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]
#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]
[FYI] ahmed.siddique
Original CL Desc
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New: Cleanup and simplify GameActivity.java.template changes to be less intrusive and support ASIS.
BugFix: Cleanup Android engine source logic to have minimal impact when not using ASIS.
#ushell-cherrypick of 32146848 by ahmed.siddique
#rb Chris.Babcock
#jira UE-210348, FORT-720545
[CL 32441502 by ahmed siddique in ue5-main branch]
BugFix: Cleanup Android engine source logic to have minimal impact when not using ASIS.
#ushell-cherrypick of 32146848 by ahmed.siddique
#rb Chris.Babcock
#jira UE-210348, FORT-720545
[CL 32413941 by ahmed siddique in ue5-main branch]
Also added gradle build files for ASISStub to make it easier to use the sample android app to test Android Single Instance
Also fixes for Jira: UE-205628
Jira UEHMI-316
#android
#rb Chris.Babcock, matthew.sorrels
#jira UE-205628
[CL 31101181 by ahmed siddique in ue5-main branch]
-> Added a name check for Luna controllers, to enable using the threshold to consider pulling triggers as "button presses".
-> Added controller info to GameActivity
[REVIEW] [at]Mathieu.Roy [at]Ghislain.Theriault [at]Bernard.Lambert [at]Chris.Babcock
#rnx
[CL 26771341 by nicolas potvin in ue5-main branch]
#tests Tested on the following affected devices Pixel 3 XL, Nokia 8, OnePlus 7, OnePlus 8T, Samsung S8+, Samsung S10
[REVIEW] [at]Fourat.Jellouli [at]Nicolas.Potvin
#rb Allan.Bentham Michel.Champoux
#rnx
[CL 26024170 by maxime zobenbueler in ue5-main branch]
The FAndroidWindow::GetScreenRect change left us with a (0,0) resolution when using Quest, so the HMD wouldn't even try to render.
The depth swapchain changes cause the depth swapchain ViewRect to be uninitialized, resulting in an XR_ERROR_SWAPCHAIN_RECT_INVALID error.
#jira UE-181076
#rb robert.srinivasiah
#preflight 6430871cdf6c5c78fc2bb08d
[CL 24970602 by christopher fiala in ue5-main branch]
Enable Swappy on Android by default
Fixed: Swappy VK initialization which was missing a WindowHandle
Remove old GoogleGameSDK files that are no longer needed
Removed Java version of MemAdvisor
#rb Dmitriy.Dyomin
#jira UE-181102
#preflight 64302326285518071799c243
[CL 24965637 by jack porter in ue5-main branch]
- Android.WindowDPI, set a DPI to achieve when calculating the app's screen resolution.
- Android.3DSceneMaxDesiredPixelCount, set a target pixel count for the 3D scene color resolution.
- Android.3DSceneMinDPI, set a forced minimum DPI for the 3D scene color resolution, useful to ensure a minimum resolution quality on low DPI devices.
#rb Chris.babcock
[CL 24671989 by allan bentham in ue5-main branch]