Commit Graph

284 Commits

Author SHA1 Message Date
Max Preussner
9927a96cbb MovieScene: Renamed module; reorganized files.
[CL 2597352 by Max Preussner in Main branch]
2015-06-23 12:47:53 -04:00
Robert Manuszewski
299920bf38 Adding prefixes to GC and Streaming console commands to make them more discoverable. Also added a few placeholder commands to suppress warnings on startup.
Console commands affected:

s.AsyncIOBandwidthLimit
s.MinBulkDataSizeForAsyncLoading
s.AsyncLoadingThreadEnabled
s.WarnIfTimeLimitExceeded
s.TimeLimitExceededMultiplier
s.TimeLimitExceededMinTime
s.UseBackgroundLevelStreaming
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

gc.MaxObjectsNotConsideredByGC
gc.SizeOfPermanentObjectPool
gc.FlushStreamingOnGC
gc.NumRetriesBeforeForcingGC
gc.AllowParallelGC
gc.TimeBetweenPurgingPendingKillObjects
gc.CollectGarbageEveryFrame
gc.StressTestGC

New console variables:
s.UseBackgroundLevelStreaming
s.AsyncLoadingTimeLimit
s.AsyncLoadingUseFullTimeLimit
s.PriorityAsyncLoadingExtraTime
s.LevelStreamingActorsUpdateTimeLimit
s.LevelStreamingComponentsRegistrationGranularity

[CL 2596909 by Robert Manuszewski in Main branch]
2015-06-23 08:18:32 -04:00
Michael Noland
4b71743eb7 Paper2D: Added a redirector for PaperSpriteSheet to cover the fact that PaperJsonImporter was renamed to PaperSpritesheetImporter
[UE-16918]

[CL 2584722 by Michael Noland in Main branch]
2015-06-11 15:04:45 -04:00
Robert Manuszewski
8b1c79d515 Exposing more package streaming and garbage collection settings to project settings in the editor.
Also, added new console variables for the existing settings:

New Package Streaming console variables:
- WarnIfTimeLimitExceeded
- TimeLimitExceededMultiplier
- TimeLimitExceededMinTime
- MinBulkDataSizeForAsyncLoading
- AsyncIOBandwidthLimit

New GC console variables:
- FlushStreamingOnGC
- NumRetriesBeforeForcingGC

[CL 2584216 by Robert Manuszewski in Main branch]
2015-06-11 10:42:18 -04:00
Michael Noland
7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00
Robert Manuszewski
b0e692d87c Adding more configurable settings to time limit exceeded warning when async loading
[CL 2582558 by Robert Manuszewski in Main branch]
2015-06-10 09:07:24 -04:00
Robert Manuszewski
ba032e829c Adding the ability to force GC even when triggered by TryCollectGarbage
[CL 2582513 by Robert Manuszewski in Main branch]
2015-06-10 08:10:37 -04:00
Mikolaj Sieluzycki
8c51156535 Implementation of RuntimeAssetCache
#codereview Robert.Manuszewski

[CL 2582347 by Mikolaj Sieluzycki in Main branch]
2015-06-10 03:14:50 -04:00
Marc Audy
9495cdf672 Fix up worlds with no worldsettings object on load (presumably because the class the saved one was based on no longer exists)
[CL 2580207 by Marc Audy in Main branch]
2015-06-08 14:24:12 -04:00
Adric Worley
7241432049 Adding default settings for Material and Particle promotion tests.
Adding Cascade to EditorTestModules, as its automated tests will not appear until the module is loaded.
New test settings use Engine content to allow the tests to be run on any project.

[CL 2575820 by Adric Worley in Main branch]
2015-06-03 13:34:11 -04:00
Terence.Burns
e3c21116cb [INTEGRATE] Change 2567143 by Terence.Burns@SmallChanges on 2015/05/27 15:04:49
Added 'Minimum OS Version' as a build condition of content projects for windows.

	Fixed a small issue in GameProjectUtils that meant the Default(Engine) configs were not being checked against the project correctly.

	UE-15605

	#lockdown Josh.Adams

#platformnotify Josh.Adams

[CL 2575452 by Matthew Griffin in Main branch]
2015-06-03 08:40:17 -04:00
Jamie Dale
23592d149c Converted FUIAction to use ECheckBoxState when reporting its check state
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.

#codereview Matt.Kuhlenschmidt

[CL 2570717 by Jamie Dale in Main branch]
2015-05-29 12:57:25 -04:00
Chris Bunner
42d3ad8522 Added support for stencil read/writes to CustomDepth pass (requires r.CustomDepth == 3).
[CL 2568349 by Chris Bunner in Main branch]
2015-05-28 08:28:56 -04:00
EverNewJoy
5f69893a97 PR #1080: [ Kismet Math Library ] New Node ~ Map Range Clamped, a Direct Implementation of GetMappedRangeValue that clamps the output value to the output range  Rama (Contributed by EverNewJoy)
[CL 2567530 by Marc Audy in Main branch]
2015-05-27 17:57:06 -04:00
Robert Manuszewski
ba9c4662f6 Async Loading Thread disabled by default
[CL 2562210 by Robert Manuszewski in Main branch]
2015-05-22 03:17:03 -04:00
Maciej Mroz
b5d72fa9a2 More strict restrictions related to WeakObjectPtr exposed to blueprint. No arrays on weakobjptr. No lazy pointers. UE-15033
#codereview Jon.Lietz, Zak.Middleton, Richard.Hinckley, Nick.Whiting

[CL 2561280 by Maciej Mroz in Main branch]
2015-05-21 15:24:44 -04:00
Matt Kuhlenschmidt
afcb67680f Optimized the element batcher to perform less memory allocations per frame and pass off some processing to the render thead earlier to avoid additional memcopy's
- The Slate RHI renderer now uses a larger upfront pool for vertex buffers to avoid many upfront recreations of the vertex buffers
- The window element lists are no longer destroyed each frame and are reused as long as the window that they reference exists.  This reduces memory allocations because arrays are no longer destroyed
- Creation of the final rendering batches has now been moved to the rendering thread
- The mapping of layers to element batch arrays has been simplified and is no longer emptied each frame thus avoiding memory allocations

[CL 2560820 by Matt Kuhlenschmidt in Main branch]
2015-05-21 10:48:33 -04:00
Jaroslaw Surowiec
b96078062f CrashReportClient - UECORE-102/ Include logs with Rocket crashes if checkbox enabled
[CL 2554783 by Jaroslaw Surowiec in Main branch]
2015-05-18 08:25:04 -04:00
Gil Gribb
c910d2d13e UE4 - change default shared DDC lifetime to 10 days
[CL 2554060 by Gil Gribb in Main branch]
2015-05-16 10:36:51 -04:00
Marc Audy
e2e396c708 Allow project to define Audio Quality Levels.
* Each quality level allows the definition of the max audio channels to be used
* A sound cue node exists to allow branching behavior based on quality level.
* Wave assets from Wave Player sound nodes will not be loaded if connected only to a branch for a quality level that is not currently selected
* Quality Level to use for stand alone is specified via Game User Settings. Changes to this value will not take effect until the next run.
* Quality Level to use for PIE is specified from the Level Editor Play Settings and can be changed dynamically causing newly played sounds to use the alternate path
* Add SoundNodeAssetReferencer abstract class to operate as an interface for sound nodes that need to have assets loaded dependingo n the sound quality node

[CL 2551249 by Marc Audy in Main branch]
2015-05-14 15:39:34 -04:00
Jaroslaw Palczynski
17b8c6c480 Enable vtable ptr ctors by default.
#codereview Robert.Manuszewski

[CL 2548633 by Jaroslaw Palczynski in Main branch]
2015-05-13 05:28:51 -04:00
Ben Marsh
6b1d263572 Make bEnableShadowVariableWarnings a per-module setting, so we don't break reuse of shared build intermediates.
#codereview Marc.Audy, Wes.Hunt

[CL 2547047 by Ben Marsh in Main branch]
2015-05-12 08:03:21 -04:00
Maciej Mroz
531a98adb9 UE-7584 Blueprint Break on Exceptions does not work with Accessed None errors
config bCanSuppressAccessViolation added in Engine.ini, "false" by default.

#codereview Nick.Whiting, Michael.Noland

[CL 2544767 by Maciej Mroz in Main branch]
2015-05-10 19:27:57 -04:00
Michael Noland
3d4ed56f8d Paper2D: Fixed missing collision/render shapes when loading assets saved with Paper2D custom version 13 (4.7.4 and above) [UE-15311]
[CL 2544284 by Michael Noland in Main branch]
2015-05-09 01:38:13 -04:00
Marc Audy
d05e450ab3 Fix up a number of issues with SoundNodeWavePlayer using TAssetPtr
* Avoid unnecessary weak pointer evaluations by caching SoundWave pointer after loading from TAssetPtr
* Encapsulated SoundWave and SoundWaveAssetPtr to prevent getting out of sync
* Prevent sound waves from being garbage collected

[CL 2543325 by Marc Audy in Main branch]
2015-05-08 14:24:00 -04:00