Commit Graph

9184 Commits

Author SHA1 Message Date
Stefan Boberg
2592eb32fa Package marshaling now properly flags the root object as compressed
#rb none
#rnx

[CL 17573969 by Stefan Boberg in ue5-main branch]
2021-09-20 15:02:31 -04:00
Tim Smith
a47c32b526 Fixed issue where LiveCoding fails to reinstance objects when their structure has changed.
#jira UE-126681
#rb trivial
#rnx
#preflight 61486bfa11925a00015b3c8a

[CL 17569666 by Tim Smith in ue5-main branch]
2021-09-20 08:13:50 -04:00
Tim Smith
d299ae0ef8 Modified warning text to include notes that crashes are likely when data changes are made without re-instancing enabled.
#rb trivial
#rnx
#jira UE-126667

[CL 17569566 by Tim Smith in ue5-main branch]
2021-09-20 08:02:37 -04:00
Per Larsson
d2d4010673 ZenDDC: Remove the use of Save/LoadCbPackage
#rb Stefan.Boberg
#rnx

[CL 17569390 by Per Larsson in ue5-main branch]
2021-09-20 07:13:29 -04:00
ionut matasaru
86136da46f [Insights]
- Updated toolbar for Asset Loading Insights (with placeholder icons).
  - Updated toolbar for Memory Insights (with placeholder icons).
  - Made the main toolbar fixed (not dockable) for all major views.
  - Moved the Menu on top of the window (currently hardcoded for Session Info, Timing Insights, Asset Loading Insights and Memory Insights).
  - Other minor UI fixes.

#rb Catalin.Dragoiu

[CL 17569368 by ionut matasaru in ue5-main branch]
2021-09-20 07:04:25 -04:00
Catalin Dragoiu
6417fb0827 [Insights] Filter Configurator UI improvements
#rb Ionut.Matasaru #preflight 6144bcfb59380f00010ac91e

[CL 17569201 by Catalin Dragoiu in ue5-main branch]
2021-09-20 06:16:50 -04:00
ionut matasaru
e1f15a4e09 [Insights] Minor UX fixes.
#rb none

[CL 17568209 by ionut matasaru in ue5-main branch]
2021-09-20 04:14:04 -04:00
Julien StJean
884a8191b4 Allow better scripting of interchange for the automation by adding some callback when a asset or a scene object is created and when the import is completed.
Updated the PinHiddenByDefault uproperty metadata to work in blueprint struct ouside of animation blueprint.

#jira UETOOL-4035
#rb Phillip.Kavan, Alexis.Matte
#preflight 6144a8b03c7c6700010df23e

[CL 17553215 by Julien StJean in ue5-main branch]
2021-09-17 11:52:47 -04:00
Devin Doucette
1c4926f324 DDC: Improved handling of build cancellation
#rb Zousar.Shaker
#rnx
#preflight 6143d4423c7c670001e9aa66

[CL 17551334 by Devin Doucette in ue5-main branch]
2021-09-17 09:32:28 -04:00
Matt Peters
83e3dd1f3b CookedPackageWriter iterative builds - change to use FAssetRegistryState as the list of previous files. Load the AssetRegistry from the AssetRegistry.bin file even when using ZenStore for the package storage.
#rb Per.Larsson
#rnx

[CL 17551332 by Matt Peters in ue5-main branch]
2021-09-17 09:32:26 -04:00
ionut matasaru
4dd382ddd5 [Insights]
- Networking Insights: Updated main toolbar (using placeholder icons).
  - Networking Insights: Updated toolbar for Packet Content view.
#rb Catalin.Dragoiu

[CL 17550338 by ionut matasaru in ue5-main branch]
2021-09-17 06:22:38 -04:00
ionut matasaru
dff9b18a36 [Insights] Networking Insights / Packets view: Fixed the draw of the highlight border for selected packet.
#rb Catalin.Dragoiu

[CL 17550333 by ionut matasaru in ue5-main branch]
2021-09-17 06:20:51 -04:00
ionut matasaru
ea1dbda612 [Insights] Networking Insights: Fixed UI for the NetStats view.
#rb Catalin.Dragoiu

[CL 17550328 by ionut matasaru in ue5-main branch]
2021-09-17 06:20:23 -04:00
paul chipchase
76c96b571a A quick hardening pass over the file system backend for Mirage.
#rb Per.Larsson
#rnx
#preflight 61408a979dc6c8000148d0cf

### Misc
- Updated the documentation for setting up a file system backend and added descriptions to the backend's members.
- Renamed the member 'Name' to 'DebugName' to bring it in line with the other backends (still a candidate to be moved to the base class)

### Reading payloads from disk
- Added the ability to retry opening file handles for read if they fail. This can commonly occur when multiple threads or processes are both pulling and pushing to the same root directory.
-- By default we will retry to open the file handle up to 10 times, waiting for 100ms between each attempt. The user can configure the number of retries and the length of the pause between each attempt via the config files.
-- Each failed attempt at opening the file handle will result in a warning being logged, so if the user is stalled for a long length of time while we rety over and over they are at least made aware of the cause.

### Writing payloads to disk
- When attempting to write a payload to disk, we will now write to a temp file in the project save directory using a randomly generated name. Once the payload has been fully saved to disk it will then be moved to the correct location. Although not perfect this will reduce the potential for writing corrupted data to a location where it might be read in the future.
-- We do attempt to clean up the temp file if the write fails but we do not print error messages if the delete fails as it is considered an optional bonus rather than an essential feature.
- Previously we would only log an error if we failed to open a file handle for writing the payload to disk. Now we also log an error if the handle is opened but the actual writes fail.

[CL 17550126 by paul chipchase in ue5-main branch]
2021-09-17 06:02:48 -04:00
axel riffard
4fb17b2389 Display the trust popup on iOS and tvOS when using an untrusted device
#jira UE-114776
#rb jack.porter
#preflight 61444c5f4778fa00018cccb7

[CL 17549185 by axel riffard in ue5-main branch]
2021-09-17 04:56:41 -04:00
ionut matasaru
178cb44abb [Insights] Fixed typo.
#rb trivial

[CL 17548146 by ionut matasaru in ue5-main branch]
2021-09-17 01:55:11 -04:00
eric renaudhoude
cf89a6470e Color Management: Adding (advanced) source encodings for textures.
#rb rod.bogart
#jira none
#preflight 6143e5484778fa00017df627

[CL 17547199 by eric renaudhoude in ue5-main branch]
2021-09-16 22:13:33 -04:00
Yoan StAmant
166f970337 [DebugDrawDelegate]
Update registration flow since CreateRenderState_Concurrent can't be used to register our delegate since it needs to be initialized first (CreateSceneProxy) and in some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr).
In that case initialization won't called and an ensure will fire in UnregisterDebugDrawDelegate since registration failed (was not initialized).
Case 1: FRegisterComponentContext == nullptr  ==> Super::CreateRenderState_Concurrent + sync CreateSceneProxy (init) + RegisterDebugDrawDelegate ==> works fine
Case 2: FRegisterComponentContext != nullptr  ==> Super::CreateRenderState_Concurrent + deferred CreateSceneProxy + RegisterDebugDrawDelegate (skipped since not init) + CreateSceneProxy ==> ensures in UnregisterDebugDrawDelegate

Bonus:
- some code analysis fixes
- removed some 'CoreMinimal.h' includes
- exported log category 'LogVisual'
- fixed some uninitialized properties (FNavTestDebugDrawDelegateHelper, UNavMeshRenderingComponent, FNavMeshSceneProxyData)
- fixed some methods hiding non-virtual from base class (GetAllocatedSize)
- fixed FGameplayDebuggerCompositeSceneProxy::GetMemoryFootprint that was not considering base class allocations

#rnx
#jira UE-125097
#preflight 614362684778fa00016a8cad
#rb mieszko.zielinski

[CL 17544171 by Yoan StAmant in ue5-main branch]
2021-09-16 16:47:25 -04:00
Stefan Boberg
0738f8db34 Added code for Zen/HTTP marshaling of CbPackages. There is some more work to do to handle package responses properly but otherwise functional
#rnx

[CL 17543082 by Stefan Boberg in ue5-main branch]
2021-09-16 15:14:21 -04:00
carlmagnus nordin
125f2bdc86 Compile fixes for building UnrealPak in shipping config
#rnx
#rb pj.kack

#ROBOMERGE-OWNER: carlmagnus.nordin
#ROBOMERGE-AUTHOR: carlmagnus.nordin
#ROBOMERGE-SOURCE: CL 17536937 via CL 17536972 via CL 17536975 via CL 17536976 via CL 17537001
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v870-17433530)

[CL 17537005 by carlmagnus nordin in ue5-main branch]
2021-09-16 07:48:41 -04:00
Stefan Boberg
a8265d6869 Trivial logging fix: 'packges' -> 'packages'
[CL 17534852 by Stefan Boberg in ue5-main branch]
2021-09-16 03:17:41 -04:00
geoff evans
4ffe06f1be Update AutomationController Log settings
Introduce bElevateLogWarningsToErrors as a good name for existing functionality. Note it's assuming the name as it's known by its customer code. This change lines up the settings variable to its colloquial name around the codebase.

Deprecate bTreatLogWarningsAsTestErrors as it was misleading because it doesn't really shuffle log warnings into the test errors bucket as much as it just reclassifies the log verbosity from log warning to log error.

Remove bTreatLogErrorsAsTestErrors as it wasn't functional outside of EditorIterationTest's custom base class, and it's tempting to use incorrectly in place of bSuppressLogErrors

#rnx
#jira none
#rb andrew.grant
#preflight 6142442c4778fa000135b987

[CL 17526549 by geoff evans in ue5-main branch]
2021-09-15 16:50:42 -04:00
ionut matasaru
8f4ef5da79 [Insights] Timing view: Added "Detph Limit" and "Coloring Mode (CPU Thread Tracks)" in the View Mode menu from toolbar.
#rb none

[CL 17522167 by ionut matasaru in ue5-main branch]
2021-09-15 12:41:49 -04:00
carlmagnus nordin
341637ba37 IoStore: Changes to allow IoStore to run as part of UnrealPak instead of as a cmdlet
#rb per.larsson
#rnx

#ROBOMERGE-AUTHOR: carlmagnus.nordin
#ROBOMERGE-SOURCE: CL 17517167 via CL 17517189 via CL 17517191 via CL 17519703 via CL 17519714
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v870-17433530)

[CL 17519729 by carlmagnus nordin in ue5-main branch]
2021-09-15 10:40:05 -04:00
christopher waters
a8f866f355 D3D shader cleanup:
- Removed some unnecessary code from D3D shader compilers.
- Removing shader VendorExtensions runtime data from platforms that don't need them.
- Turning FShaderCodeFeatures into a set of flags to reduce its size. Adding a few new flags for future use.
- Moved the common D3D12 shader data and creation code into shared locations to cut down on code duplication.
- Removed the unnecessary copying of header data from all D3D12 shader types.
- Removed FD3D12ShaderBytecode since its values can be inferred from other shader data.

#jira none
#rb rolando.caloca, arciel.rekman
#preflight 6140c2df3aa82d000149f13b

[CL 17509617 by christopher waters in ue5-main branch]
2021-09-14 16:28:06 -04:00