* All standard buffers now implement IComputeBuffer directly, and do not need to have ToSharedInstance() called to create a ref-counted version.
* Workers can now construct a socket directly, allowing multiple buffers to be attached.
* Control messages are sent whenever a receive buffer is attached, allowing the remote to wait for it to be available.
#preflight none
[CL 25169238 by Ben Marsh in ue5-main branch]
* Missed call to parent refresh
* Using incorrect platform define
#rb none
#preflight 6446891bf030f684d5d2f344
[CL 25163899 by Johan Berg in ue5-main branch]
- do not need to specify a default server target when doing -cook
- UFE allows launching default Game and Client targets now that a default can be specified in BuildSettings (note that it won't verify that a default has been configured - UAT handles this)
#jira UE-181924
#rb Josh.Adams
#preflight 6446823027014596f36a5411
[CL 25163212 by David Harvey in ue5-main branch]
Old Profiler is deprecated since UE 5.0. Use Trace/UnrealInsights instead.
Added UE_DEPRECATED_PROFILER_ENABLED global define toggle (off by default; this allows to temporarily re-enable Profiler if needed; see UnrealFrontend.Target.cs). Profiler module/code will be removed in a future UE version.
#jira UE-141782
#jira UE-118368
#rb David.Harvey
#fyi Johan.Berg
#preflight 64432343f030f684d537e46f
[CL 25161301 by ionut matasaru in ue5-main branch]
#rb none
#jira UE-181761
#rnx
#preflight 644643bab14f1faacf8a1536
- When the tool was created we tried to avoid discovering all plugins as it was very slow. Since then it has been optimized and only costs 500ms or so, which for now is acceptable. So now we allow plugins to be discovered in the normal way. If the plugins have been set up correctly to work with the tool then they will be loaded.
- Note that the perforce plugin still needs to be mounted manually, but no longer needs the paths adding.
- Removed UE_DISABLE_PLUGIN_DISCOVERY from the Target.cs so that we scan for all plugins on startup.
- Removed adding of perforce to AdditionalPlugins in the Target.cs as it wasn't really doing anything.
[CL 25161223 by paul chipchase in ue5-main branch]
* Add MaxCppStandard option to the target, so the CppStd can be limited if it would be set higher for any reason. HoloLens for example does not support c++20 because it uses the /ZW flag to enable WinRT and these are incompatible. I will look into making WinRT only be added if it is required for a Module at a later time
* Any module that sets bTreatAsEngineModule will be upgraded to c++20 unless it has already overridden it to c++17, unless MaxCppStandard is set.
* Some modules, mostly in plugins, are set in the ModuleRules to always build with c++17. This is generally because third party source is included that are incompatible with c++20 but there are a few cases that should be looked into later
* VS2019 needed a few extra fixes but also supports c++20. Reminder that support for the 2019 toolchain is going to be removed in 5.5
#jira UE-182121
#rb Francis.Hurteau
#preflight 6441adee434155a8f8688d45
#preflight 6441adfcf030f684d53981c5
[CL 25153700 by Joe Kirchoff in ue5-main branch]
Explicitly specify UNIVERSAL_NAME_INFOW instead of UNIVERSAL_NAME_INFO that depends on the compiler flags
#rb none
#preflight skip
[CL 25152835 by Yuriy ODonnell in ue5-main branch]
* This improves download performance of data sets with large numbers of small files due to reduced impact of latency
* Small files are grouped into ~4MB batches
#jira UE-175966
#preflight skip
#rb robert.millar
[CL 25150472 by Yuriy ODonnell in ue5-main branch]