* fixed task relations visualisation (subsequents weren't visualised)
* it was almost impossible to follow tasks links. When a task relations are visualised, the task has arrows to its subsequents, to the point of where subsequents were scheduled, but there's no way to follow to subsequent's execution. To help with this, when a task is selected, now prerequisites, nested tasks and subsequents (with all their relations) are also visualised. This widens the visualisation range and is still fast
#rb Catalin.Dragoiu
[CL 16191836 by Andriy Tylychko in ue5-main branch]
Fixed test failure - ActorMerging_SingleLODMaterialBaking
Corrected bad conversion from EMaterialProperty to EFlattenMaterialProperties using array indexing... now using a map.
Fixed slight delta in ground truth images as the floor pattern moved a bit (irrelevant to the actor merging test)
#rb patrick.enfedaque
[CL 16184268 by Sebastien Lussier in ue5-main branch]
This only includes the functionality required to create a build definition, and does not include the functionalty required to execute a build from the build definition.
#rb Zousar.Shaker
#rnx
#preflight 608cf5ef7343ea00016e58f4
[CL 16183533 by Devin Doucette in ue5-main branch]
- Cleaned up some allocations caused by string manipulation.
*Add a place for shared utility code that could have use in multiple places in the virtualization system.
- First utility is a function to generate a file path based off a FPayloadId.
- The path produced is similar to how we organize files in the DDC but instead of 0->9 we use the range 0->ff in hex.
- To generate the path we take the string form of FPayloadId and then use the first 6 characters to create the directories (each directory using 2 characters) and then the remaining 34 characters becomes the filename.
#rb Stefan.Boberg
#rnx
#ushell-cherrypick of 16167644 by paul.chipchase
#preflight 608f9330f5b27a0001b2d5ab
[CL 16182581 by paul chipchase 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]
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.
#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight 608be50d870cf400013ff99d
[CL 16167285 by paul chipchase in ue5-main branch]
Control Rig: Don't orphan pins during ChangePinType without any links
#jira UE-114486
#rb sara.schvartzman
[CL 16166947 by Helge Mathee in ue5-main branch]