- Commandline in Xcode is now used, if we want Swift to set the CL, we'll have to pause the engine startup sooner
- Added auto-launch timer to the SwiftUI window for easier development (don't need to wear the VP) to debug startup crashes, etc
- Depth texture was too big, so halved the resolution of the viewports (work in progress)
- Currently asserting in XR code, or crashing in compositor services code
#rb Jeff.Fisher
#changelist validated
#virtualized
[CL 31347927 by josh adams in ue5-main branch]
Support wave size 64 lumen compute inline RT dispatches and enable by default on Android.
Allow use of wave ops as long as they are supported in fragment and compute shaders (Vulkan). Vulkan implementation on Android typically don't support it in vertex and geometry stage.
#jira UE-200580
#rb Krzysztof.Narkowicz
[CL 31103364 by florian penzkofer in ue5-main branch]
The default templates for new game feature plugins were moved as part of this and you may need to update your game's defaulteditor.ini file if it overrides the defaults
#rb Eric.Knapik
[CL 31065946 by ben zeigler in ue5-main branch]
#jira UE-205211
[FYI] luke.thatcher
#tests tested in editor and with a replayrun preflight with the cvar disabled
[CL 31055966 by ben woodhouse in ue5-main branch]
#rb charles.derousiers
[FYI] florin.pascu, henry.falconer, per.karefelt
#ushell-cherrypick of 30955220 by Charles.deRousiers
[CL 30955660 by charles derousiers in ue5-main branch]
Added redirector
Tested that a SequenceTimeUnit is automatically upgraded to a MovieSceneTimeUnit
#rb ludovic.chabant
[CL 30931619 by max chen in ue5-main branch]
#rb PJ.Kack
#jira UE-203381
-Some users have reported seeing their long cooks fail due to a machine having an unreliable connection or networkcard. In these cases the network outage can be swiftly fixed but if VA failed to pull a payload before then, the cook will terminate and need to be restarted which can cost a lot of time.
- It was requested that we add an optional way to have the system retry payload pulling when running in unattended mode but also to wait for X time (usually many minutes) before trying again. If it is likely that the connection will be restored within those few minutes then waiting will be much less costly than restarting a cook.
- That payloads can be pulled on many threads at the same time makes the logic a little tricky, so rather than counting how many payloads have failed vs the retry counter we count how many times we've logged a message to the user as this logging is protected by a critical section and acts as a way to "group" together failed pulls that occur around about the same time. We then reset this counter to 0 if we detect a successful pull.
- It is possible that a pull fails because the payload is missing, in which case this logic will probably cause the counter to reset frequently and the error to not become fatal for quite some time (possibly until the cook has almost finished) but it is quite unlikly to occur and due to this I have favored erring towards simple code rather than trying to track individual payload failures vs grouped failures vs successful pulls.
- Note: That when backends fail to pull payloads they generally log errors, which will eventually cause most of our processes to return non zero to indicate failure. VA should not log errors while we are inside of a retry loop and only print out errors when we detect a problem that we cannot solve to avoid this. This is being addressed as it's own work item.
[CL 30925886 by paul chipchase in ue5-main branch]