- 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]
Create a pipeline meshes utilities that allow the user to query all meshes (static, skeletal, both) and also query combined meshes (static and skeletal)
#jira UETOOL-3461, UETOOL-3462
#rb richard.talbotwatkin
[CL 16247773 by Alexis Matte in ue5-main branch]
This is useful for type that do not have any payload and justa couple properties like LOD group, joint, the scene node will be able to return his specialized type.
#jira UETOOL-3248
#rb richard.talbotwatkin
[CL 16055348 by Alexis Matte in ue5-main branch]
I used a confidential dataset to benchmark the performence. 112 png files weighting 3.2 GB.
The old import system took 75.96 seconds to import the data while blocking the gamethread.
The Interchange system took 15.06 seconds to import the data whitout blocking the game thread, but my initial testing found that it resquested around 200 MB of memory then the old system. It's possible that this is due to the memory pool of each thread (it need investigation before jumping to that conclusion).
Those test where made using a machine with a Xeon E5-2643 (6 cores/ 12 Threads)
#rb Alexis.Matte
#jira UEENT-3845
[CL 15164350 by Julien StJean in ue5-main branch]
-Do not change any asset property
-Set all the asset properties set by the pipelines
-Set all the asset properties set by the pipelines, except the properties change by the user in the editor
Make sure interchange scope of life is explicit
Support cancelling task in progress
#jira none
#rb jeanmichel.dignard, richard.talbotwatkin
[CL 14508389 by Alexis Matte in ue5-main branch]