Preinfintiy and Postinfinity settings within the Curve Editor of an Animation can not be changed from Constant
#feature added API for setting curve attributes (pre/post extrapolation)
#misc added tests for new API
#jira UE-163181
#preflight 632b346cd747fe52c8df8811
#rb none
[CL 22133564 by Jurre deBaare in ue5-main branch]
#jira UE-162154
#rb Patrick.Hardy
#preflight 632b3b822c7bc831f864ad7b
#ushell-cherrypick of 22115486 by trystan.binkley-Jone
[CL 22133235 by alejandro arango in ue5-main branch]
Disabling Static Analisis in NNX_ONNXRuntime
#fyi nebojsa.dragosavac
#preflight 632ba77ba4769ad71476042d
[CL 22130389 by francisco vicente in ue5-main branch]
- Commandlet shouldn't be configured for rendering. This was originally done to force shader compilation to happen in PostLoad. This caused textures resource to be created, which is not needed and was causing crashes.
- Properly wait on potential DDC requests.
- Wait on shader compilation by calling ProcessAsyncResults, which is exactly what the cooker calls.
- While we have jobs to compile we process the results.
- Be sure to flush rendering commands so we cleanup deferred delete objects like Shader Maps.
- Added logging to commandlet.
- Enable LogMaterial for this commandlet so we can see DDC puts w/ DDC key.
todo:
- I need to properly poll for DDC results and keep an active list of materials. Similar to the DDC commandlet.
#rb Dan.Elksnitis
#preflight 632a0d600a4ad044deb6b674
[CL 22125158 by jason nadro in ue5-main branch]
- Instrument how long shader preprocessing takes for each shader compilation job.
- Keep a running total in our shader stats per shader type.
- Add logging to track total thread preprocessing time for all shaders.
- Fixup local variable names to match the output log names.
#rb Dan.Elksnitis
#preflight 632a224ab40000c8f08c5815
[CL 22125080 by jason nadro in ue5-main branch]
The rebuild is called from UStaticMesh::IsCachedCookedPlatformDataLoaded, which can be called for multiple platforms back-to-back. When the platforms share render data, this causes the rebuild to jump from Pending to Initial and back to Pending when ticked every second, and would never acknowledge that the rebuild was complete for every platform at the same time.
#jira UE-162518
#preflight 632b77d17b582f58abf1433d
#rb Rune.Stubbe
#rnx
[CL 22124885 by Devin Doucette in ue5-main branch]