Commit Graph

208 Commits

Author SHA1 Message Date
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -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
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
luc eygasier
0fdbd6daf8 Fix Actors made writable not deleted on disk when Source Control is enabled.
#rb JeanFrancois.Dube

#changelist validated

#ROBOMERGE-SOURCE: CL 17124518 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17124528 by luc eygasier in ue5-release-engine-test branch]
2021-08-10 17:05:27 -04:00
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -04:00
Marc Audy
f02d489290 Update Release-Engine-Test from Release-Engine-Staging @ 16264272
[CL 16264458 by Marc Audy in ue5-release-engine-test branch]
2021-05-11 01:10:20 -04:00
danny couture
59059a0521 Remove strong reference to staticmesh in DistanceField/MeshCards and let them be cancelled on GC instead
TESTS
  Retested UE-96400
  Retested UE-102883
  Run WorldPartitionConversion on Apollo_Terrain

#rb Francis.Hurteau
#preflight 609118a48b14da0001dd1ae4

[CL 16191911 by danny couture in ue5-main branch]
2021-05-04 06:59:43 -04:00
matt kuhlenschmidt
6a0971a864 Reversed decision to hide old UE4 thumbnails when loading in UE5. The UE4 thumbnail will remain until the package is loaded and resaved
#ROBOMERGE-SOURCE: CL 15878156 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15878181 by matt kuhlenschmidt in ue5-main branch]
2021-03-31 13:28:11 -04:00
jeanfrancois dube
4108d37481 ObjectTools::IsObjectBrowsable now returns false for actors
This makes sure we don't generate/save thumbnails for actors.

#rb patrick.enfedaque

#ROBOMERGE-SOURCE: CL 15850345 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15851647 by jeanfrancois dube in ue5-main branch]
2021-03-29 11:37:54 -04:00
francis hurteau
5474e7a6ac Remove call to ResetLoaders in ForceReplaceReference since the call seems superfluous while forcing the load of all bulkdata on all linkers when force deleting an object
Tried reproducing old issues which added this call without success

#rb Danny.Couture
#jira UE-110336

#ROBOMERGE-SOURCE: CL 15669648 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)

[CL 15670904 by francis hurteau in ue5-main branch]
2021-03-10 18:28:34 -04:00
JeanFrancois Dube
28bae56de0 Remove dependency on Asset Registry callbacks for actor added/updated/deleted.
#rb patrick.enfedaque

#ROBOMERGE-OWNER: JeanFrancois.Dube
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 15665076 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15665113 by JeanFrancois Dube in ue5-main branch]
2021-03-10 08:48:55 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
francis hurteau
da77d08395 wrap pvs warning in #ifndef PVS_STUDIO since the disable warning comment isn't properly working
#rb Ben.Marsh
#jira UE-106890

#ROBOMERGE-SOURCE: CL 15435231 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15441315 by francis hurteau in ue5-main branch]
2021-02-17 15:32:38 -04:00
Zousar Shaker
12d60feecc Bulk pass to address PVS warnings due to use of a TObjectPtr in the result clauses of a ternary operator.
#jira UE-107532
#jira UE-107530
#rb none

[CL 15276391 by Zousar Shaker in ue5-main branch]
2021-02-01 19:17:54 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
geoff evans
af9de711b6 Preserve captured thumbnails through rename operations
UnrealEdSrv.cpp
Finalize load of package before the rename, to load latent thumbnail data
Borrow a pointer to the thumbnail data before the asset rename
Put thumbnail into new package keyed on new asset name

ObjectTools.cpp
Fixup bad indention (minor)

Testing done
Capture thumbnail of non-art asset and rename
Load project with stored captured thumbnail and rename

#rb francis.hurteau
#jira UE-103987

[CL 14941853 by geoff evans in ue5-main branch]
2020-12-16 16:28:18 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
danny couture
45e2b9b9c8 Add cancellation support for DistanceField and MeshCards async tasks
Cancel async operations on StaticMesh when they are unloaded during world change
Avoid potential crash when closing the editor by properly cancelling async tasks
Use cancellation instead of BlockUntilComplete whenever possible to shorten wait time

#jira UE-102883
#rb Francis.Hurteau

[CL 14768146 by danny couture in ue5-main branch]
2020-11-17 20:35:26 -04:00
danny couture
c23f6884fe Async Static Mesh Compilation / Loading
- Add protection against async property accessed during async build and postload.
   - Split PostLoad into 3 steps with the most part now being made async.
   - Make Build/BatchBuild API async when the feature is activated.
   - Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
   - Skip RenderState creation for any static mesh component still being built so they only show up when ready.
   - Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
   - Dynamic priorisation for building and updating static meshes nearest to the viewport.
   - Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
   - Add a new generic interface for assets being built (still a WIP).
   - Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
   - Prevent auto-save while textures and static meshes are being built (same as shaders)
   - Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.

General Optimizations
   - Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.

DEBUGGING
 - Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
 - Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll

BENCHMARKS
 - 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
 - 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
 - 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC

TESTS
 - Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
 - Content browser interactions while still under heavy compilation
 - Importing with Datasmith / Dataprep
 - Working with the new Mesh Modeling Tool
 - Shutting down the editor while loading
 - Most of EngineTest Test Suite

REFERENCES
 - Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
 - Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10

#rb Francis.Hurteau

[CL 14688146 by danny couture in ue5-main branch]
2020-11-09 07:50:34 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
danny couture
e6478ebde7 Fix ensure in ForceDeleteObjects when deleting StaticMeshes that are still referenced in async tasks
#jira UE-96400
#rb Francis.Hurteau, David.Lesage

[CL 14227179 by danny couture in ue5-main branch]
2020-09-01 09:10:27 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00