Commit Graph

1190 Commits

Author SHA1 Message Date
Balazs Toereki
daba275aef [Interchange] Plugin and Ini config fixes
#jira UE-186417 UE-186413 UE-186418 UE-174312
#rb JeanLuc.Corenthin Alexis.Matte

[CL 25815133 by Balazs Toereki in ue5-main branch]
2023-06-06 10:02:05 -04:00
hilda cruz
a43cbb3322 [Backout] - CL25804385 for a BH issue
#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]
2023-06-05 22:13:54 -04:00
nick baltis
a400eefa24 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 25804411 by nick baltis in ue5-main branch]
2023-06-05 17:26:01 -04:00
vincent robert
1dbafd35dd AncientGame fails to compile, Fix breaking API
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]
2023-06-01 15:22:19 -04:00
vincent robert
794de23f2e Clean up : Remove Break, Removal and Crumbling Events from CHAOSSOLVERENGINE_API, those events are now in ENGINE_API
#preflight 647778fd1c5c2b3fa2c4172d
#rb cedric.caillaud

[CL 25711914 by vincent robert in ue5-main branch]
2023-05-31 16:02:01 -04:00
roland munguia
7dc3bb57a2 State machine entry, exit, fully blended in, and fully blended out anim node functions.
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]
2023-05-25 18:06:26 -04:00
Nicholas Frechette
4f05b4bb95 Add fallback default bone compression settings in case ACLPlugin is disabled
#jira UE-165465
#rb Thomas.Sarkanen
#preflight 646636962a6112ae70f02291

[CL 25525649 by Nicholas Frechette in ue5-main branch]
2023-05-18 10:59:54 -04:00
edwin maynard
c98b625c8e [Backout] - CL25515851 (backed out due to cis issues)
[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]
2023-05-18 00:54:19 -04:00
axel riffard
3ebaaa52ae Add a IOS_Minimum version to remove the need from specifying it in ini file.
#jira UE-184959
#rb adam.kingee
#preflight 6465945d6b1406b54aa49951

[CL 25521280 by axel riffard in ue5-main branch]
2023-05-17 23:12:04 -04:00
nick baltis
91486908d5 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 25518666 by nick baltis in ue5-main branch]
2023-05-17 19:09:50 -04:00
axel riffard
5a931b90e0 Reverse modern xcode submitted by mistake
#jira none
#rb trivial
#preflight none

[CL 25509295 by axel riffard in ue5-main branch]
2023-05-17 12:23:32 -04:00
axel riffard
881107091a iOS Project Settings cleanup
#jira UE-182186
#rb adam.kingee
#preflight 646471add62884a78f00612c

[CL 25503407 by axel riffard in ue5-main branch]
2023-05-17 02:39:03 -04:00
Sebastien Hillaire
9743856f6a Substrate - Glint - Alternative to the glint texture for more variation and less visual artefact.
#rb none
#preflight none
#fyi charles.derousiers

[CL 25493423 by Sebastien Hillaire in ue5-main branch]
2023-05-16 14:13:36 -04:00
calvin zheng
7b096839a0 add import buttons for Xcode project settings plist/entitlements
#jira n/a
#preflight 645e4b74b71b8186aad534cd
#rb Josh.Adams

[CL 25449358 by calvin zheng in ue5-main branch]
2023-05-12 10:49:07 -04:00
Sebastien Hillaire
5cf6e3bb5b Strata - Glints prototype.
Contains aproved LICENCE and TPS for code and LUT.
Enabled via r.substrate.glint 1

#preflight https://horde.devtools.epicgames.com/job/645cd751aa3c584c0b384ea1
#rb charles.derousiers

[CL 25433839 by Sebastien Hillaire in ue5-main branch]
2023-05-11 15:33:23 -04:00
Zousar Shaker
278f3658fc When launching ZenServer ensure that we set a minimum amount of disk space (2GiB) so that we don't end up filling the user's hard drive.
#rb none
#preflight 645d155dcf788a2558db581c

[CL 25429851 by Zousar Shaker in ue5-main branch]
2023-05-11 12:38:46 -04:00
Nicholas Frechette
ce878d3881 Enable ACLPlugin by default and make it the default compression codec
#jira UE-165465
#rb Thomas.Sarkanen
#preflight 645cf63dea1c7ba4d6a3bc90
#preflight 645cfe91aa3c584c0b428041

[CL 25427294 by Nicholas Frechette in ue5-main branch]
2023-05-11 10:58:45 -04:00
axel riffard
af760122ff Support high refresh rates on iPhone
#jira UE-180864
#rb adam.kinge
#preflight 645cc39a2c180971eef75259
#preflight 645cf41f2c180971ee087d15

[CL 25426632 by axel riffard in ue5-main branch]
2023-05-11 10:18:39 -04:00
paul chipchase
7cd5e648dd Allow an optional url to be shown along side VA connection errors to make it easier for users to find the help that they need.
#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]
2023-05-11 06:35:58 -04:00
eric knapik
c3638c9d4c #Jira: FORT-562055
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]
2023-05-10 21:25:24 -04:00
calvin zheng
37ed928387 Modern Xcode: using copies of info.plist instead of using the original
#jira n/a
#rb Josh.Adams
#preflight 645bfcdb2965f6ea8e441d2d

[CL 25416509 by calvin zheng in ue5-main branch]
2023-05-10 16:53:20 -04:00
tiago costa
c9bf5e6114 Data-driven ApplyAutoExposure for Buffer Visualization Modes
- 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]
2023-05-08 17:07:11 -04:00
johan torp
a101abc1e8 Require FGCObject debug name
#rb robert.manuszewski
#rnx
#preflight 64550ac9fd4b8f4e0de3ba92

[CL 25368332 by johan torp in ue5-main branch]
2023-05-08 04:42:39 -04:00
paul chipchase
0bddfba453 Enable virtualization on static meshes and audio assets by default.
#jira UE-180383
#preflight 6454f8a1994d8a3d0a20749e

[CL 25353209 by paul chipchase in ue5-main branch]
2023-05-05 08:56:49 -04:00
keaton stewart
ca3444d858 Back out changelist 25342326 for [FN Main CIS] NonUnity Error
[FYI] Nick.Baltis

[CL 25346626 by keaton stewart in ue5-main branch]
2023-05-04 20:35:17 -04:00