Commit Graph

11932 Commits

Author SHA1 Message Date
Dan Thompson
310a5b769b Correcting Oodle nomenclature
#rb fabian.giesen
#preflight 635054908449f85a476549ef

[CL 22638135 by Dan Thompson in ue5-main branch]
2022-10-19 16:46:08 -04:00
paul moore
1b960509b8 - Compile issue fix.
[CL 22636574 by paul moore in ue5-main branch]
2022-10-19 16:01:55 -04:00
jeremy moore
4fd942ac5e Consider the minimizer to not have succeeded if it returns an empty result.
[CL 22636282 by jeremy moore in ue5-main branch]
2022-10-19 15:51:11 -04:00
ionut matasaru
22e67f0523 [Insights]
- Fixed regression in detecting timing event under mouse (offset of half of a lane height) - UE-.
  - Fixed regression related to drawing of points in graph tracks - UE-.

#jira UE-
#jira UE-167597
#rb Catalin.Dragoiu
#preflight 634ff14f8176062ea7db4e8a
#lockdown mark.lintott

[CL 22635714 by ionut matasaru in ue5-main branch]
2022-10-19 15:34:32 -04:00
daniel lamb
d4f83b4a4e Moved strings and localization to the moderation manifest.
Fixed commandline options for moderation generation commandlet.
#preflight https://horde.devtools.epicgames.com/job/635016a8047f3570ad939dea
[REVIEW] [at]Paul.Moore

[CL 22635671 by daniel lamb in ue5-main branch]
2022-10-19 15:33:31 -04:00
rex hill
3bade3dba6 Deprecate AddOptionsDropdown
#rnx
#preflight skip

[CL 22635602 by rex hill in ue5-main branch]
2022-10-19 15:31:35 -04:00
ben hoffman
14d5cfd6f5 Move Force Feedback effects and force feedback attenuation asset types to the "Input" category of the content browser categories instead of "Miscellaneous". Now that enhanced input already made an Input category, these asset types have a better place to live.
#jira UE-158873
#rb david.garza
#preflight 634f11bd864d9be23644e54f

[CL 22635541 by ben hoffman in ue5-main branch]
2022-10-19 15:29:02 -04:00
bryan sefcik
483f93dc1a Fixed misc include paths
#jira
#preflight 634f491669246074dbb2719d

[CL 22633214 by bryan sefcik in ue5-main branch]
2022-10-19 14:38:31 -04:00
bryan sefcik
ccc8cf4b49 Possible fix for DistributedBuildInterface linker issue.
#jira

[CL 22621684 by bryan sefcik in ue5-main branch]
2022-10-19 06:38:39 -04:00
bryan sefcik
ce5336e685 Created a build.cs file for DistributedBuildInterface so it can be referenced by other modules.
#jira

[CL 22619938 by bryan sefcik in ue5-main branch]
2022-10-19 03:05:53 -04:00
halfdan ingvarsson
e29f11737f Control Rig: Ensure custom types and dispatch factories only get registered after the object system is ready. Improve error reporting for unresolved functions.
#rb helge.mathee, jack.cai
#rnx

[CL 22619874 by halfdan ingvarsson in ue5-main branch]
2022-10-19 03:04:46 -04:00
Zousar Shaker
30a941b659 Set the working directory when launching zenserver to avoid the working directory being inherited from the running process and leading to issues with that path being in use when it needs to be deleted.
#rb matt.peters
#rb FNMain
#preflight 634efe22215dc19825407297

[CL 22610484 by Zousar Shaker in ue5-main branch]
2022-10-18 16:44:32 -04:00
christopher waters
f5ff98f2e1 ShaderParameterParser cleanup
- Making ConstantBufferType a constructor only argument. This removes the duplicated logic of calling ShouldUseStableConstantBuffer.
- Moving ShouldUseStableConstantBuffer to ShaderCompilerCommon.
- Made UE::ShaderCompilerCommon::ParseParameterType array arguments const

#jira UE-166341
#rb Guillaume.Abadie
#preflight 634eeceea1527f6b3bda9ff0

[CL 22608320 by christopher waters in ue5-main branch]
2022-10-18 15:25:05 -04:00
tyson brochu
85c525c14e PhysicsAsset/SkeletalMesh level set collision objects:
- try to make the output grid resolution better match the specified input resolution
- don't try to render the grid if resolution is too high (debug rendering can really start to slow things down)
- fix a bug generating a mesh for solid rendering of the level set cells

#jira UE-167098
#preflight 634eee0a4d3101c0ea37ac6f

[CL 22608178 by tyson brochu in ue5-main branch]
2022-10-18 15:18:01 -04:00
marco anastasi
9d30e5f3ac Fixed bug with the way used to determine whether a source control provider uses a custom project base directory
#rb wouter.burgers, stuart.hill
[FYI] patrick.laflamme
#preflight 634e8c558c653695a7a8b2f0

[CL 22604838 by marco anastasi in ue5-main branch]
2022-10-18 13:16:32 -04:00
paul chipchase
2c1e11b225 UnrealPak now supports rehydrating virtualized files as they are placed into pak files
#rb CarlMagnus.Nordin, Per.Larsson
#rnx
#preflight 63496fcf1f6054a99fe8bd0c

- When parsing the paklist, any file with a -rehydrate flag will be considered for rehydration

- Add the virtualization module to the PakFileUtilities module
- Add the source control module to UnrealPak (the virtualization module should be taking care of this)
- While parsing the files to be included in the pak file, we will record if any of the files require rehydration, if so this will be noted in FPakCommandLineParameters::bRequiresRehydration and used to initialize the virtualization system.
-- We only need to initialize the system once, even if we detect that multiple pak files have files that need rehydration.
-- If no pak file needs rehydration we do not initialize the system and the virtualization module is never loaded.
- FOutputPakFileEntry::CompressedFileBuffer was made private with accessors to make the refactor easier.
- Now when we start to compress a file, we always load it entirely into memory (along with any potential padding needed), if we then detect that the file doesn't require padding then we just use the in memory buffer as the output and if we do need compression we compress the buffer.
-- This means that there is only one place we load the file from disk, meaing only one place we need to insert the rehydration code to. This load is where the rehydration occurs.
-- In the previous code we would load the file into memory and then retain this copy during the compression pass, so no additional memory should be used.
- At the moment when we get the buffer back fromt he rehydration pass it will be in the form of a FSharedBuffer and so for now we need to memcpy to FCompressedFileBuffer::UncompressedBuffer, which is a waste of cpu cycles.
-- In a future change we should change UncompressedBuffer from TArray to FSharedBuffer to avoid this.

[CL 22595708 by paul chipchase in ue5-main branch]
2022-10-18 05:23:58 -04:00
ionut matasaru
fabe92e745 [Insights]
- Added Export functionality to the Counters panel:
    * "Export..." � Exports the selection (counters and their aggregated statistics) to a text file (tab-separated values or comma-separated values).
    * "Export Values..." � Exports the values of the selected counter to a text file (tab-separated values or comma-separated values). Exports the values only in the selected time region (if any) or the entire session if no time region is selected.
    * "Export Counters..." � Exports the list of counters to a text file (tab-separated values or comma-separated values).

#jira UE-167333
#rb Catalin.Dragoiu
#preflight 634e629c3925294a43943d32

[CL 22595518 by ionut matasaru in ue5-main branch]
2022-10-18 04:54:59 -04:00
ionut matasaru
c8f4ae2efd Fixed error handling when creating a Slate vertex shader (FSlateD3DVS::Create).
#rb trivial
#preflight skip

[CL 22595505 by ionut matasaru in ue5-main branch]
2022-10-18 04:53:02 -04:00
wouter burgers
2a2222ade7 SourceControl: Generalized the 'checked out by other' text in the AssetBrowser tooltip to a 'source control text'.
In essense, this was already true because 'FPerforceSourceControlState::GetDisplayTooltip()' would return the 'IsConflicted' or '!IsCurrent' text before considering the 'IsCheckedOutByOther' text, so the tooltip would potentially already contain warning texts.

#preflight 634d26a79c29024c9819df27

[CL 22595449 by wouter burgers in ue5-main branch]
2022-10-18 04:42:35 -04:00
dmitriy dyomin
d50ef617bb Bump vulkan shader format version to invalidate Android VK shaders
[CL 22594922 by dmitriy dyomin in ue5-main branch]
2022-10-18 03:18:01 -04:00
tyson brochu
e84463686d SkeletalMeshEditor: add option to use level sets when running "Generate All Bodies"
#jira UE-167098
#rb kriss.gossart
#preflight 634dae93305a762e7e58bdf2

[CL 22576877 by tyson brochu in ue5-main branch]
2022-10-17 16:34:23 -04:00
zack neyland
a195870a3a Fixing regression with metal shader versions bumps. Temporarily roll back MacOS to 2.2/2.3.
#jira UE-167179
#preflight 634d80b4305a762e7e40c8af
#rb adam.kinge
#lockdown rolando.caloca

[CL 22573078 by zack neyland in ue5-main branch]
2022-10-17 15:14:11 -04:00
marc audy
927adb79be Correct deprecation versions
#preflight trivial
#rnx

[CL 22573046 by marc audy in ue5-main branch]
2022-10-17 15:13:35 -04:00
nick darnell
f6672c7be8 Editor - Renable HasActions, since I'm working on a different replacement, I might as well clear build errors.
[CL 22549057 by nick darnell in ue5-main branch]
2022-10-15 13:03:50 -04:00
eric knapik
ebeb6781c1 Animation BP toolbar trimming & permissions
* Tab filters are now applied before tab widgets before are created for animation blueprint editor instead of only when a user tries opening a new tab. This prevents disallowed tabs in default layouts being created.
* Event graph documents are not opened if event graph permissions are disabled when loading blueprint editor.
* Added new blueprint permission to optionally disable function overrides.

#rb thomas.sarkanen
#preflight 6346928ef04e6f8505f7b879

[CL 22547860 by eric knapik in ue5-main branch]
2022-10-15 02:13:23 -04:00