Commit Graph

105 Commits

Author SHA1 Message Date
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
david harvey
10b05a8cf3 Capture platform-specific project analytics for launching, cooking & packaging in the editor.
#jira UE-142191
#rb Brian.White, Wojciech.Krywult
#preflight 6319a11bd135b61bc5f729c9

[CL 21907474 by david harvey in ue5-main branch]
2022-09-08 19:33:14 -04:00
jimmy smith
b92f1fdf0d Configuration support for AudioInfos / AudioFormats per platform
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93

[CL 21153330 by jimmy smith in ue5-main branch]
2022-07-18 17:47:55 -04:00
jamie hayes
88329c458b Make Linux Target Platform logic for shader formats match Windows by not targeting any platforms when server only. Fixes an issue where shaders could get cooked for targeted RHIs on Linux Server.
#rb brandon.schaefer
#preflight 628e599df622d972b58b8f52

[CL 20366973 by jamie hayes in ue5-main branch]
2022-05-25 12:43:24 -04:00
charles bloom
0d6b70e857 fix TargetPlatform calls to GetDefaultTextureFormatNamePerLayer changed by 20227025
the bad value passed to BlockSize was not actually used so behavior was not actually broken

#preflight 628bb9cc016e5daa1cbc21e5
#rb jon.olick

[CL 20335399 by charles bloom in ue5-main branch]
2022-05-23 15:28:40 -04:00
Jon Olick
0a7be0f773 Removed bSupportDX11TextureFormats, functionality is no longer necessary. Pushed functionality of bSupportDX11TextureFormats down to target platform code.
#preflight 6282816acf7e4667a999a6ea

[CL 20227025 by Jon Olick in ue5-main branch]
2022-05-16 13:05:50 -04:00
Josh Adams
1135fdcfd4 - Windows and Linux SteamDeck devices in C++
#preflight 623901536c69188bd9928f54

[CL 19459810 by Josh Adams in ue5-main branch]
2022-03-21 19:07:30 -04:00
aaron mcleran
8db0b74958 Cleaning up codec definitions on soundwaves.
- Adding new enumeration to select PCM, ADPCM, Bink, and "platform specific"
- Updated platform codecs and various APIs to select correctly which codec to use
- Changed "is seekable streaming" semantics to "Is Seekable" since that is more correct in a post-stream-caching world
- Tried to clean up platform backends. Unable to move Bink decoder to multiplatform code because of module dependencies, will require a future refactor of our decoder module setup.

#rb Phil.Popp, Jimmy.Smith
#jira UE-140860
#preflight 61f97ad7f02e20f45add6d45

#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18813332 in //UE5/Release-5.0/... via CL 18813341 via CL 18822758
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824290 by aaron mcleran in ue5-main branch]
2022-02-02 07:35:13 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
jamie hayes
e294b4061d Don't restrict the possible shader formats for server only (Fix for Linux compile error)
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 17139157 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17139518 by jamie hayes in ue5-release-engine-test branch]
2021-08-11 14:25:13 -04:00
jamie hayes
3428774f88 Changed some ITargetPlatform methods (GetAllSupportedShaderFormats, GetTargetedShaderFormats) to remain compiled with a lack of WITH_ENGINE. Their omission isn't necessary from a dependency standpoint, and their access will be required in a future change.
#rb josh.adams
#jira none
#preflight 6113ed2a0d783d00011ef86e

#ROBOMERGE-SOURCE: CL 17137761 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17137793 by jamie hayes in ue5-release-engine-test branch]
2021-08-11 13:05:07 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
dan thompson
ab80c69fd3 Bink Audio :: 4/4 :: Integration :: #pf 60aea2116905a6000136901e #pf 60c9308ef7cffb0001674132
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.


#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16682731 by dan thompson in ue5-release-engine-test branch]
2021-06-15 20:30:02 -04:00
brandon schaefer
a90cdbe7c2 Rename LinuxAArch64 to LinuxArm64
#jira UE-118127
#rb Michael.Sartain
[FYI] Marc.Audy, Aurel.Cordonnier

#ROBOMERGE-SOURCE: CL 16660821 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v834-16658389)

[CL 16660830 by brandon schaefer in ue5-release-engine-test branch]
2021-06-14 13:40:06 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Josh Adams
864346d522 - Using new multiple-platform Config system to let MeshLOD and Texture cooking system to get ini settings as needed, instead of having each TargetPlatform LoadLocalIni (which was a cause of some bugs)
- Removed other uses of LoadLocalIni from TargetPlatforms (eventually LoadLocalIni and LoadGlobalIni will hopefully be hidden away with better APIs in FConfigCacheIni)
#rb james.doverspike

[CL 14490797 by Josh Adams in ue5-main branch]
2020-10-14 09:45:12 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
jian ru
d884fc9d94 Fix missing include and reinstate a change that moves per platform default skeletal mesh LOD streaming settings to project settings
#rb Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12749752 via CL 12749754 via CL 12749799
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v678-12743200)

[CL 12749814 by jian ru in Main branch]
2020-04-12 20:39:05 -04:00
stan hormell
d056616808 Back out changelist 12737759 - CIS Errors
[FYI] Jian.Ru, Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12739054 via CL 12739055 via CL 12739056
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12739058 by stan hormell in Main branch]
2020-04-10 22:14:39 -04:00
jian ru
90f5778d77 Move per platform default skeletal mesh LOD streaming settings to project settings
#rb Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12737759 via CL 12737761 via CL 12737762
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12737767 by jian ru in Main branch]
2020-04-10 19:34:29 -04:00
jian ru
d9be824ad9 Add a option for each platform to enable skeletal mesh LOD streaming by default. Artists can still override the default settings on a per-asset or per-group basis.
#jira FORT-200495
#rb Lina.Halper
[FYI] Alexis.Matte

#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12688967 via CL 12688970 via CL 12689005
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12689008 by jian ru in Main branch]
2020-04-09 09:03:24 -04:00