* Sets the Min/Max Wave Size
* Handles Vulkan headers and Mac a bit better
* Handles missing [shader] toolchains a bit better.
#preflight 63603e161622fbf582db4e07
#jira na
[CL 22920245 by zack neyland in ue5-main branch]
The new driver detection method (using the setup API) did not set the UserDriverVersion in the same way as the other methods, so the function which extracted the number used for comparison didn't work correctly.
Also removed a bogus cvar from BaseEngine.ini while we're at it (r.DetectAndWarnOfBadDrivers has been removed from the code years ago).
#jira UE-168877
#rnx
#lockdown Michal.Valient
#preflight https://horde.devtools.epicgames.com/job/6361413fce68f7cbb68dd599
#rb Chris.Waters
[CL 22890134 by mihnea balta in ue5-main branch]
Moved Screen Space Reflection out of EffectsQuality and into ReflectionsQuality scalability group, so that Medium Reflections gives SSR
#rb Krzysztof.Narkowicz
[CL 22875523 by daniel wright in ue5-main branch]
Instead of tracing dedicated reflection rays from foliage, we now fallback to rough specular from the GI on High scalability settings (60hz). This isn't very noticeable on foliage, but gets us 1-2ms in foliage heavy scenes.
Details:
* Refactored all reflection alpha computations to use a single shared LumenCombineReflectionsAlpha function
* Refactored all reflection alpha parameters to use a single shared LumenReflections::FCompositeParameters
* Implemented r.Lumen.Reflections.Foliage which allows to disable reflection rays on foliage
#rb Daniel.Wright
[CL 22875482 by krzysztof narkowicz in ue5-main branch]
It is disabled by default outside of Epic, and can be enabled by configuring the Default key in the StorageServers section of the Engine config.
#rb Zousar.Shaker
[CL 22836839 by devin doucette in ue5-main branch]
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6356cd17f92c325024f48f6e
#lockdown jeanmichel.dignard
#preflight 635a9bb00b08a07d8a4310d7
[CL 22810471 by david lesage in ue5-main branch]
ComputeFramework: Disable on Vulkan platforms using DataDrivenPlatfomInfo
Do this until we fix user defined structures that don't obey Vulkan packing rules.
Avoids crashes on some drivers.
#preflight 6358533ea2609c2fae8b4d10
[CL 22798993 by jeremy moore in ue5-main branch]
- Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots
- Internally, remove Master - Master Tracks in the MovieScene can just be Tracks
Deprecations (Properties):
- UMovieScene:MasterTracks deprecated for Tracks
- UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks
- FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime
- UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary
Deprecations (Functions):
- UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack
- UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack
- FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack
- ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime
- UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime
- UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary
- UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber
- UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig
- UMovieSceneAudioTrack: IsAMasterTrack
Classes Renamed:
- FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage
- UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem
- ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting
Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs:
- Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks)
- masterclip in FCPXML since it's an industry standard term
- masteraudiosubmix in AudioCaptureProtocol
- mastersubmix in MoviePipelineAudioRendering
- masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline
- mastersequencetime, mastertime, mastername in LevelSequence
#jira UE-158660
#preflight 634645e48a0a7b2adc5722e7
#rb matt.hoffman, andrew.rodham
[CL 22739302 by Max Chen in ue5-main branch]
[FYI] David.Lesage
Original CL Desc
-----------------------------------------------------------------
[CADKernel] Improve topological welding:
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6352c5ef7261e565c47ca046
#lockdown jeanmichel.dignard
[CL 22713056 by aurel cordonnier in ue5-main branch]
D3D12 uses WriteBufferImmediate to write breadcrumbs for GPU crash tracking. Hololens claims support ID3D12GraphicsCommandList2, but inexplicably, does not support WriteBufferImmediate (the only additional method exposed for GraphicsCommandList2). This is probably because the underlying QCOM implementation does not support the command.
We just disable the entire GPU crash tracking setup on Hololens, as it is dependent on the breadcrumbs.
#jira UE-167021
#preflight 635249cc7261e565c45dfa50
#rb Arciel.Rekman
[CL 22712204 by robert srinivasiah in ue5-main branch]
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6352c5ef7261e565c47ca046
#lockdown jeanmichel.dignard
[CL 22711547 by marc audy in ue5-main branch]
The CVar ds.CADTranslator.MaxMaterialCountPerMesh define the limit.
If the limit is reached, the last material is used to replace the others.
#Jira UE-167892
#preflight 6352a5ca777a77c440503188
#rb jeanluc.corenthin
#lockdown Jeanmichel.dignard
[CL 22707992 by david lesage in ue5-main branch]
Game still have the shadow spatial filtering disabled in its own config. (not in base scalability, which will fix UE-167200).
Tested in editor
#rb none
#jira UE-167200
[FYI] jordan.walker, daniel.elliott, ben.woodhouse, kevin.ortegren
[CL 22563021 by sebastien hillaire in ue5-main branch]
- Using bUsePopup=false was making very easy to break the login flow
- Added some commands to test facebook login/logout/list friends
- Removed deprecated permissions and fields
- Fixed redirection parsing. It was not properly handling errors so login was kept unfinished
- Fixed parsing user picture data
#jira UE-162599
#review @Sam.Zamani, @Bertrand.Carre, @Chris.Varnsverry
#preflight 6343f9f64062366babe7730f
[CL 22558156 by Rafa Lecina in ue5-main branch]