Commit Graph

8831 Commits

Author SHA1 Message Date
Ryan Gerleve
5368e8b5c6 Add a network version entry and compatibility check for the conversion of FHitResult::Actor to HitObjectHandle. This was converted back in CL 14369221, but without a new network version.
Adding this now will cause serialization failures in replays recorded between 14369221 and this change, but it fixes replays that were recorded before 14369221, including in UE4, as hit results are commonly used in network serialization of the ability system and various RPCs.

#jira UE-120095
#jira FORT-374004
#rb brian.bekich

[CL 16931110 by Ryan Gerleve in ue5-main branch]
2021-07-22 17:10:28 -04:00
aditya ravichandran
fad168c6e5 Updated Message Log to the new style guidelines and added a console command for testing Message Log
#okfforgithub public

#jira UETOOL-2468

#rb lauren.barnes

#preflight 60f9b6d3d3905c0001c644ff

[CL 16930439 by aditya ravichandran in ue5-main branch]
2021-07-22 16:16:57 -04:00
jason nadro
663316d6ad Fix build warning.
#rb Dave.Jones2


#ROBOMERGE-SOURCE: CL 16929525
#ROBOMERGE-BOT: (v838-16927207)

[CL 16929532 by jason nadro in ue5-main branch]
2021-07-22 15:25:37 -04:00
Simon Tourangeau
208c0e28d3 Fix path to launch UnrealTraceServer
#jira UE-120128
#rb none
#rnx

[CL 16927478 by Simon Tourangeau in ue5-main branch]
2021-07-22 13:51:18 -04:00
jason nadro
02e3785314 Respect memory flag on stats so we can pretty print that stat as memory (in MBs).
- This makes the output of memreport much easier to read:

812.081MB  -  StaticMesh Total Memory - STAT_StaticMeshTotalMemory2 - STATGROUP_MemoryStaticMesh - STATCAT_Advanced

#rb Dave.Jones2


#ROBOMERGE-SOURCE: CL 16926919
#ROBOMERGE-BOT: (v836-16769935)

[CL 16927028 by jason nadro in ue5-main branch]
2021-07-22 13:22:19 -04:00
eric mcdaniel
3d26336c66 Fix for potential deadlock in shader preloads
FPreloadShaderTask takes the ShaderPreloadLock in FShaderCodeArchive::OnShaderPreloadFinished() and then issues an async read.  Another task can be picked up by the thread while waiting on that read.  If that new task is also a FPreloadShaderTask it will try to aquire the ShaderPreloadLock again and deadlock.

Introduce an EnsureReadNonBlocking method to IMemoryReadStream which can be called outside the lock to ensure the data is ready.  We can then lock and copy out the data without incuring a wait and the potential for another FPreloadShaderTask being run while we hold the lock.

#rb Ben.Ingram, Michal.Valient


#ROBOMERGE-SOURCE: CL 16917416
#ROBOMERGE-BOT: (v836-16769935)

[CL 16924675 by eric mcdaniel in ue5-main branch]
2021-07-22 11:45:06 -04:00
Chris Varnsverry
e4b43d1efd - Fix some unnecessary string copies when calling FPaths::FileExists
#jira FORT-392314
#review-16922341 @Michael.Kirzinger @Marc.Audy @Rob.Cannaday @Sam.Zamani

[CL 16923987 by Chris Varnsverry in ue5-main branch]
2021-07-22 11:10:51 -04:00
Andriy Tylychko
ffeaa25092 TaskGraph: fixed Oodle texture compression on low core count machines when the new scheduler wasn't picking up all tasks (courtesy of Arne Schober)
#fyi Zousar.Shaker
#fyi arne.schober
#jira UE-119594

[CL 16922241 by Andriy Tylychko in ue5-main branch]
2021-07-22 07:04:51 -04:00
maxime mercier
ec9f4754c2 New MTAccessDetector
#jira UE-119653
#rb Andriy.Tylychko
#preflight 60f868b01f926d0001bf6984


#ROBOMERGE-SOURCE: CL 16914800
#ROBOMERGE-BOT: (v836-16769935)

[CL 16920920 by maxime mercier in ue5-main branch]
2021-07-22 00:58:53 -04:00
Devin Doucette
3bffb48680 CompressedBuffer: Added Oodle as a compression method
#rb Charles.Bloom, Zousar.Shaker
#rnx
#preflight 60f85a18a6959a000176686e

[CL 16913054 by Devin Doucette in ue5-main branch]
2021-07-21 14:55:18 -04:00
kriss gossart
cc62b91a3e Chaos Cloth - Significantly reduce the cloth initialization hitch by caching the Long Range Attachment tether calculations. Move the tether code to its own files inside the cloth common runtime module.
Cloth - Tidy up ClothingAsset and ClothPhysicalMeshData to allow for more cloth data caching.

#rb Benn.Gallagher, Cedric.Caillaud, Michael.Forot
#preflight 16823444


#ROBOMERGE-SOURCE: CL 16882246
#ROBOMERGE-BOT: (v836-16769935)

[CL 16913004 by kriss gossart in ue5-main branch]
2021-07-21 14:52:47 -04:00
charles bloom
3732a07b17 OodleDataCompression fixing namespace convention
#rb none

[CL 16912164 by charles bloom in ue5-main branch]
2021-07-21 14:04:15 -04:00
charles bloom
eb51becbdb Compression Flags add ForPackaging to differentiate packaging compression usage
add OodleDataCompression CommonUsage to translate Flags

#rb dan.thompson

[CL 16908872 by charles bloom in ue5-main branch]
2021-07-21 09:52:19 -04:00
danny couture
1a6459c612 Prefetch audio chunks asynchronously to avoid paying the high-latency remote check on every load
- 2m35s -> 1m53s when loading P_Construct_WP

#rnx
#rb Devin.Doucette, Francis.Hurteau
#preflight 60f6ed115eeb860001692c48

[CL 16906955 by danny couture in ue5-main branch]
2021-07-21 05:54:44 -04:00
yangke li
33a6b1e1e3 ios and android SupportsVirtualTextureStreaming
[CL 16906878 by yangke li in ue5-main branch]
2021-07-21 05:23:36 -04:00
Matt Peters
6a632d6c70 BulkDataRegistry:
Change texture and meshdescription BulkData guids to be unique.
#rb Paul.Chipchase
#rnx

[CL 16903425 by Matt Peters in ue5-main branch]
2021-07-20 18:18:32 -04:00
charles bloom
6b5b8a5614 change OodleCompressDLL option to come from Engine.ini of the platform you are running on
instead of the game.ini of the platform you are packaging for

#rb none

[CL 16900626 by charles bloom in ue5-main branch]
2021-07-20 15:24:12 -04:00
charles bloom
3bdc1ea255 FCompression::GetMaximumCompressedSize to clean up differentiation from CompressMemoryBound
use GetMaximumCompressedSize for decoding
use CompressMemoryBound for encoding

#rb dan.thompson

[CL 16897963 by charles bloom in ue5-main branch]
2021-07-20 12:28:54 -04:00
Ben Ingram
dc128cc02c Remove code in UMaterialGraphNode_Base that associated additional data with pins via a TMap
Instead, add 'SourceIndex' directly to UEdGraphPin and remove the map
Too many edge cases where something would modify pins directly, and the map would get out of sync with actual pins
#jira UE-119861
#rb lauren.barnes

[CL 16897567 by Ben Ingram in ue5-main branch]
2021-07-20 11:49:28 -04:00
charles bloom
d35e6b2853 OodleDataCompression.h function param docs
#rb none

[CL 16896523 by charles bloom in ue5-main branch]
2021-07-20 10:25:06 -04:00
charles bloom
a66a4ea953 fix check for compressionformats and compressionformat that could cause incorrect logging
#rb none

[CL 16887869 by charles bloom in ue5-main branch]
2021-07-19 15:42:54 -04:00
Jamie Dale
26ecf0e7b9 Fixed single-property config updates failing to remove entries that were no longer needed as they matched the CDO
The UObject would write the correct config state, but UpdateSinglePropertyInSection would fail to remove the data for the updated key as it (correctly) wasn't present in the config being applied. This change has it remove the key from the config section if it exists.

#jira UE-119534
#rb Brooke.Hubert, Matt.Peters

[CL 16884096 by Jamie Dale in ue5-main branch]
2021-07-19 11:29:39 -04:00
charles bloom
7906036da8 OodleDataCompression in Core
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data

#rb dan.thompson,devin.doucette

[CL 16879404 by charles bloom in ue5-main branch]
2021-07-18 13:26:14 -04:00
Ben Woodhouse
843efcdb93 Fix for filesystem memory leak
#jira UE-117562
#preflight 60f2bd3a35476b00013cbfaf

[CL 16877917 by Ben Woodhouse in ue5-main branch]
2021-07-17 08:03:18 -04:00
yangke li
0a48229025 add RGB555A1 texture format support(not supported on Mac)
useful for RVT on mobile platforms, to save the cost of runtime compression
#rb Dmitriy.Dyomin mihnea.balta

[CL 16872220 by yangke li in ue5-main branch]
2021-07-16 11:38:24 -04:00