Commit Graph

1258 Commits

Author SHA1 Message Date
jimmy smith
b484c2b09b AudioLink Engine fixes
#jira UE-140116,UE-140347
#rb aaron.mcleran phil.popp
#preflight 634dc247181aa2a00d9df736

[CL 22594804 by jimmy smith in ue5-main branch]
2022-10-18 03:03:44 -04:00
igor dallavanzi
961a19f4a2 [Waveform Transformations] Add Tooltip and category to waveform transformations property on USoundWave and make it show up only if the relevant plugin module is loaded
#rb miles.flanagan
#jira UE-166513
#preflight 634676ba8a0a7b2adc660fe5

[CL 22511726 by igor dallavanzi in ue5-main branch]
2022-10-13 16:42:33 -04:00
richard wallis
8d24dcd6ee Add -fpreserve-invariance for Vertex shaders for Metal versions above 2.2. macOS only: Reinstate Metal versions 2.2 and 2.3 to work round what appears to be a M1 position invariance compiler bug.
#jira UE-164360
#preflight 63443b667045f13c96bda936
[REVIEW] [at]zack.neyland, [at]axel.riffard, [at]jack.porter, [at]adam.kinge

[CL 22509223 by richard wallis in ue5-main branch]
2022-10-13 14:40:48 -04:00
jonathan bard
42a6558b6a Added slow task when building Landscape Nanite meshes through the details panel button
#rb luc.eygasier
#preflight 634708268a0a7b2adc90b08b
#rnx

[CL 22505490 by jonathan bard in ue5-main branch]
2022-10-13 11:38:05 -04:00
Josh Adams
6fcf1f7c2b - Fixing perPlatform property customization to list all platforms, not just the ones that TargetPlatforms created
- Added PlatformGroup to WinGDK
#rb david.harvey
#preflight 6345f538663dafe416eb1ed0

[CL 22471633 by Josh Adams in ue5-main branch]
2022-10-11 21:48:14 -04:00
sebastien lussier
dfac1bb2ad World Partition - HLOD: Automate ScreenSize computation for "Simplifiy" HLOD method
* ScreenSize option is now deduced from the meshes bounds and the draw distance.
#rb patrick.enfedaque
#preflight 633ef8ea174b138657d89507

[CL 22389969 by sebastien lussier in ue5-main branch]
2022-10-06 20:54:07 -04:00
sebastian nordgren
05c7a02185 Setting a Margin variable in a parent blueprint now correctly updates child blueprint variables as well.
ChildPropertyHandles are stored as TSharedRef, so there's no reason to convert them to an intermediate TWeakPtr.

[REVIEW] [at]patrick.boutot
#jira UE-165055
#preflight 6335314ee410691606a56208

[CL 22279103 by sebastian nordgren in ue5-main branch]
2022-09-30 15:46:22 -04:00
sebastien lussier
23baff8ec0 World Partition - HLOD: Auto configure the FMaterialProxySettings::MeshMinDrawDistance field when working with WP HLOD
* Field is now hidden when edited from an HLOD Layer
* When building HLODs, retrieve the expected draw distance from the FHLODBuildContext object
#rb jeanfrancois.dube
#preflight 6335ef97c37844870abe3060

[CL 22264292 by sebastien lussier in ue5-main branch]
2022-09-30 01:42:01 -04:00
jeremy moore
9657b87388 Add nanite material override setting to material and material instances.
If this is set, and we are rendering a nanite mesh then we use the override material.
Removed nanite override materials from mesh components.
Material override serialization is specialized so that we don't cook out override materials on non-nanite platforms.
#rb jason.nadro, matt.peters, francis.hurteau
#preflight 6334554b665f6b8f7f770a9b

[CL 22240746 by jeremy moore in ue5-main branch]
2022-09-28 22:31:20 -04:00
chris tchou
803094ae27 Change landscape info Proxy pointers to be TWeakObjectPtr, so they won't act as GC references
#rb jonathan.bard
#preflight 63335cb2dc213d2eadcd61b2

[CL 22217645 by chris tchou in ue5-main branch]
2022-09-27 23:53:05 -04:00
sebastien lussier
9e6deb3e00 Material Proxy settings - Hide texture size property unless texture sizing type is "Use Single Texture Size" or "Use Automatic Biased Sizes"
* New automatic texture sizing options would show the "Texture Size" option, which was confusing
#rb patrick.enfedaque
#preflight skip

[CL 22146059 by sebastien lussier in ue5-main branch]
2022-09-22 17:43:00 -04:00
jared therriault
23aa83bbd5 Object Mixer:
-Fix: Lighting Channels changes not applied to all selected rows
-Adjust spacing of light channel buttons

#jira UE-163703
#jira UE-162907

#rb Jason.Walter

#preflight https://horde.devtools.epicgames.com/job/63292c38b40000c8f049186d

[CL 22100355 by jared therriault in ue5-main branch]
2022-09-20 15:43:27 -04:00
axel riffard
b701c98a7e Set Metal minimum flow for iOS and MacOS
#jira UE-163352
#rb adam.kinge
#preflight 632954d3fc7f1efbdf238155

[CL 22089354 by axel riffard in ue5-main branch]
2022-09-20 03:10:30 -04:00
JeanFrancois Dube
3e15fce1cc World Partition Content Bundle Support: added content bundle GUID in actors and actor descriptors and fix unsaved actor descriptors PIE filtering.
#rb philippe.deseve, richard.malo
#preflight 632493958131e92d65e8c091
#rnx

[CL 22058217 by JeanFrancois Dube in ue5-main branch]
2022-09-16 15:50:38 -04:00
sebastian nordgren
c4b81d8b75 Multi-line editable text boxes no longer call IPropertyUtilities::RequestRefresh() when adding or removing lines, which caused textboxes created in property row generators to fail to accept input past a single line.
This was a bug exposed because FPropertyRowGenerator previously ignored RequestRefresh() calls entirely, but now does a deferred refresh.

Since this was the only use of it, IEditableTextProperty and all its implementations have also had their RequestRefresh() methods removed.

[REVIEW] [at]jamie.dale, [at]vincent.gauthier
#preflight 632432a2cb23fcbbd8ef5dd2

[CL 22050354 by sebastian nordgren in ue5-main branch]
2022-09-16 11:35:06 -04:00
Sebastien Hillaire
6ee5289a8c Added cloud show flag.
#rb none
#preflight https://horde.devtools.epicgames.com/job/632068e08c478acecf528490

[CL 21980898 by Sebastien Hillaire in ue5-main branch]
2022-09-13 07:48:38 -04:00
Jurre deBaare
ff0db16d0b Reintroducing AnimationDataModel refactor with additional memory and cooktime optimizations.
**Animation Data Model load/cook time and memory optimizations**
- Added SetKeysOnly to FMovieSceneFloatChannel, allowing to only set value/frames values and skip allocating key handles
- Added EvaluateWithCache to TMovieSceneCurveChannelImpl, allowing to evaluate multiple curves using a caching data structure holding the frame-indices resulting from the FrameTime -> indexes calculationg
- UFKControlRig::GetControlName/GetControlTargetName, added thread_local mapping cache and optimized FName generation
- Made the sequencer bone curve keys 'sparse' again, if constant it just sets the default value for the curve otherwise it is still uniform
- Only resample keys when compressing, and clear them on any significant model changes and when save-during-cook has been completed
- Routed ::Presave for AnimSequencerDataModel directly through to UMovieSceneSignedObject to skip compiling cooked sequencer that that will/should never cooked and packaged
- Added some significant pass-by-reference changes to AnimSequencerModel APIs (passing large arrays by value previously) :doh:
- Optimized GenerateLegacyBoneData

Original CL description:

**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Mike.Zyracki
#jira UE-131296
#preflight 631f6897a9331c69c3a34d1e

[CL 21980597 by Jurre deBaare in ue5-main branch]
2022-09-13 06:41:15 -04:00
axel riffard
c64aa2de93 Catalina, iOS 14 removal
Metal 2.3 removed, Metal 3.0 added for Mac

#jira UE-163352
#rb adam.kinge bertrand.carre
#preflight 631ea7eb94758d0bf2008668

[CL 21960671 by axel riffard in ue5-main branch]
2022-09-11 23:47:08 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
phillip kavan
7d0965ea7f Convert the external actor reference member to a weak ptr in the FComponentReference struct type so that it doesn't prevent GC.
#rb Ben.Zeigler
[FYI] Helge.Mathee
#preflight 631a5c67a20b67673bab046d

[CL 21935484 by phillip kavan in ue5-main branch]
2022-09-10 00:00:29 -04:00
bryan sefcik
f58e75e476 Pass 2 on cleaning up build.cs files.
#jira
#preflight 631b7a79304480f8f8b48580

[CL 21931324 by bryan sefcik in ue5-main branch]
2022-09-09 19:41:38 -04:00
nate strohmyer
8dbfbf8d97 Make mapped key tooltip more helpful when disabled from a combo trigger
#Jira UE-163036
#rb ben.hoffman
#preflight 631a47ea2b7fe03eb6c064b9

[CL 21929870 by nate strohmyer in ue5-main branch]
2022-09-09 18:18:06 -04:00
serge bernier
f540d59aa7 Expose PerQualityLevelsMinLod Set/Get to blueprints. Can also set the Default value if user input a value >= 0.
#rb josh.Adams

[CL 21929847 by serge bernier in ue5-main branch]
2022-09-09 18:17:10 -04:00
nick brett
2429f9bbf2 [UE][FIX] - Display physics constraint transform properties in details panels outside PhAT
- Change Pos, PriAxis and SecAxis property's catagory
- Only hide Pos properties when in PhAT
- Fix typo in LocText tag (unrealted to above)

#rmx

[CL 21907518 by nick brett in ue5-main branch]
2022-09-08 19:34:17 -04:00
jared therriault
1facae65ad Property Editor:
-Add customization for FLightingChannels

#rb Lauren.Barnes

#jira UE-162861

#preflight https://horde.devtools.epicgames.com/log/630fd2fae352708d444bb4b1

#ushell-cherrypick of 21631171 by Jared.Therriault

[CL 21892691 by jared therriault in ue5-main branch]
2022-09-08 09:16:44 -04:00