- the xcode and cmake projects were updated to use cpp17
- a variable was renamed in opt_copy_propagation_elements to fix a compilation error on linux
- remove the register keyword from the autogenerated lexer code using a define
- added and modified scripts to fix the compilation process
#rb Laura.Hermanns
[CL 29925957 by wouter dek in ue5-main branch]
- Session Browser: Added support for multiple selection. Can now delete multiple trace files at once.
- Session Browser: Added "Copy Trace Id" in context menu. Copies the unique id of the selected trace session.
- Session Browser: Added "Copy Full Path" in context menu. Copies the full path of the selected trace file.
- Session Browser: Added "Open Containing Folder" in context menu. Opens the containing folder of the selected trace file.
#jira UE-152579
#rb Catalin.Dragoiu
[CL 29918374 by ionut matasaru in ue5-main branch]
Technical:
- Moving an asset to a subfolder and choosing REVERT ALL works! The asset will show up again in Content Browser.
- Moving an asset to a subfolder, moving an actor (which triggers a world reload) and choosing REVERT ALL does NOT work! The asset will not show up again in Content Browser until the project is closed and re-opened. The reason it doesn't show up is because the AssetRegistry still thinks there is a REDIRECTOR asset in that location and the Content Browser doesn't show those by default.
The cause for this is that when the two packages (for example: a redirector material package and a world package) are passed into UPackageTools::ReloadPackages, it will call CreateNewMapForEditing which will cause the redirector material package to go STALE. This is tracked by FScopedTrackFilteredPackages. This results in the redirector material package never actually being reloaded, leaving the AssetRegistry with incorrect data, causing the Content Browser to not show it.
This is fixed by doing the world reload(s) separately.
#rb Manuel.Lang, Marco.Anastasi, Patrick.Enfedaque
#rnx
[CL 29916664 by wouter burgers in ue5-main branch]
1. Put a higher volume of individual cache items in a lesser amount of wall time
2. Reduce the gap in time between when a ref is put and when it is finalized during times of heavy Put workload
Along with this change there is a System.DerivedDataCache.HttpDerivedDataBackend.CacheStoreStressPut automated test (StressFilter) that puts 1000 records containing 12 byte values in each. Before this change, the test took 21 seconds to complete. It now takes 9 seconds to complete. There are opportunities to improve this further through batching.
#rb Devin.Doucette
[CL 29913201 by zousar shaker in ue5-main branch]
Notably, when the messag text got too long, because the ScrollBoxMaxHeight arg wasn't set, you could barely see the message
#rb Dominik.Peacock
#rnx
[CL 29909962 by dave belanger in ue5-main branch]
The intention is to provide a set of "in the box" telemetry hooks to our most common developer workflows for use internal Epic use and licensees
Moved startup of StudioTelemetry plugin much earlier to PostConfigInit stage so that sessions can start much earlier in the workflow
Added WIP Client support to telemetry plugin
Added data driven provider support for FAnlayiticProvidersET interfaces via BaseEngine.ini for common games and sample projects. Settings and URLs for EPic are only avaliable in Resttricted/NotForLicensee config folders for Lyra and Shooter game.
Added support for Horde telemetry and fixed up various problems with duplicate attributes being sent.
Added Core.VirtualAssets telemetry event
Added Core.Zen telemetry event
Added Core.IAS telemetry event
Added check for IOStoreOnDemand IsEnabled to avoid sending empty IAS events
Added FAnalyticsMulticastProvider to forward telemetry events to multiple providers contained within
Removed deprecated Fire_LoadingEvent from StudioAnalytics
[FYI] paul.chipchase
#rb Wes.Hunt
[CL 29908039 by mark lintott in ue5-main branch]
If a conflict situation ever ends up blocking an internal developer (due to some unforeseen issue), the CLI command 'asset resolve conclude' can always get them out of it.
#rb Marco.Anastasi
#rnx
[CL 29884264 by wouter burgers in ue5-main branch]
* Added Snapshot creator avatar to Snapshots list
* Extended information displayed in snapshot state column in Snapshot list
#rb Stuart.Hill, wouter.burgers
[CL 29867991 by marco anastasi in ue5-main branch]
- Timing View: Added coloring "by Source File" for CPU thread tracks.
- Timing View: Improved display of the selected event info (in bottom-right corner of the view). Also added the source file of selected timer, when available.
- Minor spell check fixes.
#rb Catalin.Dragoiu
[CL 29865127 by ionut matasaru in ue5-main branch]
- We can't simply enqueue a render command and `delete` the proxy.
- Call the `FMaterial::DeferredDeleteArray` helper function which will properly cancel shader compilation if in-flight.
#rb Sebastien.Lussier
#rnx
[CL 29864493 by jason nadro in ue5-main branch]