Commit Graph

88 Commits

Author SHA1 Message Date
dmitriy dyomin
d5741f624b Added option to disable usage of a baked landscape mesh on mobile platforms (r.Mobile.LandscapeMesh)
#rb jack.porter

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 19528072 via CL 19528235 via CL 19528695 via CL 19528703
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19532768 by dmitriy dyomin in ue5-main branch]
2022-03-28 16:28:57 -04:00
sebastien lussier
3c59f35efa #jira UE-132273
WP Landscape HLOD - Properly stitch landscape HLODs & the actual landscape components

FLandscapeMeshProxySceneProxy now register the LOD they represent in the LandscapeRenderSystem object, causing the neighbor landscape components to morph their vertices to fill any gap.
#rb patrick.enfedaque
#preflight 61f89420f657e25a5907bcc3

#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18803905 in //UE5/Release-5.0/... via CL 18807861 via CL 18821697
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18822082 by sebastien lussier in ue5-main branch]
2022-02-02 02:16:47 -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
sebastien lussier
575b501367 #jira UE-137589
RHI Crash in Physics Sandbox Streaming_Parent level

Problematic UB is now a FUniformBufferRHIRef (refcounted)
#rb jonathan.bard
#preflight 61e83b9ab875abaf33246e09

#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18659142 in //UE5/Release-5.0/... via CL 18659149 via CL 18659161
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18659169 by sebastien lussier in ue5-main branch]
2022-01-19 11:32:19 -05:00
sebastien lussier
3a43d2a3f7 [Splitscreen] Landscape flickering for player 1
Landscape LOD uniform buffer for player 1 was getting overwritten with data from player 2, causing visual glitches

Also fixed an issue where the Vulkan RHI wasn't copying the data provided at the resource creation when BUF_Volatile was involved (thanks [at]jeannoe.morissette)


#localization none
#tests PF tested on multiple platforms on 19.00. Only issue found was related to another change (CL18272160) that has now been backed out.

#rb jonathan.bard, ben.woodhouse

#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18320614 via CL 18320838 via CL 18321363 via CL 18323317 via CL 18323326 via CL 18323688 via CL 18323699
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18323703 by sebastien lussier in ue5-release-engine-test branch]
2021-11-30 08:28:32 -05:00
ben woodhouse
eb29a8292a Backout changelist 18296456, it's causing crashes and rendering issues.
Jiras FORT-430538, FORT-411948, UE-110622 will need to be reopened
[FYI] Sebastien.Lussier

#ROBOMERGE-OWNER: ben.woodhouse
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 18299847 via CL 18299850 via CL 18299851 via CL 18301113 via CL 18301114 via CL 18301458 via CL 18301492
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18301519 by ben woodhouse in ue5-release-engine-test branch]
2021-11-26 14:28:05 -05:00
jonathan bard
5a09bb7e65 [Splitscreen] Landscape flickering for player 1
Landscape LOD uniform buffer for player 1 was getting overwritten with data from player 2, causing visual glitches

Also fixed an issue where the Vulkan RHI wasn't copying the data provided at the resource creation when BUF_Volatile was involved (thanks [at]jeannoe.morissette)


#localization none
#tests Tested in PC Editor & on PS5 in solo & splitscreen, with D3D11/D3D12/Vulkan

[FYI] kevin.ortegren
#rb jonathan.bard

#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18296456 via CL 18296465 via CL 18296467 via CL 18300785 via CL 18300795 via CL 18301197 via CL 18301202
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18301208 by jonathan bard in ue5-release-engine-test branch]
2021-11-26 13:15:02 -05:00
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
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
brandon dawson
4da77d6fab Fix for major frame hitches when adding levels to a world. Previously, adding a level to the world would trigger a linear loop through all primitives in the scene, testing to see if they were in the current level, and calling OnLevelAddedToWorld() if they were flagged to do so. The more primitives in the scene, the larger the hitch.
Now, proxiess can register for needing an on added/removed from level call.  If this is requested, they are added to a map, which maintains a list of primitives that need the add/remove call, per level.

The only component that currently utilizes this is the Landscape component.  To facilitate it's needs, the generic flags used to determine if it should be visible have been removed from FPrimitiveSceneProxy, bRequiresVisibleLevelToRender bIsComponentLevelVisible, and replaced with bForceHidden.  The landscape component will now set that flag under the same circumstances as before.

[REVIEW] [at]sebastien.lussier [at]Nick.Whiting [at]patrick.enfedaque
#jira UE-UE-114943
#lockdown nick.whiting

#ROBOMERGE-SOURCE: CL 16207473 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v796-16191650)

[CL 16207501 by brandon dawson in ue5-main branch]
2021-05-05 10:47:54 -04:00
dmytro vovk
eab8b64ef1 Removed Scene Software Occlusion
#jira none
#rb Dmitriy.Dyomin

[CL 16158927 by dmytro vovk in ue5-main branch]
2021-04-29 13:14:48 -04:00
jian ru
b34bf99d96 Fix static analysis warning
#jira UE-109944

#ROBOMERGE-SOURCE: CL 15671451 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)

[CL 15671458 by jian ru in ue5-main branch]
2021-03-10 19:27:48 -04:00
Yuriy ODonnell
1deef8bdf1 Added EVertexFactoryFlags and refactored IMPLEMENT_VERTEX_FACTORY_TYPE macros to avoid bool parameters.
#rb Charles.deRousiers, Luke.Thatcher
#robomerge Release-5.0-EarlyAccess

[CL 15581175 by Yuriy ODonnell in ue5-main branch]
2021-03-03 09:25:40 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -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
Emil Persson
18124db33e Replace CreateAndLock calls with Create and Lock
#rb kenzo.terelst

[CL 15375296 by Emil Persson in ue5-main branch]
2021-02-10 06:50:31 -04:00
Emil Persson
72db809300 Replace legacy LockVertexBuffer()/LockIndexBuffer()/LockStructuredBuffer() calls with the unified LockBuffer()
#rb kenzo.terelst

[CL 14898308 by Emil Persson in ue5-main branch]
2020-12-10 11:51:32 -04:00
Ben Ingram
3e62b2de7c Allow UnfrozenCopy to copy data that was frozen with FPlatformLayoutParameters that are different from the current/local platform
- This is used to allow editor to load cooked materials/shader maps
- Remove UE_FORCE_64BIT_MEMORY_IMAGE_POINTERS, and instead always force memory image ptrs to be 64bits...this simplifies some code, and plan is to remove 32bit support at some point anyway
- Frozen memory image pointers only need 32bits for offset, which leaves another 32bits to stash a type identifier...this allows us to interpret that frozen data being referenced, even it's packed for a different platform
#jira UE-91444
#rb arciel.rekman

[CL 14592392 by Ben Ingram in ue5-main branch]
2020-10-27 16:35:01 -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
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
jian ru
750d28b2a1 Avoid the overhead of calling GetCurrentFirstLODIdx_RenderThread on platforms that don't support landscape visual mesh LOD streaming
#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12134924 via CL 12134959 via CL 12135195
#ROBOMERGE-BOT: (v659-12123632)

[CL 12135203 by jian ru in Main branch]
2020-03-11 13:40:19 -04:00
jian ru
b8138c41bd Landscape visual mesh LOD streaming (mobile only)
[FYI] Peter.Sauerbrei,Chris.Bunner


#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12126084 via CL 12126339 via CL 12132576
#ROBOMERGE-BOT: (v659-12123632)

[CL 12132633 by jian ru in Main branch]
2020-03-11 12:57:20 -04:00
jeremy moore
c284fde6ca #jira UE-89013
Fix mobile runtime virtual texture.
Cherry pick integration from Dev-Rendering
#rnx
#rb none

#ROBOMERGE-SOURCE: CL 11507250 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)

[CL 11507299 by jeremy moore in 4.25-Plus branch]
2020-02-18 13:28:53 -05:00