Commit Graph

312 Commits

Author SHA1 Message Date
Catalin Dragoiu
fa1e5b2bc7 Trace screenshots from the Shot and HighResShot commands when the Screenshot channel is on.
#rb Ionut.Matasaru
#preflight 628c9cdd6f6741ae31578ea9

[CL 20346623 by Catalin Dragoiu in ue5-main branch]
2022-05-24 08:13:55 -04:00
guillaume abadie
e0ccfb6634 Adds a different default screen percentage behavior for path tracing in editor
#jira UE-150470
#preflight 627bb03da85e625d6f63d656
#rb chris.kulla

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20138678 via CL 20138862 via CL 20139202
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20141677 by guillaume abadie in ue5-main branch]
2022-05-11 11:47:07 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
daren cheng
05bf0f0f90 Speculative fix crash when changing maps while the current map is unsaved.
#jira UE-148689
#rb Patrick.Boutot, Francis.Hurteau
#preflight 626cc262ce3959ce8f03a6e3
#lockdown simon.tourangeau

#ROBOMERGE-AUTHOR: daren.cheng
#ROBOMERGE-SOURCE: CL 20027606 in //UE5/Release-5.0/... via CL 20028933
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20034975 by daren cheng in ue5-main branch]
2022-05-03 19:46:16 -04:00
jason hoerner
cdd57cfd19 UE5_MAIN: Editor bug fix for mouse cursor location when tracking a cinematic camera, breaking various operations, such as the focus distance eyedropper tool or moving actors, among many other things.
Cinematic camera tracking sets a viewport that is a subset of the render target in order to achieve an aspect ratio that matches the cinematic, with letter boxing added as needed.  The mouse cursor calculations weren't taking this letterboxing into account, because they were only using the size of the viewport, and ignoring the offset of the viewport.  To minimize the risk of affecting existing code using PixelToScreen, a new utility function CursorToScreen was added, and the FViewportCursorLocation class alone was updated to use it.

#jira UE-112547
#rb brooke.hubert mihnea.balta
#rnx
#preflight 623fd7655c289ac26e3b0d1e

[CL 19583913 by jason hoerner in ue5-main branch]
2022-03-31 22:46:31 -04:00
simon tovey
d02d5f41ea Custom view frustum culling in Niagara.
- Reworked visibility settings into their own structure. Now has separete times for render based culling and view frustum culling.
- Improved Scalability Overrides UI.
- Now caching various view matrices on the world.
- Some 2D debug rendering helpers in Niagara Debug HUD.

#rb stu.mckenna
[FYI] mateo.egey
#preflight 62457713b6084b9832462147

#ROBOMERGE-OWNER: simon.tovey
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 19571006 via CL 19571062 via CL 19571069
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19575801 by simon tovey in ue5-main branch]
2022-03-31 14:24:57 -04:00
charles bloom
54b266096a nop comments only
#rb none
#preflight none

[CL 19532599 by charles bloom in ue5-main branch]
2022-03-28 16:23:32 -04:00
charles bloom
63ed66c6d4 fix HighResShot not clipping rectangle to image bounds, allowed read of memory out of bounds
also make non-PIE Editor screenshot use requested image format extension
PIE/in-game screenshot was previously fixed

#preflight 623cb12a9f11d3c73944a181
#rb fabian.giesen

[CL 19501017 by charles bloom in ue5-main branch]
2022-03-24 15:33:33 -04:00
Arciel Rekman
111627d950 Flip HMD extensions to opt-in rather than opt-out
#rb Rob.Srinivasiah, Jonathan.Bard, Jules.Blok
#review @Robert.Srinivasiah
#jira none
#preflight 6238b58f9304d833f4e65e3b

[CL 19472593 by Arciel Rekman in ue5-main branch]
2022-03-22 17:27:12 -04:00
Josie Yang
f8cc29c587 Implement GPUSkinCache debug visualization modes
*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*)  'RayTracingLODOffset` shows RT LOD index offset from raster LOD index

#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755

[CL 19383862 by Josie Yang in ue5-main branch]
2022-03-15 06:49:12 -04:00
jason hoerner
fe5466c276 High res editor screenshot with mask fix, when the viewport aspect ratio is constrained. When a rect is specified for the screenshot, apply that rect to the mask image when merging it into the alpha of the color image, to match the rect used in the prior call to FRenderTarget::ReadPixels.
#jira FORT-451434
#rnx
#rb zach.bethel
#lockdown mihnea.balta
#preflight 620eff82e8554a6f64f74599

#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 19082951 in //UE5/Release-5.0/... via CL 19097536
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19141061 by jason hoerner in ue5-main branch]
2022-02-24 23:44:16 -05:00
jonathan bard
7e08f33fd4 Fixed memory leak each time we drag something in the editor viewport
#rb mihnea.balta
#jira UE-141631
#preflight 620150ae6773a3612899b91e

#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18891811 in //UE5/Release-5.0/... via CL 18892372 via CL 18892749
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18892756 by jonathan bard in ue5-main branch]
2022-02-07 16:00:04 -05:00
andrew lauritzen
ef2fd132f7 Add VSM projection visualizations to the editor menu
#rb graham.wihlidal
[FYI] ola.olsson
#preflight 61f1a689fc74f46b5645b225

#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18757572 in //UE5/Release-5.0/... via CL 18759665 via CL 18760682
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18760914 by andrew lauritzen in ue5-main branch]
2022-01-27 15:49:31 -05:00
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.

Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.

#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751326 by zak middleton in ue5-main branch]
2022-01-27 03:30:41 -05:00
krzysztof narkowicz
02819f2a85 Refactored Lumen visualization views and show flag in order to improve user experience. All Lumen visualization modes and show flags were moved into Lumen submenus for easier discovery. View modes were made exclusive (only one may be active at a time). Additonally exposed new view modes and show flags in order to easier debug and understand Lumen.
Lit->Lumen
Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview:
* Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance
* Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections
* Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage
* Overview - 3 Lumen view mode tiles, overlaid on top of normal view

Show->Lumen
Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion.

Show->Visualize
Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from

Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings.

Misc changes:
* Renamed VisualizeLumenScene* to LumenVisualize*
* Moved shared visualize parameters to LumenVisualize.h
* Lumen HWRT visualize now uses same ray footprint as SWRT visualize
* Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes

#rb Patrick.Kelly, Daniel.Wright
#preflight 61e73339b56c33b8ecf753b2

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18658268 by krzysztof narkowicz in ue5-main branch]
2022-01-19 10:11:35 -05:00
guillaume abadie
61986dea1f Fixes shader print drawing before spatial upscaler
This caused inconsistency between what ShaderPrint::BeginView() believe the resolution was and what ShaderPrint::DrawView() was actually drawing to

#rb none
#preflight 61e69be2b56c33b8ecdf1e86

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18638139 in //UE5/Release-5.0/... via CL 18638146 via CL 18638156
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18638170 by guillaume abadie in ue5-main branch]
2022-01-18 06:20:07 -05:00
dmytro vovk
2fa695129d Fixed Editor startup crash on Mac OS X due to vieport size being 0;0
#jira none
#rb none
#preflight 61e5f297873f2ea48f4ca883

#ROBOMERGE-AUTHOR: dmytro.vovk
#ROBOMERGE-SOURCE: CL 18635566 in //UE5/Release-5.0/... via CL 18635581 via CL 18635586
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18637575 by dmytro vovk in ue5-main branch]
2022-01-18 04:47:32 -05:00
guillaume abadie
f329d4b25a Fixes variable shadowing on non-unity build
#rb none
#preflight trivial

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18634353 in //UE5/Release-5.0/... via CL 18634370 via CL 18634376
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18637427 by guillaume abadie in ue5-main branch]
2022-01-18 04:35:30 -05:00
guillaume abadie
b000ccbd8e Changes default screen percentage behavior in editor to take more advantage of TSR's upscaling behavior already enabled by default
1) Editor viewports now display at high DPI by default for better Gen5-console feeling in editor on high DPI monitors.

2) Realtime editor viewports now display at screen percentage based on the display pixel count. Fix screen percentage independent of the pixel range could either render not enough pixel at low display resolution or be too slow at high display resolution. Given the level editor viewport can scale in size based on editor user layout preference, monitor, the screen percentage automatically scalling based on display pixel count gives a better experience of quality consistency/GPU cost for rendering frame, especially when going level editor fullscreen with F11 or not. The curve to compute rendering resolution from display resolution is in BaseEngine.ini

3) Non-realtime editor viewports still display at a screen percentage based on OS DPI scale, independent of the display pixel count because use spatial upscaler and therefore need consistent sharpness not worst than editor fonts, but keep same rendering resolution as before to not increase out of GPU memory errors. The performance of potentially rendering at high resolution than a realtime viewport is ignored given the non real-time viewports are not rendering every frame.

4) PIE viewports now override r.ScreenPercentage by default to have consistent resolution quality and performance between realtime editor viewport and gameplay viewport by default without risk of introducing out of GPU memory errors loosing possibly unsaved editor work if the game's graphic settings default to a screen percentage higher. To advertise discoverability of this change, any update to the r.ScreenPercentage cvar will lead to a message display in console/log if overriden by editor settings or dynamic resolution settings.

5) As much as a project can change the default anti-aliasing method, can also configure on a per project basis the default screen percentage behavior in project preference that the editor user can then override locally for his/her own use with his editor settings. For instance mobile only or forward renderer MSAA only video games.

6) When working very high end work-in progress rendering tech project in a econemic context where lattest GPUs are hard to get, the range of GPU performance can vary greatly between contributor of the same projects. To provide more robustness for lowerend GPU of collegues with tech not yet scaling, the project settings now offer a MaxRenderingResolution for editor viewports that can also be overriden on a per user basis.

7) Automated screenshot already takes care of forcing r.ScreenPercentage.

#rb none
#preflight 61e58d4a873f2ea48f33facd

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18633512 in //UE5/Release-5.0/... via CL 18633532 via CL 18633538
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18637384 by guillaume abadie in ue5-main branch]
2022-01-18 04:31:45 -05:00
christopher waters
b7fdf2d5c1 Create FSceneViewState with correct FeatureLevel
#jira UE-136004
#rb mihnea.balta
#preflight 61a53e6cf70a9e92dbd7514b

#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18433855 in //UE5/Release-5.0/... via CL 18435445
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435922 by christopher waters in ue5-release-engine-test branch]
2021-12-10 18:10:16 -05:00
jon nabozny
cdc65f654f Reland: Fixes motion blur lengths when using time dilation
#rb josie.yang
#lockdown michal.valient
#preflight 614a44526c96990001c47143

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17606608 via CL 17962735 via CL 18364937 via CL 18364960
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18365023 by jon nabozny in ue5-release-engine-test branch]
2021-12-02 23:53:56 -05:00
jon nabozny
9693ad4915 Undo //UE5/Private-Frosty/Engine/... changelist 17586431
#lockdown michal.valient
#preflight revert for build breakage

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17587410 via CL 17948832 via CL 18364580 via CL 18364616
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18364712 by jon nabozny in ue5-release-engine-test branch]
2021-12-02 23:34:52 -05:00
jon nabozny
c418c40de0 Fixes motion blur lengths when using time dilation
#rb josie.yang
#lockdown michal.valient
#preflight 614a1e3259380f0001888d92

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17586431 via CL 17948712 via CL 18364381 via CL 18364522
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18364604 by jon nabozny in ue5-release-engine-test branch]
2021-12-02 23:30:35 -05:00
Jules Blok
4e9b294e6f Refactor APIs that use EStereoscopicPass so they take a pass type flag and view index instead
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices

#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11

#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf

[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
2021-11-24 21:57:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00