Commit Graph

30 Commits

Author SHA1 Message Date
marc audy
ad4b7854c8 Make rerun construction scripts editor only
#preflight 61fb0ccc5e35b9215b0283c0

[CL 18836864 by marc audy in ue5-main branch]
2022-02-02 18:40:33 -05:00
Marc Audy
c43360f47c Eliminate whitespace only differences between Release-Engine-Staging and Release-Engine-Test
#[fyi] Aurel.Cordonnier

#ushell-cherrypick of 18448630 by Marc.Audy
#preflight none

[CL 18483677 by Marc Audy in ue5-main branch]
2021-12-17 03:41:59 -05:00
jeanfrancois dube
3f12778841 World Partition Grid Placement
- Deprecated enum EActorGridPlacement and replaced AActor::GridPlacement by bIsSpatiallyLoaded.
  - It makes more sense from a user perspective to set an actor as "non-spatially loaded" instead of "always loaded", especially with data layers.
  - If we ever need it, having the possibility to set actors to use their location or bounds to go in the grid will be a per-grid setting.

#rb richard.malo, sebastien.lussier
#preflight 61af8bf10e59fd0ab0f93cc4

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 18395825 in //UE5/Release-5.0/... via CL 18395836
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18395850 by jeanfrancois dube in ue5-release-engine-test branch]
2021-12-07 11:50:24 -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
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -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
Zousar Shaker
3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00
Aris Theophanidis
761fe05bad [Navigation WP] Properly using the vertical bounds of the collected tiles as the NavigationDataChunkActor bounds
#review @Yoan.StAmant
#rb Yoan.StAmant
#fyi Richard.Malo, JeanFrancois.Dube
#jira none

[CL 14641645 by Aris Theophanidis in ue5-main branch]
2020-11-03 10:20:13 -04:00
Aris Theophanidis
a21499c9a0 [Navigation WP] First pass to generate per cell navigation data and allow navmesh streaming using world partitioning
Addition of ANavigationDataChunkActor, external actors used to hold navdata chunks
Addition of UWorldPartitionBuildNavigationDataCommandlet, commandlet to generate world partition navigation data
At the moment steps to generate a partitioned world with navmesh per cell are:
1) convert world to WP (WorldPartitionConvertCommandlet)
2) generate navigation data chunk actors (WorldPartitionBuildNavigationDataCommandlet)
3) pre cook (WorldPartitionPreCookCommandlet)
4) cook
#review @Yoan.StAmant
#rb Yoan.StAmant

[CL 14396364 by Aris Theophanidis in ue5-main branch]
2020-09-25 11:19:08 -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
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
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
guillaume guay
5005c5b2c3 Adding FindMoveAlongSurface to find a nearby position on navmesh relative to another (faster than doing nav raycast)
[REVIEW] [at]maxime.mercier, [at]mikko.mononen
#rnx

#ROBOMERGE-SOURCE: CL 13114611 via CL 13114615 via CL 13114624 via CL 13114631
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v686-13045012)

[CL 13114637 by guillaume guay in Main branch]
2020-04-30 09:48:28 -04:00
yoan stamant
40b391d62a [Asynchronous Pathfind Queries]
- Added synchronization between the async pathfind queries task and the game thread. The sync point is implemented in OnWorldPostActorTick. This prevents pathfind requests from running at the same time as Navmesh generation tasks or beyond the engine frame boundary.
- Replaced task to broadcast async pathfinding results by a queue that will be flushed by the NavigationSystem udpate. This prevents tasks from being started during loading or other undesired locations.
- Replaced task to register new active path instance by a lock to make sure all paths are registered for potential invalidation before adding a generated tile on the main thread.

#jira UE-71960
#jira UE-85440
[at]aris.theophanidis [at]maxime.mercier
#rb aris.theophanidis maxime.mercier


#ROBOMERGE-SOURCE: CL 12368557 via CL 12368564
#ROBOMERGE-BOT: (v671-12333473)

[CL 12370954 by yoan stamant in Main branch]
2020-03-23 11:01:36 -04:00
stephen holmes
a924f5faa1 Work to properly account for time slicing accross multiple generators. The time slicing is now calculated in the navigation system.
The general idea here is to tick any non time sliced generators once per frame. Time sliced generators we aim to tick one per frame and move to the next, next frame.

In the case where one time sliced generator doesn't use the whole time slice we move to the next time sliced generator. That generator will only be considered to have a full frames processing if either it runs out of work or uses a large % of the time slice. Depending we either tick it again next frame or go to the next time sliced generator (next frame).

[at]Yoan.StAmant Aris [at]Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11628387 via CL 11628394
#ROBOMERGE-BOT: (v656-11643781)

[CL 11805238 by stephen holmes in Main branch]
2020-03-01 01:40:04 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
aris theophanidis
d1e11102ca Addition of a minimum CostLimit value to FPathFindingQuery::ComputeCostLimitFromHeuristic()
Exposing the minimum CostLimit parameter in NavigationTestingActor
Renaming MaxCost to CostLimit
[at]Guillaume.Guay [at]Maxime.Mercier
#jira UE-82572


#ROBOMERGE-SOURCE: CL 10055783 via CL 10055784
#ROBOMERGE-BOT: (v565-10026848)

[CL 10055786 by aris theophanidis in Main branch]
2019-11-06 10:31:29 -05:00
aris theophanidis
e9f4047af3 Support for a max cost in the Detour pathfinders and addition of the parameter in the navigation query
DetourNavMeshQuery -> Fix issue in updateSlicedFindPath not behaving like findPath (missing check for DT_UNWALKABLE_POLY_COST)
Looking forward to merge those or to make sure that the NavigationTestingActor uses the same pathfinder to generate its path than the one use to display debug steps
[at]Mieszko.Zielinski [at]Maxime.Mercier [at]Mikko.Mononen
#jira UE-82572


#ROBOMERGE-SOURCE: CL 10015638 via CL 10015644
#ROBOMERGE-BOT: (v562-10004402)

[CL 10015651 by aris theophanidis in Main branch]
2019-11-05 10:54:41 -05:00
mieszko zielinski
db82cb7e68 Added a way to mark a NavigationData instance to not get auto-removed when there's no navigation system present
#rb none
[at]Stephen.Holmes, [at]Mikko.Mononen, [at]Yoan.StAmant


#ROBOMERGE-SOURCE: CL 9037487 via CL 9043823 via CL 9044034
#ROBOMERGE-BOT: (v443-9013191)

[CL 9047329 by mieszko zielinski in Main branch]
2019-09-24 14:16:50 -04:00
mieszko zielinski
0b4ee4861f Added a way to suspend navigation generation of a single NavigationData instance (as opposed to locking the whole NavigationSystem).
While modifying NavigationData.cpp I've refactored all UE_LOG into UE_VLOG_UELOG for better vislog coverage

#rb Yoan.StAmant, Stephen.Holmes, Mikko.Mononen
[at]Yoan.StAmant, [at]Stephen.Holmes, [at]Mikko.Mononen


#ROBOMERGE-SOURCE: CL 8974874 via CL 8974876 via CL 8974878
#ROBOMERGE-BOT: (v441-8974111)

[CL 8974880 by mieszko zielinski in Main branch]
2019-09-23 10:03:37 -04:00
Stefan Boberg
8607ecb30d Copying //UE4/Dev-Core to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 6815521 by Stefan Boberg in Main branch]
2019-06-03 15:32:00 -04:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Robert Manuszewski
1685ed0b2e Merging //UE4/Dev-Main @ 4620382 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4631078 by Robert Manuszewski in Dev-Core branch]
2018-12-04 23:30:42 -05:00
Steve Robb
d6aa7b7c94 Copy constructor and assignment operator of TEnumAsByte removed to improve error message.
Fixes for warnings now generated by this change.

#rb none

[CL 4609625 by Steve Robb in Dev-Core branch]
2018-11-29 07:07:11 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00