698664 by Matt Hoffman in ue5-main branch]
2021-06-16 19:28:26 -04:00
Zousar Shaker
cf116088ae Integrating //UE5/Dev-Cooker @ 16678003 to //UE5/Main (Zousar.Shaker-YEG-0943-Quaternary)
Non-DevIteration_ShooterGame

[CL 16678907 by Zousar Shaker in ue5-main branch]
2021-06-15 16:36:57 -04:00
paul chipchase
0c8a333392 Add the default value for a config file option [Core.System]IgnoreInlineBulkDataReloadEnsures (set to false)
- This change was supposed to have been submitted with CL 16586071 but got missed out.

#rb trivial

[CL 16676309 by paul chipchase in ue5-main branch]
2021-06-15 13:54:44 -04:00
Dan Thompson
c9b649384e Oodle: The number of bufers kept around for data decoding is now configurable in Engine.ini. Additionally, buffers are allocated on an as-needed basis to avoid memory costs if Oodle is not used. #rb charles.bloom #pf 60c3bec0e5979e0001e693d4
[CL 16647627 by Dan Thompson in ue5-main branch]
2021-06-11 17:34:39 -04:00
Thomas Sarkanen
80872dc886 Improved and added optional limits around private members to Blueprint thread safety checks
Currently it is not 'safe' for external code/scripts to be able to 'poke' data that is ostensibly thread-safe. Restricting to only private data is one possible option to solve this.
Gated behind a config flag for now as most content does not obey these rules at the moment.

This change also covers a case with 'valid' UObject use on worker threads where those UObjects are returned from thread-safe functions (which can only be native given the BP-level checks). It is assumed that the native thread-safe fucntion returning a UObject 'knows' that the UObject should be safe to access (e.g. some sub-object like a linked anim instance).

#rb Phillip.Kavan

[CL 16569224 by Thomas Sarkanen in ue5-main branch]
2021-06-07 08:45:27 -04:00
sebastien lussier
412cf1d7a1 MaterialBaking - Use correct linear bake for all texture property by default
Providing a new flatten material with the correct texture samplers.
Retrieve texture properties from the default textures in the material (linear vs srgb, compression, vt enabled, lod group...)

Previously generated material instances are unchanged.
All MergeActor engine tests pass successfully.

#rb patrick.enfedaque

#ROBOMERGE-SOURCE: CL 16484038 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16484318 by sebastien lussier in ue5-main branch]
2021-05-27 10:31:36 -04:00
brett miller
9c13522d2c GeometryCollection
-- implemented deferred initialization using the existing SimulatePhysics property and SetSimulatePhysics blueprint function.
-- Cleaned out old caching code

#jira FROST-1065
#rb brice.criswell

#ROBOMERGE-SOURCE: CL 16461543 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)

[CL 16461679 by brett miller in ue5-main branch]
2021-05-25 22:01:05 -04:00
jason nadro
f1bed26dad [Memory] - Add rhi.DumpResourceMemory command to memreport.
#rb Christopher.Waters
[at]Christopher.Waters
#jira none

#ROBOMERGE-SOURCE: CL 16448167 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)

[CL 16448224 by jason nadro in ue5-main branch]
2021-05-25 10:31:12 -04:00
Thomas Sarkanen
3e92b56aa0 Animation: thread-safe execution and property access improvements
"Call function" anim node:
- Adds the ability to call functions at different points in the anim graph execution (and under different conditions, e.g. when a branch has started blending in). Only thread-safe functions are allowed to be called.
- Adds a thread-safe override point BlueprintThreadSafeUpdateAnimation, called on worker threads for the main instance and for linked instances when they are relevant in the graph (only one call per frame for linked layer instances).

Subsystems:
- Added new override points pre/post event graph(s) (moved override point for worker thread work to around the thread safe update function call).

Improves property access integration:
- Property access now shows (and allows the user to override) the call site of accesses. This is to allow users to see when their property access calls will be made, hopefully making its use less confusing for power users.
- Tweaked UX for property access nodes and dropdowns.
- Anim node pins now have property access bindings in-line on the pin.

Also adds the abilility for the anim graph to opt-in (via a config flag) to more stringent thread safety checks. Disabled by default for now as this requires content fixup.

#jira UE-115745 - Anim Blueprint Encapsulation
#rb Jurre.deBaare

[CL 16434092 by Thomas Sarkanen in ue5-main branch]
2021-05-24 04:47:52 -04:00
Alexis Matte
af18cd8cfa Pipeline workflows prototype. This is a first implementation of the interchange pipeline selection workflow when users import files with interchange.
- Interchange per project settings allow user to create pipeline stacks and to override the pipeline selector UI
- First draft of the generic pipeline selector UI dialog
- Pipeline settings are saved in the config ini files
- The importAssetData now contains the pipelines settings so we can reuse the same settings when we will do the re import

#jira UETOOL-3440
#rb julien.stjean

[CL 16416864 by Alexis Matte in ue5-main branch]
2021-05-21 08:44:26 -04:00
Florin Pascu
af11d40364 Opt out Encoded TextureCube out of package if the platform doesn't need EncodedData
#jira UE-115370
#rb none
#fyi Dmitriy.Dyomin

#ushell-cherrypick of 16346910 by Florin.Pascu
#preflight 60a26ae507285b0001d3abdc

[CL 16349116 by Florin Pascu in ue5-main branch]
2021-05-17 10:05:33 -04:00
charles bloom
4b1b5cb7f8 BaseEngine.ini nop comment TextureFormatOodle options
#rb none

[CL 16345667 by charles bloom in ue5-main branch]
2021-05-16 22:03:49 -04:00
Jurre deBaare
a1f73dae73 - Move AnimBlueprintLibrary to its own Module (out of AnimModifiers)
- Added FAnimPose, a script-friendly helper structure to generate/read/write evaluated anim poses
- Added API to populate AnimPose from AnimationSequenceBase, USkeleton (ref pose) and AnimBlueprint

#jira none
#rb Thomas.Sarkanen, Danny.Chapman
#preflight 609bb27f2032ee00016b253a

[CL 16297653 by Jurre deBaare in ue5-main branch]
2021-05-12 07:30:40 -04:00
paul chipchase
71b969d9c4 Cherrypicking Mirage code base (disabled) from Dev-Cooker
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.

#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight  608be50d870cf400013ff99d

[CL 16167285 by paul chipchase in ue5-main branch]
2021-04-30 08:14:54 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
geoff evans
d938d5bde1 IterationProfile support for performance telemetry
This change adds:
* Extraction of performance measurements from utrace to csv care of a SummarizeTraceCommandlet
* Filtering of those measurements into another csv file that is legible by the Horde telemetry system
* Split of iteration profile into two passes with differing DDC settings: cold with empty cache and warm with seeded cache
* Synchronization of async processing of assets to wait for processing to complete (as a user will do usually)
* Culling of unused pathways in IterationProfile.xml for brevity's sake

#jira UETOOL-3338
#rb TBD
#preflight 60887cea6473940001ab66d2

[CL 16148303 by geoff evans in ue5-main branch]
2021-04-28 16:22:58 -04:00
Alexis Matte
febf96d0e1 Refactor Interchange graph nodes to follow the new design. We now have translated nodes and factory nodes. The translated node are the source description and the factory nodes are the pipeline description telling the factory how to import the translated source nodes.
#rb richard.talbotwatkin
#jira UE-TOOL-3246

[CL 16144565 by Alexis Matte in ue5-main branch]
2021-04-28 11:34:07 -04:00
christopher waters
0eed080980 Restoring functionality that allowed platforms to override shader debug settings. Updating some inis to include the default values as examples of how to override them.
#rb graham.wihlidal
#preflight 60870c430bdfbc000170f5a4

[CL 16129544 by christopher waters in ue5-main branch]
2021-04-27 13:25:03 -04:00
Marc Audy
38cdce1b97 Reenable ability to override native class from blueprint
Added a config variable to allow it to be turned off, but it will default to on.
#rb Phillip.Kavan

[CL 16095004 by Marc Audy in ue5-main branch]
2021-04-22 13:00:25 -04:00
Thomas Sarkanen
16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
charles bloom
191775b588 TextureFormatOodle : expose compress effort level as a config param
make optional different level and rdo setting for in-editor / not-in-editor
pass through in-editor platform info in texture build setting
remove the bEnableInEditor from AlternateTexture , we want Oodle always on

#rb josh.adams, danny.couture

[CL 16081013 by charles bloom in ue5-main branch]
2021-04-21 16:43:56 -04:00
charles bloom
b05ccfbb0b rename TextureFormatOodle config group to TextureFormatOodleSettings so existing Saved/ values are ignored
do not write GConfig values so they don't get stored to Saved/

#rb none
#fyi danny.couture

[CL 16075880 by charles bloom in ue5-main branch]
2021-04-21 12:42:08 -04:00