Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.
#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469
#ROBOMERGE-BOT: (v836-16769935)
#ROBOMERGE-CONFLICT from-shelf
[CL 16825718 by krzysztof narkowicz in ue5-main branch]
Note: _MSC_VER is still 1929 with the VS2022 preview, I expect it to be 1930 eventually when the compiler version is bumped which should match the versioning scheme for every other VS release
#rb none
#preflight 60d0c0d878c3b00001e335d9
[CL 16730633 by Joe Kirchoff in ue5-main branch]
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.
#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1
[CL 16703582 by Tim Smith in ue5-main branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
[CL 16682710 by Dan Thompson in ue5-main branch]
Added message that packaging can fail if assets reference new changes.
#rb
#rnx
#jira UE-115558
#preflight 60c39c8e8d00b80001b1e85f
[CL 16645001 by Tim Smith in ue5-main branch]
Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint.
Changed the API of the deferred registry to be more inline with UE coding standards.
#rb ben.marsh phillip.kavan
#rnx
#jira UE-113662
#preflight 60c0c0fdc61264000190e16a
[CL 16606206 by Tim Smith in ue5-main branch]
Cannot easily specialize the specialization's config settings, so a different approach is required.
#jira UE-115613
#rb none
#rnx
[CL 16382731 by David Harvey in ue5-main branch]
- In a complex material, compiler may not be able to see through the code to discover all unused inputs.
E.g. first pass compilation says that input A is unused, but B and C are used. After we rewrite the code to remove A, the code is simpler and compiler is now able to see that B is also unused.
Since we pass the "used attributes" to the next stage, this creates a mismatch where vertex shader outputs only C, but pixel shader (rewritten based on the first pass results) expects B and C.
- The fixed code will check if the unused inputs changed, and if so, will go back and rewrite the code based on a more complete info.
- This fixes a bug that JonL ran into for which I haven't yet created a JIRA (will do before checkin).
#rb Ben.Ingram, Rolando.Caloca, Jason.Nadro
#review @Lukas.Hermanns, @Rolando.Caloca, @Ben.Ingram, @Jason.Nadro, @Kevin.Ortegren
#jira UE-115083
[CL 16312596 by Arciel Rekman in ue5-main branch]
Example usage in a shader:
PLATFORM_ASSERT4(GroupThread > 4321, 0xDF7DC903, GroupThread, GroupIndex, GroupBase, asuint(123.456f));
Example GPU crash report output:
LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - Begin: Frame 348 - Scene - ReflectionIndirect - RayTracingReflections - RayTracingDeferredReflectionsShade 957x466
LogD3D12RHI: Error: [GPUBreadCrumb] Shader assertion failed! ID: 0xDF7DC903
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [int32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [uint32]: 416 42 172032 1123477881
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [hex]: 0x000001A0 0x0000002A 0x0002A000 0x42F6E979
LogD3D12RHI: Error: [GPUBreadCrumb] Payload [float]: 0.000000 0.000000 0.000000 123.456001
This works through automatic diagnostic buffer binding in D3D12 RHI, which becomes available in *any* shader as a UAV.
Opens the door for arbitrary human-readable message output from any shader in the future.
PLATFORM_ASSERT macro is always enabled and available on supported platforms. It is intended to be a low-level mechanism for a higher-level check() that would be controlled via CVars.
#rb Christopher.Waters
[CL 16167404 by Yuriy ODonnell in ue5-main branch]
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)
#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4
[CL 16115620 by Tim Smith in ue5-main branch]