- 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]
Fixing GPUTime reports using Swappy.
Setting the GPU time Fence value through a CVar, defaulted to 200ms.
[REVIEW] [at]Peter.Sauerbrei, [at]sebastian.werema, [at]Allan.Bentham, [at]denys.mentiei, [at]Chris.Babcock
#rb denys.mentiei, Dmitriy.Dyomin, Peter.Sauerbrei
[CL 34235232 by anderson ramos in ue5-main branch]
#tests On iOS, ensured that the Special Right button works properly and does not duplicate input
#rb adam.kinge
[CL 33669714 by santiago firpo in ue5-main branch]
#jira UE-138975
In the past, we've been inconsistent with motion-related input on controllers and mobile platforms -- they've used different coordinate spaces and different units. This means users (us included) have had to manually convert accelerometer and gyro input for each platform on a per-game basis.
In 2022 we added the *.UnifyMotionSpace CVars, which let us get motion input in Unreal's coordinate space (left-handed, z-up, etc) when set to 1, or a similar but right-handed space when set to 2. Setting to non-zero also unifies the units across platforms, giving angular velocity in radians per second and acceleration in g-units.
For a better out-of-the-box experience, this change makes all of the *.UnifyMotionSpace CVars set to 1 by default.
[FYI] ben.hoffman
#tests PIE
[CL 33622860 by jibb smart in ue5-main branch]
- otherwise there is no way to automatically restore the mapping if the user returns.
- that responsibility now lies with specializations.
#rnx
#rb ben.hoffman
[CL 33165127 by david harvey in ue5-main branch]
Set ios.UnifyMotionSpace to 1 to make iOS motion sensor axis match Unreal's. Can be set to 2 to do the same except swap x and y to make it right-handed, since right-handed is more common outside of Unreal. Set to 0 for old behaviour.
[CL 32719894 by jibb smart in ue5-main branch]