Commit Graph

1399 Commits

Author SHA1 Message Date
Chris Babcock
03fc58d5aa Add option to force use of legacy ld instead of lld for Android
#jira UE-89634
#ue4
#android
#rb Jack.Porter

[CL 11646388 by Chris Babcock in 4.25 branch]
2020-02-26 22:07:49 -05:00
Dmitriy Dyomin
0f3c980179 Use native shader libraries by default
#jira none
#fyi Arciel.Rekman, Richard.Wallis

[CL 11626013 by Dmitriy Dyomin in 4.25 branch]
2020-02-25 23:53:31 -05:00
Max Chen
236bf0c789 Niagara: Disable sequencer clean playback mode by default
#jira UE-88778
#rb none
#rnx

[CL 11607972 by Max Chen in 4.25 branch]
2020-02-25 11:50:36 -05:00
Max Chen
0bb1a3ede8 Cine Camera: Update 16:9 Film SensorWidth and SensorHeight to 24.00 x 13.5
#jira UE-89251
#rb matt.hoffman, ludovic.chabant

[CL 11584689 by Max Chen in 4.25 branch]
2020-02-22 00:20:12 -05:00
Max Chen
079c66e7e8 Cine Camera: Update 16:9 Digital Film SensorWidth and SensorHeight to 23.76x13.365 to match Arri Alexa from https://vfxcamdb.com/arri-alexa/
#jira UE-89251
#rb matt.hoffman, ludovic.chabant

[CL 11578668 by Max Chen in 4.25 branch]
2020-02-21 15:52:21 -05:00
Dmitriy Dyomin
5ac2469917 Set SensorLandscape orientation as default for Android apps
Set Fullscreen as default for Android Apps
#jira UE-86775
#rb jack.porter

[CL 11574440 by Dmitriy Dyomin in 4.25 branch]
2020-02-21 01:19:39 -05:00
Arciel Rekman
eb59815518 Make using shader code library the default setting.
#rb Suggested by many
#rb Rolando.Caloca
#codereview Josh.Adams, Dmitriy.Dyomin, Rolando.Caloca, Marcus.Wassmer, Ben.Woodhouse, Richard.Wallis
#jira none

[CL 11547040 by Arciel Rekman in 4.25 branch]
2020-02-19 13:30:09 -05:00
Patrick Laflamme
6d150df57a #jira UE-88769 - CLONE - Analytic reports are not sent by crash report client editor until the 'Send usage Data' is toggled in Editor preferences
- Edigrated 11250215 from Dev-VirtualProduction.

#rb none

[CL 11510068 by Patrick Laflamme in 4.25 branch]
2020-02-18 14:32:10 -05:00
Yuriy ODonnell
c507e6196d Set bSupportsWaveOperations=false for PCD3D_SM5 to prevent DXIL shaders from being loaded in D3D11 mode. Removed GRHISupportsRayTracing check from FMaterialSortCS::ShouldCompilePermutation, as this prevents this shader from being compiled when cooking.
This fixes ray tracing support in cooked builds.

#jira UE-88256
#jira UE-88875
#rb Juan.Canada


#ushell-cherrypick of 11460208 by Yuriy.ODonnell

[CL 11496830 by Yuriy ODonnell in 4.25 branch]
2020-02-18 05:49:51 -05:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Josh Adams
6bd5d97d8b - Moved AudioCaptureModuleName spec to a .ini setting, and updated all relevant .ini files
- Fixed .ini staging to follow the IniParent chain for PlatformExtensions
#rb ethan.geller

[CL 11346916 by Josh Adams in Main branch]
2020-02-11 13:51:26 -05:00
christina tempelaarl
6a467ccc6a Added PhysicalMaterialMasks show flag and visualization in level editor and static mesh editor.
#jira UE-1951
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 11310306 via CL 11310328
#ROBOMERGE-BOT: (v653-11302973)

[CL 11311396 by christina tempelaarl in Main branch]
2020-02-10 16:05:45 -05:00
simon tovey
d16fb67979 Niagara Platform Set.
New feature for controling which platforms use certain aspects of Niagara.
Current users include;
- Emitter Enabled/Disabled switch
- System level scalability settings in EffectType and overrides in System.
- Emitter level scalability settings in EffectType and overrides in Emitter.

This entirely replaces previous Detail Level feature and all related code.

Now we allow users to select from EffectsQualitiy levels as a basic use case for scaling across platforms.
Further fine grained control can be acheived by setting per device profile overrides to this.
For example all Effects Quality levels could be enabled but Android could be specifically disabled. Or some subset of mobile devices.

TODO: Code is in place for this to cook out emitters but there are other impediments stopping this currently.
TODO: Sebastian has more UI changes incomming but as a v1.0 this is funtional.

#rb Josh.Adams


#ROBOMERGE-OWNER: simon.tovey
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 11292064 via CL 11292069
#ROBOMERGE-BOT: (v647-11244347)

[CL 11292627 by simon tovey in Main branch]
2020-02-07 12:32:54 -05:00
Mitchell Wilson
cc3508d2a6 Copying //UE4/Dev-Documentation to Samples-Main (//UE4/Samples-Main)
#rb none

[CL 11292459 by Mitchell Wilson in Main branch]
2020-02-07 12:09:44 -05:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Rolando Caloca
edd09524c8 UE4 - Blacklist D3D12 driver
#rb none
#rnx
#fyi Emil.Persson
#jira UE-88065

[CL 11226050 by Rolando Caloca in Main branch]
2020-02-04 18:55:33 -05:00
Chris Gagnon
c3f9a18841 Merge from Main in prep for Dev-Tools-Staging Copy up
#rb none

[CL 11221539 by Chris Gagnon in Dev-Tools-Staging branch]
2020-02-04 17:00:31 -05:00
joe conley
5e4f71a382 #jira UE-75755 - Packaging project for Lumin without Lumin SDK directs user to UDN instead of docs
Looks related to CL-6597894.  It added IsValidLongPackageName check in FIntroTutorials::HandleSDKNotInstalled, which is failing, but skipping over that loads the tutorial fine.  The safer fix is to just specify the asset name as .../SetupLuminTutorial and not .../SetupLuminTutorial.SetupLuminTutorial, because it was choking on the period.

#rb trivial
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 11210317 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v643-11205221)

[CL 11210323 by joe conley in Main branch]
2020-02-03 16:49:06 -05:00
christina tempelaarl
9ab819b56a Added PhysicalMaterialMask thumbnail renderer.
#jira UE-1949
#rb matt.kuhlenschmidt


#ROBOMERGE-SOURCE: CL 11206603 via CL 11206604
#ROBOMERGE-BOT: (v643-11205221)

[CL 11206607 by christina tempelaarl in Main branch]
2020-02-03 11:20:17 -05:00
ben marsh
f301984d29 Use VS2019 as the default compiler and IDE on Windows.
- Download and run the VS2019 installer from the editor
- Update the preferred VC++ toolchains to choose a VS2019 toolchain if possible
- Update the AppLocalPrerequisites folder to include redist files from VS2019
- Update the UE4 prerequisites installer to include VS2019 redist
- Update the installed engine build script to build with VS2017 for backwards compatibility, since VS2019 object files are not compatible with it (only vice versa).

#rb none
#jira
[FYI] Bob.Tellez


#ROBOMERGE-SOURCE: CL 11205672 via CL 11205674
#ROBOMERGE-BOT: (v643-11205221)

[CL 11205680 by ben marsh in Main branch]
2020-02-03 09:05:28 -05:00
Ryan Gerleve
35e095a9d8 Copying //UE4/Dev-Networking @ CL 11201841 to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 11202190 by Ryan Gerleve in Main branch]
2020-01-31 18:46:22 -05:00
Alexis Matte
ffe1c8dc8e Add opacity texture to FBX material instance import. When importing an FBX, you have the option to import materials as instances off of a base material, as opposed to creating new material graphs for each FBX material. This change adds the option to import anything connected to the TransparencyColor.
#jira none
#rb JeanMichel.Dignard

[CL 11190216 by Alexis Matte in Main branch]
2020-01-30 20:08:54 -05:00
Billy McCarroll
15d5ea2dd5 Add new features from Google Play Billing API
Create Blueprint Nodes for StoreV2
Modify Match3 to use SToreV2 blueprint nodes

#review-11072654 @eric.newman

#rb eric.newman

[CL 11183040 by Billy McCarroll in Main branch]
2020-01-30 14:21:24 -05:00
Chris Gagnon
76c6bcbfeb UE4 Main merged to Dev-Tools-Staging at CL 11164391
#rb none

[CL 11171981 by Chris Gagnon in Dev-Tools-Staging branch]
2020-01-29 20:39:37 -05:00
Patrick Boutot
b67ff68e04 Copying //UE4/Dev-VirtualProduction to //UE4/Dev-Tools-Staging @ 11168401
#rb none
#rnx

[CL 11170710 by Patrick Boutot in Dev-Tools-Staging branch]
2020-01-29 18:45:15 -05:00