Commit Graph

40 Commits

Author SHA1 Message Date
Arne Schober
ee6d0ecb20 M - More renameing the Octree to Octree2 in preparation to add a deprecation for the original class
#RB

[CL 12972489 by Arne Schober in Main branch]
2020-04-21 23:23:12 -04:00
yoan stamant
6091b693a7 [NavigationSystem] Extracted methods from SpawnMissingNavigationData to be able to setup navigation data per ULevel.
#rnx
[at]aris.theophanidis [at]maxime.mercier
#rb aris.theophanidis maxime.mercier

#ROBOMERGE-SOURCE: CL 12653185 via CL 12653192 via CL 12653196
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12653198 by yoan stamant in Main branch]
2020-04-07 09:30:28 -04:00
maxime mercier
50843beca6 Support lazy gathering on child of octree nodes
[at]yoan.stamant [at]stephen.holmes
#rnx

#ROBOMERGE-SOURCE: CL 12486785 via CL 12486790 via CL 12486791 via CL 12486793
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)

[CL 12487596 by maxime mercier in Main branch]
2020-03-30 12:13:52 -04:00
yoan stamant
40b391d62a [Asynchronous Pathfind Queries]
- Added synchronization between the async pathfind queries task and the game thread. The sync point is implemented in OnWorldPostActorTick. This prevents pathfind requests from running at the same time as Navmesh generation tasks or beyond the engine frame boundary.
- Replaced task to broadcast async pathfinding results by a queue that will be flushed by the NavigationSystem udpate. This prevents tasks from being started during loading or other undesired locations.
- Replaced task to register new active path instance by a lock to make sure all paths are registered for potential invalidation before adding a generated tile on the main thread.

#jira UE-71960
#jira UE-85440
[at]aris.theophanidis [at]maxime.mercier
#rb aris.theophanidis maxime.mercier


#ROBOMERGE-SOURCE: CL 12368557 via CL 12368564
#ROBOMERGE-BOT: (v671-12333473)

[CL 12370954 by yoan stamant in Main branch]
2020-03-23 11:01:36 -04:00
stephen holmes
d46374bce0 Work to Deprecate IsNavigationBuildInProgress(bool) and IsBuildInProgress(bool). These functions behave inconsistently between different navmesh build types and were causing issues. Not only that but their default params were set opposite ways (true / false).
[at]Yoan.StAmant [at]Mieszko.Zielinski [at]Maxime.Mercier [at]David.Hamm


#ROBOMERGE-SOURCE: CL 12126550 via CL 12132795
#ROBOMERGE-BOT: (v659-12123632)

[CL 12132919 by stephen holmes in Main branch]
2020-03-11 13:01:04 -04:00
stephen holmes
9545c6f32c Minor changes to previous CLfor moving tile regen time slice management logic to navigation system as suggested by Aris https://p4-swarm.epicgames.net/reviews/11589014/
#rb Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11871398 via CL 11871432
#ROBOMERGE-BOT: (v656-11643781)

[CL 11886277 by stephen holmes in Main branch]
2020-03-03 16:27:08 -05:00
stephen holmes
a924f5faa1 Work to properly account for time slicing accross multiple generators. The time slicing is now calculated in the navigation system.
The general idea here is to tick any non time sliced generators once per frame. Time sliced generators we aim to tick one per frame and move to the next, next frame.

In the case where one time sliced generator doesn't use the whole time slice we move to the next time sliced generator. That generator will only be considered to have a full frames processing if either it runs out of work or uses a large % of the time slice. Depending we either tick it again next frame or go to the next time sliced generator (next frame).

[at]Yoan.StAmant Aris [at]Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11628387 via CL 11628394
#ROBOMERGE-BOT: (v656-11643781)

[CL 11805238 by stephen holmes in Main branch]
2020-03-01 01:40:04 -05:00
yoan stamant
aafdd91a93 NavigationDirtyArea: added error reporting for large area dirtying the navigation data
+ added advanced property "DirtyAreaWarningSizeThreshold" in NavigationSystem to report warning logs when tiles larger than the specified threshold are pushed to the dirty queue.
+ error reporting is disabled as long as navigation lock is effective
+ centralized area validations and error reporting inside method FNavigationDirtyAreasController::AddArea and added new optional parameter to retrieve source object

[at]aris.theophanidis [at]maxime.mercier


#ROBOMERGE-SOURCE: CL 11587708 via CL 11587713 via CL 11588090
#ROBOMERGE-BOT: (v654-11333218)

[CL 11592197 by yoan stamant in Main branch]
2020-02-24 18:43:44 -05:00
stephen holmes
e7f00604a4 Simple change to allow better logging of locks and rebuild all to the nav mesh
[at]Yoan.StAmant


#ROBOMERGE-SOURCE: CL 11415477 via CL 11415497
#ROBOMERGE-BOT: (v654-11333218)

[CL 11415498 by stephen holmes in Main branch]
2020-02-13 05:19:52 -05:00
aris theophanidis
b63e665cbf Log NavData registration results
The motivation is to provide a minimum of feedback when failing to register navigation data (ex: if navmesh settings do not fit the project navmesh settings) .
[REVIEW] [at]Yoan.StAmant [at]Mieszko.Zielinski


#ROBOMERGE-SOURCE: CL 11071719 via CL 11071722 via CL 11071725
#ROBOMERGE-BOT: (v637-11041722)

[CL 11071729 by aris theophanidis in Main branch]
2020-01-21 09:12:44 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Matt Kuhlenschmidt
c0511b26d4 Moved BSP and all the related editor modes to a plugin so it can be disabled in some situations
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 9870262 via CL 9870265
#ROBOMERGE-BOT: (v548-9842178)

#rb chris.gagnon

[CL 9872761 by Matt Kuhlenschmidt in Main branch]
2019-10-28 16:05:49 -04:00
mieszko zielinski
99caddc883 Fixed UNavLinkCustomComponent's issue with unique NavLinkUserId when we can load UNavLinkCustomComponent's owner multipletimes in different places (like when streaming sublevels). This issue made custom links not work reliably when loading serialized navmesh.
As part of the change I've also disabled climb link generation on Athena walls (still enabled in non-Athena games).

#rb Yoan.StAmant, Guillaume.Guay
#rnx
[at]Yoan.StAmant, [at]Stephen.Holmes


#ROBOMERGE-SOURCE: CL 9410194 via CL 9410196 via CL 9410200 via CL 9410201 via CL 9410206
#ROBOMERGE-BOT: (v456-9359915)

[CL 9410207 by mieszko zielinski in Main branch]
2019-10-03 21:47:02 -04:00
Chris Gagnon
8ab0638182 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none

[CL 9325047 by Chris Gagnon in Main branch]
2019-10-01 20:41:42 -04:00
mieszko zielinski
575c5cc953 Added a function to UNavigationSystemV1 that unregisteres all NavigationData instnces no longer supported by the nav system (as contolled by SupportedAgentsMask)
#rb none
[at]Yoan.StAmant, [at]Stephen.Holmes, [at]Mikko.Mononen


#ROBOMERGE-SOURCE: CL 9038081 via CL 9043888 via CL 9044090
#ROBOMERGE-BOT: (v443-9013191)

[CL 9047383 by mieszko zielinski in Main branch]
2019-09-24 14:17:23 -04:00
mieszko zielinski
28dff6a61f Added a getter for UNavigationSystemV1::SupportedAgentsMask
#rb none


#ROBOMERGE-SOURCE: CL 9022804 via CL 9022808 via CL 9022811
#ROBOMERGE-BOT: (v443-9013191)

[CL 9022814 by mieszko zielinski in Main branch]
2019-09-24 04:29:23 -04:00
mieszko zielinski
38e321e0a0 Added a way to query NavigationSystemV1 for NavigationData corresponding to a given agent name
While modifying NavigationSystemV1 I've extended IsNavigationBuildingLocked with a parameter allowing more precise queries.

#rb Yoan.StAmant, Mikko.Mononen
[at]Yoan.StAmant, [at]Stephen.Holmes, [at]Mikko.Mononen


#ROBOMERGE-SOURCE: CL 8886708 via CL 8886728 via CL 8889423
#ROBOMERGE-BOT: (v427-8887818)

[CL 8889507 by mieszko zielinski in Main branch]
2019-09-19 12:00:05 -04:00
mieszko zielinski
c9c9e0790d Reorganized how we configure SupportedAgents. From now on every NavigationSystem instance has data on the full set of SupportedAgents (as configured via ProjectSettings) but also has a SupportedAgentsMask, that marks agents supported by the instance. It has been done this way to keep filtered per-agent NavMeshBoundVolumes work regardless of which supported agents a nav sys instance wants to support.
This approach allowed for easy NavigationSystem's config update with NavSystemConfigOverride's properties. NavSystemConfigOverride can now specify if it wants to fully override the pre-existing nav sys instance or if it just wants to append new information (like supported agents) to the existing navigation system instance. There's also an option to do nothing if there's already a navigation system present.

This CL rolls-back a bunch of temp fixes done in past couple of days.

#rb Yoan.StAmant
Yoan.StAmant


#ROBOMERGE-OWNER: mieszko.zielinski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 8187661 via CL 8193395 via CL 8207613
#ROBOMERGE-BOT: (v401-8057353)

[CL 8207758 by mieszko zielinski in Main branch]
2019-08-21 23:59:12 -04:00
guillaume guay
2273dc7f19 Deprecating RequestRegistration and adding RequestRegistrationForNextTick since the optional parameter is no more used.
#rb mieszko.zielinski, yoan.stamant


#ROBOMERGE-SOURCE: CL 7935910 via CL 7939385
#ROBOMERGE-BOT: (v391-7919777)

[CL 7939549 by guillaume guay in Main branch]
2019-08-09 20:23:53 -04:00
guillaume guay
cc57ba02c6 - Moved the work done in ProcessPendingNavigation from a Task to be triggered via the navigation system tick, after the other required actors were processed such as navigation bound volumes and that the owning level of the navigation data is full loaded.
- Added a call to ConditionalPopulateNavOctree to fix navigation not being regenerated when adding a level with some navigation data to a current world that didn't have one.
- Renamed boolean to better names
- MarkPendingKill the navigation instance when no compatible nav bound for it in the navigation system insead of in the nav mesh generator (except for the abstract nav data)

#rnx
#cr maxime.mercier

Merging manually CL 7842753 using //Release-10.30 to //Main


#ROBOMERGE-SOURCE: CL 7881604 via CL 7914626
#ROBOMERGE-BOT: (v389-7813075)

[CL 7914819 by guillaume guay in Main branch]
2019-08-08 23:32:33 -04:00
guillaume guay
a8821f80b4 - Added navigation system config 'bUseNavDataInAdditionalLevelWhenDuplicatedAgent". When set to TRUE, adding or streaming an additional level containing an already registered navigation data, it will unregister current one and register the new one;
- Added navigation system config 'bGenerateNavDataWhenNoCompatibleNavBound". When set to TRUE (default) it will still generate navigation data if any NavBoundVolume is compatible with its NavDataConfig, if false it gets rid of that navigation data;
- Make sure that when "bSpawnNavDataInNavBoundsLevel" is TRUE, it builds the navigation data in the first level containing a NavBoundVolume that actually supports this navigation data config (not any first one);
- Added virtual method on NavigateSystem "OnNavSystemOverriden" to give a chance to inspect previous NavigationSystem when getting overriden by a nav config override;
- Added some missing NavigationSystem clean up logic.

#tests client/server standalone Creative AI, Phoebe and regular + editor
#cr maxime.mercier
[FYI] mieszko.zielinski, stephen.holmes, yoan.stamant


#ROBOMERGE-OWNER: guillaume.guay
#ROBOMERGE-AUTHOR: guillaume.guay
#ROBOMERGE-SOURCE: CL 7679442 via CL 7679443 via CL 7688466
#ROBOMERGE-BOT: (v383-7686620)

[CL 7688470 by guillaume guay in Main branch]
2019-08-01 12:53:04 -04:00
yoan stamant
d29f1887a0 Added number of dirty areas to GameplayDebugger category navmesh
#rnx
[at]maxime.mercier
#rb guillaume.guay


#ROBOMERGE-SOURCE: CL 7289773 via CL 7306493
#ROBOMERGE-BOT: (v370-7290619)

[CL 7306546 by yoan stamant in Main branch]
2019-07-15 06:42:54 -04:00
mieszko zielinski
f7f3268d52 Extracted NavigationSystemV1's logic concerning NavOctree and navigation DirtyAreas into a separate structures for reusability
Notable changes:
- Added FNavigationOctreeController that wraps up what used to be NavigationSystemV1's navoctree-related logic
- Added FNavigationDirtyAreasController that wraps up what used to be NavigationSystemV1's DirtyAreas-related logic
- Added FNavigationDataHandler that is a helper struct that wraps up what used to be NavigationSystemV1's logic related to operation involving both navoctree and dirty areas
- Deprecated both FNavDataConfig.NavigationDataClass and FNavDataConfig.NavigationDataClassName and replaced them with a single NavDataClass property
- FNavigationOctree is not responsible for hashing element objects and storing their ElementId
- NavOctree elements how know about the octree they belong to (via a member property).

[at]Yoan.StAmant, [at]Maxime.Mercier, [at]Guillaume.Guay
#rb Yoan.StAmant


#ROBOMERGE-OWNER: mieszko.zielinski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 7249089 via CL 7262555
#ROBOMERGE-BOT: (v369-7254125)

[CL 7262559 by mieszko zielinski in Main branch]
2019-07-10 13:31:21 -04:00
mieszko zielinski
b2955d2bdc Removed the remaining the traces of the original UNavigationSystem from the engine code
[at]Yoan.StAmant
#rb Yoan.StAmant


#ROBOMERGE-SOURCE: CL 7090744 via CL 7104302
#ROBOMERGE-BOT: (v367-6836689)

[CL 7104406 by mieszko zielinski in Main branch]
2019-06-20 10:54:21 -04:00
Mieszko Zielinski
b51e0bbe37 Un-virtualized UNavigationSystemV1::AddDirtyArea before it gets shipped in 4.23 #UE4 #Athena
It wasn't virtual pre-4.23 and was added to accomodate on of the internal project's requirements. I've refactored the project-specific code to not need it.
This change is required in support of the soon-to-come navigation system refactor/extension.

#jira none
#review-6618928 @Yoan.StAmant
#rb Yoan.StAmant

[CL 6628443 by Mieszko Zielinski in Dev-Framework branch]
2019-05-24 07:33:53 -04:00