Commit Graph

2696 Commits

Author SHA1 Message Date
yoan stamant
3659bcc4bf CIS Issue 501802: added missing redirectors after moving StructUtils
#jira UE-216472

[CL 34517581 by yoan stamant in ue5-main branch]
2024-06-19 19:02:31 -04:00
yoan stamant
dacfa4f383 Moved StructUtils types (InstancedStruct, StructView, PropertyBag, etc.) to CoreUObject
StructUtilsTestSuite has been moved to Developper
StructUtilsEditor has been moved to Engine/Editor
NetSerialization for FInstancedStruct not using native serialization has been moved to the engine module since FRepLayout is not available in CoreUObject module.
Old plugins and modules are kept temporarily and will be remove in a different CL
Temporary header files added to facilitate transition to the new include path
#jira UE-216472
#rb Devin.Doucette, Francis.Hurteau

[CL 34509881 by yoan stamant in ue5-main branch]
2024-06-19 15:22:25 -04:00
josh adams
2a3e53943a - MSAA depth working on VisionOS. Still in a state of investigation for best possible method, so there is a cvar to control different modes, not all of which work yet
- Still to investigate (in no particular order):
  * the override store actions
  * bRenderToSceneColor - does it need to be 1 on VisionOS?
  * Can we do both eyes in one pass so we don't need to store everything out just to turn around and load for right eye? Left eye goes black without storing everything out
#rb carl.lloyd, Jeff.Fisher

[CL 34501157 by josh adams in ue5-main branch]
2024-06-19 11:21:42 -04:00
yoan stamant
938f456b05 Moved UserDefinedStruct to CoreUObject
#jira UE-216472
#rb Devin.Doucette

[CL 34495793 by yoan stamant in ue5-main branch]
2024-06-19 08:00:57 -04:00
paul chipchase
82d45b71b2 Prevent .pem files using plugin based compression when being added to a pak file as IAS can end up trying to load a .pem file before compression plugins have had a chance to load.
#rb Per.Larsson
#jira UE-218280
#rnx

[CL 34494624 by paul chipchase in ue5-main branch]
2024-06-19 06:54:32 -04:00
dmytro ivanov
1f41b6f103 - Fixing broken reuse of existing downloads
- Added ability to retry stale background downloads when we're in foreground on iOS
- Fixing race condition on background file hash helper invoked from different threads
#rb adam.kinge

[CL 34453579 by dmytro ivanov in ue5-main branch]
2024-06-18 06:18:33 -04:00
jeannoe morissette
d96ef5be37 VulkanRHI: Enable bindless for Linux in SM6.
#rb chris.kulla
#rnx

[CL 34427025 by jeannoe morissette in ue5-main branch]
2024-06-17 13:10:48 -04:00
jeannoe morissette
9d96c35d12 VulkanRHI: Enable bindless and ray tracing pipelines by default in Vulkan SM6.
#rb aleksander.netzel

[CL 34422760 by jeannoe morissette in ue5-main branch]
2024-06-17 11:13:21 -04:00
tiago costa
2d07b192eb Changes to r.RayTracing.EnableOnDemand to work with offline data.
- moved ownership of RayTracingGeometry from FStaticMeshLODResources to FStaticMeshRayTracingProxyLOD so offline data can be streamed-in when ray tracing is toggled on.
- request streaming of ray tracing geometry when it is initally registered or FirstLODIndex changes.
- moved call to ProcessCompletedStreamingRequests(...) so it in every code path of FRayTracingGeometryManager::Tick(...)
- enabled r.RayTracing.EnableOnDemand by default on all platforms.

#rb aleksander.netzel

[CL 34416694 by tiago costa in ue5-main branch]
2024-06-17 05:45:28 -04:00
charles derousiers
a0a936cacc * Fix D3D ES31 not having device profile setup.
* Add Substrate variable for D3D ES31 profile

#rb florin.pascu
[FYI] sebastien.hillaire

[CL 34337838 by charles derousiers in ue5-main branch]
2024-06-13 09:28:25 -04:00
adam kinge
a901967cf6 Add new iPad devices (iPadAir 6th Gen, iPadPro11 5th Gen and iPadPro12.9 7th Gen)
#jira UE-216043
#rb zack.neyland
[FYI] jack.porter
#rnx

[CL 34313227 by adam kinge in ue5-main branch]
2024-06-12 13:01:22 -04:00
dmitriy dyomin
5c7984141a Do not enable ray-tracing support on FN Android.
Still enabled by default for engine Android

[FYI] allan.bentham, florian.penzkofer

[CL 34299954 by dmitriy dyomin in ue5-main branch]
2024-06-12 01:51:04 -04:00
ross smith2
df0897c2e5 In UEditorProjectAppearanceSettings::PostInitProperties initialize missing display units.
In BaseEditor.ini set the default value for ImpulseUnits and PositionalImpulseUnits.

#jira UE-217687
#rb brooke.hubert

[CL 34284795 by ross smith2 in ue5-main branch]
2024-06-11 14:36:28 -04:00
jack cai
582380c404 [Compute Framework] added compute framework support for mac platform
[CL 34283528 by jack cai in ue5-main branch]
2024-06-11 13:55:05 -04:00
danny couture
609a4f5119 [GroomBinding]
- Enable async compilation by default

#jira UE-171786
#rb bojan.brankov

[RN] Groom Bindings are now compiled asynchronously by default in the editor

[CL 34277157 by danny couture in ue5-main branch]
2024-06-11 11:03:12 -04:00
krzysztof narkowicz
97afbcc6fe Lumen Reflections - major reflection denoiser rewrite. It's now sharper, faster, has less noise and has less ghosting.
* Downsampled reflections (High scalability) now use temporal upsampling without a heavy spatial filtering pass, so that they can match full resolution reflections (Epic scalability). The main difference between scalability is now tonemapping reducing energy for High and a small spatial filter running on thin and unstable features.
* Temporal accumulation is now more stable, especially under motion. It uses a wider neighborhood clamp with improved history heuristics.
* Ghosting has been somewhat reduced using a tighter neighborhood clamp in YCoCg space and various confidence heuristics speeding up temporal accumulation when a potential mismatch is detected.
* Reflections are in general sharper. Corrected temporal reprojection math, spatial filter is less aggressive, has improved edge stoppers and is driven by a temporal variance, which allows it to run only on pixels which didn't converge well.
* There's less noise due to a combination of improved temporal accumulation, spatial filtering and a bit of color space crunching which helps to reduce energy in hardest to denoise cases
* Fixed various bugs with reading uninitialized data on screen borders and during reprojection
* A few optimizations, like using groupshared to calculate temporal neighborhood and skipping certain operations if they aren't needed

Performance. Console. 1080p. HWRT. LumenReflectiveTest.

Glossy
Epic: 2.89ms -> 2.64ms
High: 1.63ms -> 1.49ms

Mirror
Epic: 1.17ms->1.01ms
High: 1.94ms->1.74ms

[CL 34167848 by krzysztof narkowicz in ue5-main branch]
2024-06-06 14:39:17 -04:00
jon cain
f00532eaf9 Update to Legacy Material Layering to support Substrate blend functionality.
- Currently disabled by the macro ENABLE_MATERIAL_LAYER_PROTOTYPE until we have a fully fleshed out system to enable.
- Implemented 2 new Substrate nodes: Get and Set attributes. Get allows the embedding of a Front Material with general Material Attributes for passing between functions, and Set splits the Material Attributes back into Front Material and Non-Substrate attributes. These are not strictly for use in Layering. This allows the Material Attributes including Substrate data to pass between Layers and Blends smoothly.
- Changed the autopopulation of Layer and Blend function material graphs to utilise the Get and Set attributes nodes. Non Substrate Attributes continue to pass through the legacy blend node, which only supports Horizontal blending. The Front Material is now separated and passes through the Substrate Horizontal Mixing node. This all occurs via a new engine level Blend Material Function MLB_Horizontal.
- Created update paths to convert legacy material layers to utilise the new Substrate structure (automatically converts to Horizontal mixing only)
- Created these structures using the "MaterialFunctionUsage" flags at the Function level -> This will ensure the ability to create contextual re-use of material functions regardless of whether they are marked layer or not.
- Altered the Preview functionality of Blend nodes so the expected output is clearer (uses the Input's embedded PreviewValue). Created a static default substrate slab creator function which supports this with any override color.
- Changed the colour of the Substrate utility nodes to match Substrate

#rb Jason.Nadro, sam.gateau, Sebastien.Hillaire
#jira UE-215192


#virtualized

[CL 34157861 by jon cain in ue5-main branch]
2024-06-06 11:04:13 -04:00
florin pascu
375342feb7 Change delimiter for Preview DP and FriendlyNames from '|' to ':" to avoid options being skipped
#rb Josh.Adams

[CL 34157333 by florin pascu in ue5-main branch]
2024-06-06 10:47:29 -04:00
tiago costa
6ac6fb1465 Enable COMPILE_DYNAMIC_FRAME_TIME on all platforms.
- disable r.DynamicRes.DynamicFrameTime by default and only enable on Windows to maintain same behaviour.

#rb Guillaume.Abadie

[CL 34104175 by tiago costa in ue5-main branch]
2024-06-04 15:37:28 -04:00
AlbinBernhardssonARM
5c41d0e1aa PR #11954: Add Immortalis-G925 device profile
#ushell-cherrypick of 34028466 by UnrealBot
#rb Jack.Porter
#jira UE-216224

[CL 34067123 by AlbinBernhardssonARM in ue5-main branch]
2024-06-03 11:26:45 -04:00
dmytro ivanov
5abd6b7983 Add support for NDK 27
#rb denys.mentiei, Chris.Babcock

[CL 34066026 by dmytro ivanov in ue5-main branch]
2024-06-03 10:46:16 -04:00
catalin dragoiu
9f2576ec27 Fix Settings system for the Trace Control Window.
#rb ionut.matasaru, Johan.Berg
#jira UE-215072

[CL 34030625 by catalin dragoiu in ue5-main branch]
2024-05-31 08:44:06 -04:00
dmytro ivanov
ad5484618e Adding CDN re-ordering to potentially improve chances of reply at the first try
#rb adam.kinge, Rafa.Lecina

[CL 34008870 by dmytro ivanov in ue5-main branch]
2024-05-30 14:39:16 -04:00
matt peters
ccc7b6050a AssetRegistry: Turn on async scan and use of cache in editor -game and editor -server modes; the AssetRegistry is used in all game modes during startup and needs to be cached in all game modes. Gather depends data in those modes as well so that they share the cache with the editor IDE. Delete all code for the non-monolithic cache; the monolithic cache now handles being used for various request differenting sets without any loss of data used by the various sets so we no longer need a cache per set of requested directories. Turning off the non-monolithic cache also fixes an issue we would otherwise have to fix with -game; it was not using the monolithic cache and was running uncached. Fix the initial SearchAllAssets scan to still be run (and log its performance) when it is triggered during by SearchAllAssetsInitialAsync but we are running in game and so cannot use a separate thread and must still run the gather synchronous.
[RN] Minor,Cooking
#rb robert.millar

[CL 33974154 by matt peters in ue5-main branch]
2024-05-29 11:00:41 -04:00
rafa lecina
abeb34e164 Remove storekit framework for apps not distributed through the AppStore
[REVIEW] [at]chris.varnsverry, [at]josh.adams, [at]adam.kinge
#rb Chris.Varnsverry

[CL 33973099 by rafa lecina in ue5-main branch]
2024-05-29 10:23:24 -04:00