UE Insights instance, connection, and connection mode selections are preserved after new instances are added.
CL 16704028
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17204756 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17204763 by jackson frank in ue5-release-engine-test branch]
NetStat Group sorting is no longer by name.
Each group defines how it is sorted.
CL 16605730
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17203855 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17203866 by jackson frank in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
* Implement loading Json report and resume from last know failure
* Make Gauntlet uses the retry state when critical failure occured on UE automation test.
* Capture the callstack if any and update the json report
* Attached passed log before retrying
* Use enum in json serialization and desirialization
* Use one common Event class for json report and parsing from the log
* Use an unique path for artifact at each runs/retries
* Use Json report to generate the pass summary in Gauntlet
#jira UEENGQA-38051
#rb Chris.Constantinescu, Eric.Knapick
#ROBOMERGE-SOURCE: CL 17160450 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17160467 by jerome delattre in ue5-release-engine-test branch]
- Disable collisions on generated static meshes.
- Rename generated static meshes so we know from which layer they come from.
#rb vincent.beauchemin
#preflight 61151d5519733b0001759c51
#ROBOMERGE-SOURCE: CL 17152713 via CL 17152738
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17152748 by jeanfrancois dube in ue5-release-engine-test branch]