#rnx
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.
Works through the VariableFrameStripping object that is a member of the AnimSequence.
Fixed issue with valkyrie
[CL 25809604 by hilda cruz in ue5-main branch]
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.
Works through the VariableFrameStripping object that is a member of the AnimSequence.
Fixed issue with valkyrie
[CL 25804411 by nick baltis in ue5-main branch]
FBreakChaosEvent was created in Engine to replaced FChaosBreakEvent event which was in CHAOSSOLVER_API and so no accessible in Engine for circular dependency issue. But in order to backward compatibility with blueprint delegate, and code the only easy way was to keep the same name. This CL is changing back those names to FChaosBreakEvent.
Same apply for Removal and Crumbling events.
#jira UE-187555
#preflight 6478df285d23eca37d9f4ab4
#rb cedric.caillaud
[CL 25736541 by vincent robert in ue5-main branch]
Additional changes:
- Added warnings for users using anim state events since we want to push towards using the state node functions.
- Added support for anim nodes to show any bound functions and not have them hardcoded.
- Added base context type for FAnimExecutionContext.
- Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag.
#jira UE-184572
#rb Thomas.Sarkanen, jose.villarroel, aaron.cox
#preflight 646e6a836c2a2532b1f91efd
[CL 25631664 by roland munguia in ue5-main branch]
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Due to Backout files marked for add could not show latest revision forcing me to submit this change directly though p4v.
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.
[CL 25521647 by edwin maynard in ue5-main branch]
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.
[CL 25518666 by nick baltis in ue5-main branch]
#rb none
#rnx
#preflight 645c95abaa3c584c0b1c91f0
- A url can now be provided via 'ini:Engine:[Core.VirtualizationModule]:ConnectionHelpUrl=""' that will be added to various connection errors. If the error message is via FMessageLog then the user will be able to click the url to go straight to the link.
- This sort of help will be very company specific, this url will allow teams to build up their own FAQ for their users.
- Currently used by the source control backend if the initial connection fails but will be expanded to other areas.
- The url is currently parsed and owned by the virtualization manager but at the moment the connection error is issued by each backend. So right now there is a static accessor allowing backends to get the value to use. This would not work properly for 3rd party backends and will be changed in the near term.
[CL 25424000 by paul chipchase in ue5-main branch]
Moving GetPluginName from FN code into Engine
Add new GameFeatureAction_AddChunkOverride to allow GameFeaturePlugins to cook into their own chunk.
this game feature action has a static map to keep track of the GamefeaturePlugin chunk mapping and plugin to chunk mapping
Added a chunk auto generation assignment code so it's easy to map each GFP to a stable chunk by hashing the name.
This method shouldn't have collisions at the scale we are at and give time to convert the chunkId to be string based eventually.
Projects have the ability to specify which chunks they don't want autogeneration to select for them
GFPs chunks will only contain assets that they fully references.
GFP chunks will contain the GFD, gameplay cues and all other assets inside a particular plugin.
Assets that need forcibly moved into the chunk:
GFD - these are part of the StartupPackages but future work should remove that from being requied on the client for initial load
GameplayCues - these are not primary assets but act like it and need forcibly moved by package path into the correct GFP chunk.
All other assets should respect base cook chunk rules execpt when two GFP reference a /Game/ asset. In this case we remove all gameplayChunk overrides and let the asset remain in the /Game/ defined chunks.
#preflight 645ae14ea73096fab79d5246
[REVIEW] [at]Justin.Marcus [at]Thomas.Ross [at]Pete.Sauerbrei [at]Bob.Tellez [at]Gary.Yuan
[CL 25420850 by eric knapik in ue5-main branch]
- specify whether a buffer visualization mode requires auto exposure in BaseEngine.ini instead of hardcoding in IsAutoExposureDebugMode(...)
#jira UE-172466
#9897
#preflight 64595431023fe5d3ad5fc103
#rb aleksander.netzel
[CL 25378146 by tiago costa in ue5-main branch]