Commit Graph

14581 Commits

Author SHA1 Message Date
yafes sahin
8c78548e84 - IAssetTools.h expose bPrompt and create bIgnoreDependencies
- AssetTools.cpp add a case to only copy the selected assets and ignore the dependencies (usecase for automation)
- Added BP example that implements the scripted asset action with the new migrationOption

#rb Julien.StJean, Takashi.Kuribayashi
[FYI] Michael.Lentine
#tests

[CL 31930249 by yafes sahin in ue5-main branch]
2024-02-29 19:11:14 -05:00
charles bloom
8d76e1c458 ImageCore: more resize filter options (Lanczos)
make DownscaleOptions Default pass through without changing to SimpleAverage for new filters
map DownscaleOptions to better resize filters
#rb Dan.Thompson, fabian.giesen

[CL 31916433 by charles bloom in ue5-main branch]
2024-02-29 13:40:21 -05:00
josh adams
7f0dda88b8 - Hopeful fix for some threading issues
- Will need to go to 5.4
#rb calvin.zheng
#jira UE-208120

[CL 31915769 by josh adams in ue5-main branch]
2024-02-29 13:25:37 -05:00
julien stjean
727cc8e07e Added a filter to only show the assets that are not used by another asset.
Also removed some uneeded code and removed some unessary copy of a SharedPtr in the construction of the frontend filters.

#jira UE-208480
#rb JeanLuc.Corenthin

[CL 31911508 by julien stjean in ue5-main branch]
2024-02-29 11:46:24 -05:00
logan buchy
21022f1121 Update workflows for when not using Collection Setting AutoCommitOnSave
* Only AddToCollection, RemoveFromCollection, SetColor and Reparent will not commit to perforce server if setting is off
* Creating collections notably must commit otherwise it will not be added to a source control working set
* Tunnelled the behaviour of submitting to SCC through the Internal helper function as it does not have the context to decide what workflow is running.

#rb brooke.hubert, robert.millar

[CL 31892830 by logan buchy in ue5-main branch]
2024-02-28 18:50:54 -05:00
zousar shaker
bbc51408c0 Provide a configurable limit to the maximum number of requests per connection when using a protocol that does multiplexing (HTTP2/HTTP3).
#rb Devin.Doucette

[CL 31890916 by zousar shaker in ue5-main branch]
2024-02-28 18:19:54 -05:00
luke thatcher
f10a3f68ed OpenGL RHI changes to use the FShaderResourceTable in the base RHI shader type.
- Removed unnecessary operator == and GetTypeHash() functions.

Refactor of FOpenGLLinkedProgram to improve code readability
 - Moved loose global scope functions to be members.
 - Removed FOpenGLLinkedProgramConfiguration, replaced with a TVariant Config field in the FOpenGLLinkedProgram which better packs memory, and configures the stages on construction.
 - Store per-stage data in an FShaderStage object (in the Config), rather than separate C arrays.
 - Removed public access to various fields, and made things const where possible.
 - Removed unnecessary TMap caches: GetOpenGLUniformBlockLocations(), GetOpenGLUniformBlockBindings()

Remove "bindless textures" from OpenGL RHI
 - Code path is not one we need to support anymore, and removing it simplifies the FOpenGLLinkedProgram class

Fix calls to FOpenGL::ProgramUniform4... in the following functions passing the GL shader object when the GL program is required.
 - FOpenGLShaderParameterCache::CommitPackedGlobals
 - FOpenGLShaderParameterCache::CommitPackedUniformBuffers

#rb Florin.Pascu

[CL 31871857 by luke thatcher in ue5-main branch]
2024-02-28 10:48:29 -05:00
luke thatcher
a329ec3e01 Move the FShaderResourceTable and StaticSlots arrays from platform RHI implementations into the base FRHIShader type
- This data is required by uniform binding code, and was copy/paste across platform RHIs. Moving it to the base RHI type will allow the RHI validation layer to enumerate resources in uniform buffers, which have been opaque up until now.
 - FShaderResourceTable has moved from RenderCore to RHI.
 - UE::RHICore::ApplyStaticUniformBuffers and UE::RHICore::SetResourcesFromTables now only need the shader, since the binding info is stored within it.
 - The serializer functions in shader format modules and platform RHIs have been fixed up to handle the SRT being in the base type. The data format has not changed, so no shader versions need bumping.
 - Removed unnecessary operator == and GetTypeHash functions in some places.

Includes all platforms / RHIs except OpenGL, which will follow in another CL.

#rb Kenzo.Terelst

[CL 31871815 by luke thatcher in ue5-main branch]
2024-02-28 10:47:02 -05:00
charles bloom
abeccccd75 TextureCompressorModule : if CanAcceptNonF32Source allow all formats to pass through, not just BGRA8
#rb martins.mozeiko

[CL 31869377 by charles bloom in ue5-main branch]
2024-02-28 08:36:35 -05:00
florin pascu
019412caac Fix Arm64TP
#jira UE-208242

[CL 31865705 by florin pascu in ue5-main branch]
2024-02-28 02:25:44 -05:00
Yuriy ODonnell
f204ba5ed7 Suppress false positive static analysis warning
#jira UE-208257

[CL 31850131 by Yuriy ODonnell in ue5-main branch]
2024-02-27 15:05:14 -05:00
karen jirak
b31df3472a [Backout] - CL31789615
[FYI] Bryan.Johnson
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL31782478
[FYI] karen.jirak
Original CL Desc
-----------------------------------------------------------------
Place Actors Panel - Usability Improvements

~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref

Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.

#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard

[CL 31846160 by karen jirak in ue5-main branch]
2024-02-27 13:36:17 -05:00
dmytro ivanov
9fc50fe3f1 Fixing quick launch not working on Android when using Zen Store and target device and host are on different networks
#jira UE-206905
#rb Chris.Babcock, Zousar.Shaker

[CL 31843354 by dmytro ivanov in ue5-main branch]
2024-02-27 12:08:30 -05:00
dmytro ivanov
d7e3046599 Unreal Insights support for tracing swap events
#jira UE-198367
#rb ionut.matasaru

[CL 31839388 by dmytro ivanov in ue5-main branch]
2024-02-27 09:39:44 -05:00
ionut matasaru
11e371d176 [Insights] Fixed FMemory::Malloc/delete mismatch in FDefinitionProvider.
#rb paul.chipchase

[CL 31838349 by ionut matasaru in ue5-main branch]
2024-02-27 09:07:27 -05:00
rafa lecina
49e24ea72f Allow to set a custom debug keystore instead of always using default one
#jira UE-202881
[REVIEW] [at]Chris.Babcock
#rb Chris.Babcock

[CL 31834155 by rafa lecina in ue5-main branch]
2024-02-27 03:54:20 -05:00
dan thompson
897cd0a5f4 Prevent partial initialization of the reference chunk database on failures.
#rb fabian.giesen

[CL 31820385 by dan thompson in ue5-main branch]
2024-02-26 18:02:39 -05:00
dan thompson
7c183a3178 Removing AssetRegistryWritebackAfterStage. This has evolved such that it needs to be run during stage and is not really useful afterwards. Was deprecated in 5.4 after being release in I think 5.3, highly unlikely anyone was using it.
#jira UE-195225
#rb charles.bloom

[CL 31817274 by dan thompson in ue5-main branch]
2024-02-26 16:35:32 -05:00
charles bloom
4b4e8649bd TextureCompressorModule::GetOutputAlphaFromKnownAlphaOrFallback to clean up common patterns of trying to query alpha
TextureFormatOodle : yes you can free the float mip immediately because hashing is no longer on an async task
FImage::FreeData with async detach option
validate VT sizes better to prevent crashes

#jira UE-183888

#rb dan.thompson, fabian.giesen

[CL 31815947 by charles bloom in ue5-main branch]
2024-02-26 16:02:58 -05:00
charles bloom
d9d4e588b5 TextureFormatUncompressed CanAcceptNonF32Source and avoid alloc and copy when possible
also note that the 565 and 555 color conversions are wrong but do not change them
output unchanged, no DDC key bump

#rb fabian.giesen

[CL 31813745 by charles bloom in ue5-main branch]
2024-02-26 14:59:57 -05:00
Florin Pascu
02727fc1e3 Fix RM error, missed move/add, move/delete of CL 31807181
#jira UE-206488

[CL 31808442 by Florin Pascu in ue5-main branch]
2024-02-26 12:42:19 -05:00
florin pascu
fb603bc427 IOS/TVOS/VisionOS TP refactor to TPS/TPC
#rb adam.kinge
#jira UE-206488

[CL 31807213 by florin pascu in ue5-main branch]
2024-02-26 12:11:20 -05:00
wouter burgers
79b4d19b05 SkeinUE: Changed 'conflict resolution tab icon' to grey instead of yellow to match the rest of the editor.
[FYI] manuel.lang

[CL 31799638 by wouter burgers in ue5-main branch]
2024-02-26 06:30:11 -05:00
wouter burgers
b96d8d30b2 SkeinUE: Refactored SSourceControlControls.
The SSourceControlControls is currently instantiated in two places in the editor: bottom right and as part of the snapshot history panel. Regardless, we would like the behavior of these buttons to be the same. This was accomplished by providing 'defaults' in SourceControlMenuHelpers and then setting temporary 'overrides' in SnapshotHistoryPanel. This wasn't very pretty and somewhat confusing with SSourceControlControls providing a mix of instance and static interfaces and behaviors. I've refactored this with the idea in mind that these buttons should behave similar, wherever they are placed in the editor and providing static methods to control that behavior. The default behavior is now no-op and SnapshotHistory provides the UEFN/Skein behavior.

This also allowed the 'CanAutoSave' code to live in one location (in the SnapshotHistoryController) instead of being duplicated in two spots. This was also not possible because engine code cannot be accessed from SkeinSourceControlSlate, where the SSourceControlControls was being instantiated, resulting in the behavior as described in the JIRA bug.

#rb manuel.lang, marco.anastasi

[CL 31796796 by wouter burgers in ue5-main branch]
2024-02-26 03:57:11 -05:00
bryan johnson
0a9447536e [Backout] - CL31782478
[FYI] karen.jirak
Original CL Desc
-----------------------------------------------------------------
Place Actors Panel - Usability Improvements

~ Extracted a large chunk out of FToolkitBuilder and put it in abstract class CategoryDrivenContentBuilderBase, which provides a base class for any class which needs a lefthand vertical category picker which loads content in the box next to the picker
~ Implemented CategoryDrivenContentBuilder, which provides a delegate which takes an FName as an argument which provides the name of the category just clicked, and returns the TSharedRef<SWidget> the user wants loaded for the selected category
~ created FPlacementModeCommands which creates a command to load content for any placement commands found
~ Introduced CVar PlaceActors.EnableCategoryChooserView which, when true, loads the new (in progress) place actors tab
~ altered SPlacementModeTools to create and use the CategoryDrivenContentBuilder when PlaceActors.EnableCategoryChooserView is true, else it loads the usual place actors panel
~ updated ToolElementRegistry with a convenience method that generates the widget and immediately converts it to a shared Ref

Note that after a change in the CVar, you will need to close and reopen the place actors panel for it to appear properly.

#jira UE-205201
#rb brooke.hubert, JeanMichel.Dignard

[CL 31789618 by bryan johnson in ue5-main branch]
2024-02-24 01:15:09 -05:00