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https://github.com/izzy2lost/UnrealEngineUWP.git
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3c2010d281269994deefcc86297a79247a9aeb34
19 Commits
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4875b2627f |
#jira UE-132273
WP HLOD - Add Landscape support Changes to support WP landscape material capture * Moved IsValidBaseMaterial() from MeshMergeUtilities to MaterialUtilities * Moved CreateProxyMaterialInstance() from MeshMergeUtilities to MaterialUtilities * Added FCreateTexture2DParameters::bVirtualTexture * Added FMaterialUtilities::ExportLandscapeMaterial() which doesn't need a list of primitives to hide (will only render the landscape component primitives) * Added VT primming to ensure the captured textures have the expected resolution #rb patrick.enfedaque #preflight 6206a9e454003c49ad44c354 #ROBOMERGE-AUTHOR: sebastien.lussier #ROBOMERGE-SOURCE: CL 18980162 in //UE5/Release-5.0/... via CL 18980592 via CL 18980979 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589) [CL 18981032 by sebastien lussier in ue5-main branch] |
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8bc113f6ba |
ProxyLOD - Added support for providing instances transforms rather than having to build a gigantic FMeshDescription that include all instances
#rb jeanfrancois.dube #ROBOMERGE-SOURCE: CL 15875370 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533) [CL 15875374 by sebastien lussier in ue5-main branch] |
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7a2733d861 |
- Adapted the MergeActors dialog to the new UX style.
- Refactored the MergeActors different panels to reuse the same code. - Adapted quick merge actions (required some refactoring) - Fixed some issues with the "replace source actors" feature vs. actual selection - Fixed crash when using the instancing mode with "replace source actors" enabled. #rb sebastien.lussier #jira UETOOL-2808 [CL 15019677 by julien lheureux in ue5-main branch] |
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9a3e1ebfba |
Added IMeshMergeUtilities::RetrieveMeshDescription
* General cleanup * Removed ExtractImposterToRawMesh() which was overspecialized and not specifically handling Imposters * Renamed remains of FRawMesh to MeshDescription #rb patrick.enfedaque [CL 14243261 by Sebastien Lussier in ue5-main branch] |
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11f5b21210 |
Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx [CL 13753156 by Marc Audy in ue5-main branch] |
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84facd6d15 |
Copy from dev-enterprise cl 11097196
#rb none #rnx [CL 11099277 by JeanMichel Dignard in Dev-Tools-Staging branch] |
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471d972e62 |
Updating copyright for Engine Developer.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 #ROBOMERGE-BOT: (v613-10869866) [CL 10870584 by ryan durand in Main branch] |
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8ab0638182 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none [CL 9325047 by Chris Gagnon in Main branch] |
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44edaff438 |
HLOD Imposters
* Now extracted from sub levels and brought in the main map to be rendered as instanced static meshes. * Impostors meshes created during proxy creation. #rb jeanfrancois.dube, jurre.debaare #ROBOMERGE-SOURCE: CL 6675359 via CL 6675861 #ROBOMERGE-BOT: (vundefined-6665479) [CL 6675880 by sebastien lussier in Main branch] |
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8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
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263a42a7ae |
Deprecate FRawMesh - Port material baking to FMeshDescription
#jira UE-64969 #rb none [CL 4486073 by Alexis Matte in Dev-Editor branch] |
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8b96dc21df |
Deprecate FRawMesh - Mesh merge utilities
#jira UE-64437 #rb none [CL 4424092 by Alexis Matte in Dev-Editor branch] |
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7bc928ca62 |
Deprecated FRawMesh, replace by MeshDescription - Simplygon
#rb none #jira UE-64213 [CL 4377443 by Alexis Matte in Dev-Editor branch] |
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7a0f229e8d |
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden #rnx #rb none [CL 3903710 by Marc Audy in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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9d110f953e |
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3806524) (Part2)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3783110 by Thomas.Sarkanen
Added support for logical negation when copying to array properties in the fast path
#jira UE-52043 - Anim fast path correctly doesn't handle copying to arrays of bools with logical negation
Change 3783112 by Thomas.Sarkanen
Fixed not being able to assign/unassign constraint and physical animation profiles from the context menu
#jira UE-50205 - Constraint cannot be assigned or unassigned from current profile when using "Unassign" from the context menu in the Skeleton Tree and Graph
Change 3783114 by Thomas.Sarkanen
Asset picker now only reports 'picks' on user interactions
In Ocean and other projects with lots of animation assets, the asset picker amortizes its filter queries over a number of frames. This causes the list to temporarily not include the currently selected item, which then gets reported to client code as a 'deselection'. To address this (and to maintain backwards compatibility) I've added a new delegate that gives more context for selections to the SAssetPicker, allowing us to not report selections that are 'Direct'.
#jira UE-46802 - Searching for an animation from the dropdown in persona causes it to instantly close
Change 3783118 by Thomas.Sarkanen
Added inline time/frame settings to notify context menu
#jira UE-45410 - Inline MontageSection/Notify Time Entry
Change 3783122 by Thomas.Sarkanen
Collision Response dropdown is now a checkbox
Added details customization to allow the enum to masquerate as a bool property
#jira UE-47916 - Drop down used for Collision Response enable/disable in Physics Asset Editor
Change 3783183 by Jurre.deBaare
Follow up fix for toggling post processing in the preview scene
Change 3783186 by Jurre.deBaare
Material Baking Options has two Mesh Settings sections
#fix Changed category names for to allow for two distinct categories (would have preferred to merge them, but am limited by the way detailsview handles multiple objects with containing same category)
#jira UE-52645
Change 3783188 by Jurre.deBaare
Duplicating:
"Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
#fix Ensure the regenerate button is disabled when there is no MeshReduction interface available
#jira UE-52641
Change 3783205 by Jurre.deBaare
Bounds are not shown correctly in Persona for imported alembic skeletal mesh
#fix Ensured that we do not add invalid of (0,0,0) bounds to outgoing mesh bounds
#jira UE-49338
Change 3783248 by Jurre.deBaare
Preview Scene Settings window is missing Search bar
#fix changed search bar flag on Details View
#jira UE-50063
Change 3783267 by Jurre.deBaare
Animation Modifiers: GetBonePosesForTime does not create valid data for GetBonePose
#fix changed the way we retrieve bone transforms, now take it directly from the raw data rather than from a pose
#jira UE-52057
Change 3783281 by Jurre.deBaare
Tool Tip issues in Animation Editor Preferences
#fix corrected typos in comments
#jira UE-51338
Change 3783373 by Thomas.Sarkanen
Added error-reporting to the profile name widgets
This means that the effect of renaming profiles the same as an existing one is clear (i.e. we deny it now).
#jira UE-48120 - Renaming Physics profiles the same as existing Physics profiles switches profiles and is confusing
Change 3783438 by Jurre.deBaare
Vertex paint fill tool fills all channels
#fix Ensure that the current channel fill selection in the Mesh Painter is also used for the fill tool, to allow the user masking out certain channels when using fill
#jira UE-49256
Change 3783583 by Thomas.Sarkanen
Correctly return whether a mesh section is shown or not when it has not been edited
This fixes skeletal->static mesh conversion
Change 3783598 by Thomas.Sarkanen
Fix multi-convex generastion for skeletal meshes
Some triangle indices were being missed out of the index buffer, so the mesh that the convex hull was generated from was corrupt. Removing an early-out fixes this.
#jira UE-52529 - Inaccurate Collision is Generated When Using Multi Convex Hull (PhysicsAsset Editor)
Change 3783615 by Jurre.deBaare
OpacityMask/Opacity bug in MeshUtilities
#fix ensured that material baking uses correct texture samples for Opacity Mask property
#misc deprecated all of this functionality as users should be using the MaterialBaking module
#jira UE-52382
Change 3783620 by Martin.Wilson
Fix crash due to oversampling animation during compression
#Jira UE-52713
Change 3783633 by Jurre.deBaare
Fix deprecation warnings on CIS
Change 3783636 by Benn.Gallagher
Fixed non-working tethers in clothing
Fixed clothing config not applying to active simulation after editing
Fixed and re-enabled accurate wind mode
#jira UE-50797, UE-43611
Change 3783637 by Benn.Gallagher
Github PR: Fix world to actor transform bug in anim dynamics
Fixed incorrect Actor-space calculations for simulation transforms and world vector transformations inside AnimDynamics highlighted when testing the above PR
#jira UE-48681
#3929
Change 3783638 by Benn.Gallagher
Fixed UBlendProfile properties not being correctly customized on anim nodes - and animation sequence references not being correctly filtered on anim nodes.
Change 3783660 by Danny.Bouimad
Fixing #UE-40686 Mass TranslatedMass Automated test, instead of decreasing tolrence I changed the content to preserve granularity.
Change 3783974 by Ori.Cohen
Refactor when sync components is called and how we pass the data into plugins. Simplifies how we handle physx data getting invalidated by UE4 during updates.
Also fixed crash when scene query returns a destructible component that's been destroyed, but final apex delete flush hasn't happened yet.
#jira UE-50215
Change 3784112 by Benn.Gallagher
Fixed subinstance nodes inside states failing to correctly create bridge variables on their skeleton class due to not correctly processing subgraphs in the anim blueprint compiler.
#jira UE-51000
Change 3784277 by Martin.Wilson
Fix socket name getting an appended _0
#jira UE-46625
Change 3785589 by Ori.Cohen
Fix cis
Change 3786336 by Martin.Wilson
Pushing skeleton to live link can now take source guid
-Message bus source pushes guid when sending skeleton
Change 3786778 by Martin.Wilson
Added ability for worker thread animation blueprint code to report to Message Log + added additive warning when playing an animation on an additive pose
#jira UE-49780
Change 3786847 by Martin.Wilson
Initialization and delta time for live link retargeter
#Jira UE-52112
Change 3786852 by Lina.Halper
Sequencer blending support
#jira: UE-52183
Change 3786924 by Lina.Halper
PR #4210: FIX: Incorrectly passing an unrelated bool rather than the expected pose ind. (Contributed by ruffenman)
Change 3787114 by Jurre.deBaare
Discrepancy in description of Preview Scene setting and keyboard shortcut
#fix Changed naming of the settings to match the Advanced Preview Scene panel
#jira UE-50060
Change 3787115 by Jurre.deBaare
Animation Editor Preferences do not update the preview scene
#fix Removed unused preference from PersonaOptions
#jira UE-51318
Change 3787117 by Jurre.deBaare
Off-by one error in frame time calculations
#fix Fixed up UAnimSequenceBase::GetTimeAtFrame and UAnimSequenceBase::GetFrameAtTime to return correct frame indices, similar to FAnimationRuntime::GetKeyIndicesFromTime
#jira UE-52037
Change 3787412 by Martin.Wilson
CIS Fix
Change 3787622 by Ethan.Geller
Include Google Resonance SDK.
Change 3787633 by Ethan.Geller
Promote AmibsonicsMixerPtr to FAudioDevice
Change 3788026 by Lina.Halper
Retarget source reference to soft object ptr
#jira: UE-48570
Change 3788252 by Ethan.Geller
Add blueprint functions for Resonance Global Reverb
Change 3788750 by Ethan.Geller
fix single file compile for Resonance plugin
Change 3788763 by Ethan.Geller
include IModularFeatures.h explicitly for incremental build
Change 3789108 by Martin.Wilson
Fix animations with scaled root bone generating incorrect root motion
#jira UE-52088
Change 3789642 by Martin.Wilson
Fix transition nodes from referencing the wrong state node due to non unique node guids being introduced by copy and paste
#jira UE-43891
Change 3790165 by Martin.Wilson
Fix marker sync position not being maintained across instant transitions
#jira UE-21355
Change 3790182 by Ethan.Geller
Final Resonance edits pass.
Change 3790184 by Lina.Halper
Fix issue with crash when montage is streamed out while event is queued.
https://udn.unrealengine.com/questions/404318/anim-montage-queued-montage-event-crash.html
Change 3790207 by dan.reynolds
#UE-50774 Updated AEOverviewReverb to not attempt to destroy Audio Component that has already been destroyed.
Change 3790215 by Martin.Wilson
CIS Fix
Change 3790953 by Ethan.Geller
#jira UE-53023 bypass filters when at max frequency for LPF, DC for HPF
Change 3791832 by Martin.Wilson
Don't load animations for preview tooltip in Persona
#jira UE-52118
Change 3792873 by David.Hill
Fix CIS. Remove timer from proxylod code.
Change 3793251 by David.Hill
ProxyLOD Thirdparty libs build cs files.
Update from ModuleRules.WindowsPlatform to ReadOnlyTargetRules.WindowsPlatform
-- The WindowsPlatform alias is deprecated in 4.18
Change 3793400 by Ethan.Geller
Update Resonance blueprint library to fit google naming conventions
Change 3794097 by Benn.Gallagher
Fixed clothing visualizations no longer functioning
#jira UE-52995
Change 3794250 by Danny.Bouimad
Regenerated ground truth on LODCurveLinkingTest1 and AnimatedCloth, expected change as a result of Ben fixing a bug.
Needed to update Owens cloth settings too.
Should resolve automation test CIS fails
Change 3794352 by David.Hill
ProxyLOD code:
Disable openvdb-centric warnings within the openvdb platform.h file.
C6326: Potential comparison of a constant with another constant
and add annotations
C28251: Inconsistent annotation for 'copysign'
also added a warning suppress for static analysis CA_SUPPRESS(6011) within the proxylod version of the simplifier.
Change 3794786 by Lina.Halper
Pose asset retarget source bug fix
#jira: UE-52429
Change 3794841 by Danny.Bouimad
Hopefully fixes the cloth automation CIS
Change 3795191 by Lina.Halper
Fix build issue
Change 3795486 by Ethan.Geller
re-enable android support for Oculus Audio
Change 3796162 by Danny.Bouimad
Third attempt to fix the cloth CIS error. Hopefuly this will solve it.
Change 3796311 by Martin.Wilson
Remove recompress animation from curve track actions. Allows smoother interaction on animations with slow recompress time.
#jira UE-51740
Change 3796321 by Thomas.Sarkanen
Duplicating CL 3770752 from 4.18:
Prevent crash when generating convex bodies fails
Note: speculative fix as the issue cannot be reproduced locally
#jira UE-52449 - [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()
Change 3797093 by Danny.Bouimad
Constrant node AnimBP Automated tests
Change 3797384 by Danny.Bouimad
Fixing CIS error caused by automated test lighting issue
Change 3800621 by Thomas.Sarkanen
Fix CIS: Shadowed variable warning
#jira UE-53253 - FMenuBuilder declaration shadows a local variable warning appears when building the editor on Linux
Change 3800690 by Danny.Bouimad
Checking in fix for CIS automation for ConstraintNode, set the screenshot tool to use BaseColor. This should fix the issue with the rendering fuzzyness
Change 3800874 by David.Hill
Clean up static analysis warnings
#jira: UE-53270
Change 3801227 by David.Hill
Allow proxylod to fail gracefully if the input mesh is way too big (e.g. sky sphere)
Added code to automatically compute the correct spatial sampling rate based on the geometry size, also allow the user to override.
#cl: UE-53155
Change 3801228 by David.Hill
UI: Mesh Proxy Dialog re-write. Make this more like MeshMerging, and share some code.
#cl UE-53155, UE-52787, UE-53106
Change 3801319 by Danny.Bouimad
Regenerated all the screen shots for the constraint tests.
Change 3801383 by Ethan.Geller
#jira UE-53311 fix additional #if PLATFORM_WINDOWS guards in Oculus Audio
Change 3801697 by Ethan.Geller
include AudioDevice.h directly to resolve FAudioDevice.
Change 3802180 by David.Hill
This should fix the Incremental UE4Editor Linux build.
Change 3802643 by David.Hill
ProxyLOD UI change. Add limits to the target screen size. They now reflect the values in the old version of the UI and the thirdparty tool.
#CL: UE-53313
Change 3802986 by Ethan.Geller
#jira UE-53330 Change vraudio to explicit library path
Change 3803448 by Danny.Bouimad
disabling constraint tests
Change 3803678 by Danny.Bouimad
#jira UE-53306 Fix
Change 3804333 by Ethan.Geller
#jira UE-53330 fix library paths for iOS on Resonance
Change 3804453 by David.Hill
Fix Shadow warning when compiling UE4Editor on linux:
FlattenedMaterials.
#CL: UE-53349
Change
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c3818ebea9 |
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL#
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40cfc29928 |
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3491514 by Jonathan.Poncelet
Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent
Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.
#jira UE-39757 Torque and angular velocity are inconsistent
#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units.
Change 3495025 by Jonathan.Poncelet
Back out changelist 3491514
"Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent
Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.
#jira UE-39757 Torque and angular velocity are inconsistent
#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units."
Change 3505086 by Danny.Bouimad
Updating test content in TM-AnimPhys and TM-TangentNormals
Change 3505375 by James.Cobbett
Automating Settle test map
Change 3505714 by Lina.Halper
Add more descriptive pin name and node text for constraint node
#jira: UE-45895
#rb: Ori.Cohen
Change 3505731 by Lina.Halper
1. Renamed FTargetReference to FBoneSocketTarget
- this allows users to choose either bone or socket as a target.
2. Two Bone IK refactor to use FBoneSocketTarget
- Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone
- Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget
- Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this.
3. FABRIK refactor to use FBoneSocketTarget
#code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen
#rb: Laurent.Delayen
Change 3505770 by Lina.Halper
IK automation test
#jira: UE-46250
Change 3506369 by Lina.Halper
Fix initialization order issue
#rb:none
#rnx
Change 3506697 by Martin.Wilson
Fix root motion when using ForceAnimRate's of more than 1
#jira UE-39021
Change 3506765 by Lina.Halper
It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead.
#jira: UE-45871
#rb: Martin.Wilson
Change 3506787 by Ori.Cohen
Added single threaded physx tasks stats using "stat PhysXTasks"
Change 3506803 by Ori.Cohen
Turn off debug code which was submitted by accident
Change 3506840 by Jurre.deBaare
Fix for automation vertex-color warning
Change 3506917 by Danny.Bouimad
Checking in Edits made to AnimBP Constraint Content
Change 3507045 by James.Cobbett
Submitting final Settle test map updates
Change 3509208 by Danny.Bouimad
Checking in content changes for TM-SuspendCloth
Change 3509235 by James.Cobbett
Deleting Settle test map from QAGame - now lives in EngineTest
Change 3509935 by Lina.Halper
One customization tree for supporting Bone and Socket
: you can just use FBoneSocketTarget and that will allow displaying sockets also
#jira: UE-45778
#rb: Thomas.Sarkanen
#code review:Thomas.Sarkanen
Change 3511250 by Martin.Wilson
Fix crash when performing drag operations in the notify track window
#jira UE-46420
Change 3511397 by Thomas.Sarkanen
Asset reloading now defers re-opening asset editors until post-GC phase
This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI.
#jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset
Change 3512849 by Aaron.McLeran
#jira UE-46576 Fixing granulator loading multiple sound waves
Change 3513414 by James.Cobbett
Fixing destructible test map
Change 3513588 by Benn.Gallagher
Clothing LOD improvements
- Added full pipeline for adding LODs to clothing assets in editor
- Added methods for mapping parameters between masks on meshes with differing topology
- Fixed a few UI bugs
Change 3513599 by Benn.Gallagher
Missed files from last checkin
Change 3513920 by Martin.Wilson
Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling)
Change 3515400 by Aaron.McLeran
#jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device.
Change 3515495 by Joe.Conley
Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry.
Change 3515641 by Benn.Gallagher
CIS fix for game builds
Change 3516817 by Aaron.McLeran
Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues.
Change 3516853 by Aaron.McLeran
Slight optimization in converting proc audio buffer to 16 bit PCM.
Change 3517525 by Jonathan.Poncelet
Fix comment for FName operator!=
Change 3517826 by James.Cobbett
Test files for bug UE-46719
Change 3518049 by James.Cobbett
Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test.
Change 3518185 by Ori.Cohen
Fix merge error as reported by NVIDIA
Change 3518711 by Ethan.Geller
Integrating fix for switch crash on load level.
Change 3518720 by Ethan.Geller
Back out changelist 3518711
Change
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25ae9b5661 |
Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
(will update this soon) #lockdown Nick.Penwarden #rb none [CL 3502661 by Ori Cohen in Main branch] |