MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s
#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889
[CL 19634779 by christopher waters in ue5-main branch]
#rb matt.hoffman
#preflight 62070a66054c2e38c478de58
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18985172 via CL 18987325 via CL 18988591 via CL 18992721 via CL 18993071
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18997375 by max chen in ue5-main branch]
UMovieScene is a container that may represent multiple pieces of media as
sections, each of which may have their own distinct timecode source. As a result,
the timecode source associated with the UMovieScene itself doesn't correspond to
any particular piece of media, but rather was just intended as the timecode at which
the movie scene was recorded.
This is the first in a series of changes that aim to remove the TimecodeSource property
of UMovieScene to try to disambiguate it from the similarly named property on
UMovieSceneSections that *does* correspond to the section's media. A subsequent change
will remove the property from UMovieScene, possibly replacing it with one that more
explicitly represents the time at which the movie scene was recorded.
UMovieSceneSequenceExtensions::GetTimecodeSource() previously would return the
TimecodeSource of its UMovieScene. With that property going away, the more interesting
query is likely to look through the media contained by the movie scene and return the
earliest timecode source of any of the scene's sections. A GetEarliestTimecodeSource()
function was added to UMovieScene that does this and the UMovieSceneSequenceExtensions
function was deprecated. A GetEarliestTimecodeSource() function was added to
UMovieSceneSequence as well that simply calls through to its movie scene.
These changes also ensure that the Timecode property of FMovieSceneTimecodeSource
is accessible from Python.
#rb max.chen, jason.walter
#preflight 61b938864331fd305c8e9345
#ROBOMERGE-AUTHOR: matt.johnson
#ROBOMERGE-SOURCE: CL 18464038 in //UE5/Release-5.0/... via CL 18464040
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18464041 by matt johnson in ue5-release-engine-test branch]
Enable renaming for 3d Transform track
#jira UE-127874
#rb mike.zyracki
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18244156 in //UE5/Release-5.0/... via CL 18244411
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18244449 by max chen in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Some new methods will provide the proper double channels.
#jira none
#okforgitub public
#rb max.chen
#ROBOMERGE-AUTHOR: ludovic.chabant
#ROBOMERGE-SOURCE: CL 17474771 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17474781 by ludovic chabant in ue5-release-engine-test branch]
- Add support for double precision channels, curves, evaluation, blending, and all other runtime infrastructure.
- Note that, as usual for now, double channels load and save float values.
- Editor side also gains some new track editors for these new types, with some workarounds to correctly recognize between float and double vectors.
- Transform tracks are now operating entirely in doubles.
- Float recomposing APIs for keying tracks in the editor are now using doubles, and have been renamed to "value recomposing".
#rb max.chen
#preflight 6123f6d9e7a3070001ff37ed
#ROBOMERGE-SOURCE: CL 17278174 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)
[CL 17278198 by ludovic chabant in ue5-release-engine-test branch]