Commit Graph

27069 Commits

Author SHA1 Message Date
Robb Surridge
77fafd441d Update message dialogs to use a clipboard button instead of a "Copy Message" text hyperlink.
#jira UE-164715
#preflight 632dee71a4769ad7140a1ba5
#rb lauren.barnes

[CL 22222705 by Robb Surridge in ue5-main branch]
2022-09-28 10:58:39 -04:00
tiago costa
43ae2325c8 Enable Extended Luminance Range for new projects by default
- Fix logic to also apply to projects created from template (doesn't overwrite template defined config if it has one).
- Removed deprecated option in Renderer Settings.
- Cleaned up branches around LuminanceMaxFromLensAttenuation(), since it's already applied inside the function.
- Templates are also updated to use ExtendedDefaultLuminanceRange.

#rb juan.canada
#fyi andreas.suika
#preflight 63344c29c7791417aafeadc7
#jira UE-143838

[CL 22221695 by tiago costa in ue5-main branch]
2022-09-28 10:18:39 -04:00
chris tchou
803094ae27 Change landscape info Proxy pointers to be TWeakObjectPtr, so they won't act as GC references
#rb jonathan.bard
#preflight 63335cb2dc213d2eadcd61b2

[CL 22217645 by chris tchou in ue5-main branch]
2022-09-27 23:53:05 -04:00
jeanfrancois dube
294f38b536 World Partition:
- Added option to always load actors in the editor even if streaming is enabled.
- Disabled world partition editor commands that act on loading regions when loading in the editor is disabled.
- Added option to not set the "can be used by level instance" flag when converting worlds with streaming disabled.

#rb richard.malo
[FYI] jeansebastien.guay
#preflight 6332ed04665f6b8f7f326332
#rnx

[CL 22217635 by jeanfrancois dube in ue5-main branch]
2022-09-27 23:52:36 -04:00
jose villarroel
982346095f Non-unity build fix
#rb trivial
#preflight 6332d1bdc7791417aab0a100
#rnx

[CL 22217630 by jose villarroel in ue5-main branch]
2022-09-27 23:52:04 -04:00
dave jones2
c166fadeee UE-160860 - Fix UnrealEd Module truncation warnings
Part 1 of N

#jira UE-160860
#preflight 6331d582b20e73a0983f88cd
#rb andrew.davidson

[CL 22217608 by dave jones2 in ue5-main branch]
2022-09-27 23:50:36 -04:00
marc audy
cea63473a7 [Backout] - CL22206223
#fyi jurre.debaare
#horde 218123,218081,218073,218063,218057,217995,217831,217939
Original CL Desc
-----------------------------------------------------------------
REDO: UEFN - Users are able to apply Animation Modifiers via the right-click context menu
#fix moved animation modifier menu section into module itself - gated by whether or not AnimationModifier class is allowed
#rb Thomas.Sarkanen
#preflight 6332c289a4769ad714e78a8c

[CL 22217414 by marc audy in ue5-main branch]
2022-09-27 23:06:31 -04:00
halfdan ingvarsson
e2210cb024 Support for 16-bit skin weights on the skelmesh.
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).

This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.

The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.

#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d

[CL 22215219 by halfdan ingvarsson in ue5-main branch]
2022-09-27 19:48:05 -04:00
danny couture
3cd99217c2 Fix minor BP issues when async loading thread is activated
#rb Dan.OConnor
#preflight 633339cca4769ad714ffe652

[CL 22214891 by danny couture in ue5-main branch]
2022-09-27 19:29:13 -04:00
danny couture
eaa4e62e0a Always send BP compilation results to UI through the game-thread
#rb Dan.OConnor
#preflight 633339a3a907d7192f373397

[CL 22214879 by danny couture in ue5-main branch]
2022-09-27 19:28:50 -04:00
jurre debaare
4f8c9cc5fc REDO: UEFN - Users are able to apply Animation Modifiers via the right-click context menu
#fix moved animation modifier menu section into module itself - gated by whether or not AnimationModifier class is allowed
#rb Thomas.Sarkanen
#preflight 6332c289a4769ad714e78a8c

[CL 22206223 by jurre debaare in ue5-main branch]
2022-09-27 10:55:17 -04:00
benjamin rouveyrol
fbc7fb31f9 [Backout] - CL22202479
#fyi benjamin.rouveyrol
Original CL Desc
-----------------------------------------------------------------
Add EXR support for screenshots

Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711

[CL 22205685 by benjamin rouveyrol in ue5-main branch]
2022-09-27 10:23:05 -04:00
phillip kavan
7ef9563646 Don't allow composite nodes to be pasted into Blueprint graphs that aren't schema-compatible.
Change summary:
- Added UEdGraphSchema_K2::DoesSupportCollapsedNodes() as an overridable API for K2-based schema types. Also added overrides for derived schemas that do not currently support collapsed subgraphs as a feature (e.g. AnimBPs).
- Added a UK2Node_Composite::CanCreateUnderSpecifiedSchema() override. This will be called when determining node types that can be created from clipboard content (see FGraphObjectTextFactory in EdGraphUtilities.cpp).
- Modified UK2Node_Composite::PostPasteNode() to exclude nodes that are not schema-compatible from the pasted subgraph. Also updated to reassign the subgraph schema to match the target graph.
- Modified FEdGraphUtilities::MergeChildrenGraphsIn() to emit an error to the message log when a subgraph cannot be merged into a parent graph due to schema incompatibility. This also adds an appropriate error context to the source node(s).
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to early exit if we fail to merge subgraphs while processing the intermediate function graph. This prevents us from attempting to further compile an intermediate graph that's in an invalid state, which previously would lead to an ensure() and later fail due to a non-specific compile error.

#jira UE-157885
#rb Dan.OConnor, Thomas.Sarkanen
#preflight 6331e2fd10030508069622f2

[CL 22205520 by phillip kavan in ue5-main branch]
2022-09-27 10:17:29 -04:00
lucas dower
91a12aff21 Fix for inspector panel not updating node properties when not explicitly selected
#jira UE-161286
#preflight 6332e8de1003050806d92d38
#rb trivial

[CL 22205501 by lucas dower in ue5-main branch]
2022-09-27 10:17:01 -04:00
patrick enfedaque
2084f79e40 Fix non-unity build
#rb none
#preflight none

[CL 22204118 by patrick enfedaque in ue5-main branch]
2022-09-27 08:46:38 -04:00
Matt Peters
4038d91a9a CookMultiprocess - replicate package instigator when assigning packages to a cookworker, because FCookedSavePackageValidator::ValidateImports uses it to suppress missing module messages if the package is a startuppackage.
#rb Zousar.Shaker
#rnx
#preflight 6332ebc97b582f58abbc9111

[CL 22204103 by Matt Peters in ue5-main branch]
2022-09-27 08:45:26 -04:00
patrick enfedaque
8f7a2413f1 WorldPartitionBuilder: Add World Init Values getter ( UWorldPartitionBuilder::GetWorldInitializationValues() )
#rb sebastien.lussier
#preflight 6332c44ea907d7192f1eb440

[CL 22203894 by patrick enfedaque in ue5-main branch]
2022-09-27 08:29:50 -04:00
Matt Peters
2f1e5aee24 CookMultiprocess - replicate bFullBuild flag to CookWorkers so they can disable EDLCookInfo which is expected non-active in incremental cooks.
#jira UE-163391
#rb Zousar.Shaker
#rnx
#preflight 6332e510665f6b8f7f3069f4

[CL 22203750 by Matt Peters in ue5-main branch]
2022-09-27 08:20:58 -04:00
graeme thornton
d175dda41e Fix compile error
#preflight skip

[CL 22203249 by graeme thornton in ue5-main branch]
2022-09-27 07:10:54 -04:00
graeme thornton
770c7ff66c Fix assert when trying to convert an unknown shader platform to a feature level while creating some editor menus
#preflight none
#preflight 63329bcd665f6b8f7f1cfd72

[CL 22203247 by graeme thornton in ue5-main branch]
2022-09-27 07:10:40 -04:00
jaime cifuentes
b3c7948690 Fix for tracepoint break triggering when frame-stepping with an active animation blueprint preview
Provided by Yash Ahuja

#rb [at]benjamin.fox [at]thomas.sharkanen
#jira UE-148978
#preflight 6332af61a4769ad714e40f79

[CL 22203236 by jaime cifuentes in ue5-main branch]
2022-09-27 07:09:40 -04:00
mike zyracki
e61b2ae5f1 Sequencer: Control Rig: Keep track of last evaluated time so we can correctly do additive section compensation with control rig. Since we can also recieve time from a control rig event need to make sure to use that as the evaluate time also.
#jira UE-162981
#preflight 6331f6caa4769ad714b91d8d
#rb max.chen

[CL 22203095 by mike zyracki in ue5-main branch]
2022-09-27 06:59:25 -04:00
jordan hoffmann
10a39d7362 [BugFix] There's no way to see local function variables in blueprint diffs, preventing me from reviewing their changes
#jira UE-151463
#rb dan.oconnor
#preflight 63323f81665f6b8f7f076459

[CL 22203061 by jordan hoffmann in ue5-main branch]
2022-09-27 06:57:12 -04:00
frederick lupien
9c38bfb87c Allow self layer nodes in linked anim layer graphs.
Added compilation check for linked layers circular references and indirectly nested linked layers

[REVIEW] [at]Thomas.Sarkanen
#tests Compile all project animation blueprints

[CL 22203056 by frederick lupien in ue5-main branch]
2022-09-27 06:56:42 -04:00
benjamin rouveyrol
9dac3e9f7f Add EXR support for screenshots
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711

[CL 22202479 by benjamin rouveyrol in ue5-main branch]
2022-09-27 05:10:20 -04:00