nick darnell
5f8e573fc3
AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
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[CL 23147988 by nick darnell in ue5-main branch]
2022-11-15 19:43:36 -05:00
nick darnell
6642a96a10
AssetDefinition - Converting AssetTypeActions_Struct to an AssetDefinition.
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[CL 23147844 by nick darnell in ue5-main branch]
2022-11-15 19:40:38 -05:00
Tim Smith
9f52c3aa2d
Fix to allow settings objects to be properly handled by LiveCoding and HotReload.
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#rb matt.peters
#jira UE-169808
#preflight 6373dbaf232e3d12cbd1e9a0
[CL 23139425 by Tim Smith in ue5-main branch]
2022-11-15 13:39:47 -05:00
dan elksnitis
e01c10c613
[shaders] resubmit stb preprocessor code with static analysis fixes
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#rb Jason.Nadro
#preflight 636d54ab1a66e7f73189e89f
[CL 23134601 by dan elksnitis in ue5-main branch]
2022-11-15 08:26:32 -05:00
paul chipchase
909615801d
Fix the VA filesystem backend from failing to serialize pushed payloads correctly.
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#rb Per.Larsson
#jira UE-170012
#rnx
#preflight 63724fa79e3bea8079f2ed76
- The original for loop was added at a time where FCompressedBuffer did not support serialization directly, at that time the code worked.
- Now it looks like the FCompressedBuffer returned by the call to ::GetPayload is going out of scope early, which means that the FSharedBuffer ends up zero length (and quite possibly unsafe to use)
- However nowadays FCompressedBuffer has both a operator<< and direct ::Load/::Save methods so we can remove the for loop and simplify the code.
[CL 23133173 by paul chipchase in ue5-main branch]
2022-11-15 03:18:08 -05:00
henrik karlsson
5b96352978
Fixes for c++ headerunits/modules.
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* Adding forward declarations
* Adding "inline" in front of const/constexpr variables in headers
* Adding includes
* A few moves of ctor/dtor to cpp file
#preflight 6372b3ac0c74adb48b49f313
#rb none
[CL 23130896 by henrik karlsson in ue5-main branch]
2022-11-14 19:59:41 -05:00
jerome delattre
dc88499945
Check if FunctionalTest is in /Game/ before removing the string from the path
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+ update test full names
#preflight 63729807953c19d4352f4d38
#rb Eric.Knapik
#rnx
[CL 23130111 by jerome delattre in ue5-main branch]
2022-11-14 19:07:47 -05:00
joe pribele
1d8537f20b
changed PRAGMA_DISABLE_OPTIMIZATION to UE_DISABLE_OPTIMIZATION_SHIP
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#preflight 6372ba60ee4d25f90ae3d207
[CL 23128414 by joe pribele in ue5-main branch]
2022-11-14 17:31:05 -05:00
nick darnell
950f20fae8
AssetDefinitionProxy - Submenus now get initialized.
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[CL 23128136 by nick darnell in ue5-main branch]
2022-11-14 17:23:05 -05:00
joe pribele
ed7566be21
removing PRAGMA_DISABLE_OPTIMIZATION
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#preflight 6372b7d60c74adb48b4a847f
[CL 23127658 by joe pribele in ue5-main branch]
2022-11-14 17:04:03 -05:00
JeanMichel Dignard
787ba83f48
LODUtilities: Fixed potential dereferenting null pointers in SetCustomLOD.
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#jira UE-169914
#rb none
#fyi alexis.matte
#preflight 6372b70dee4d25f90ae1db86
[CL 23127530 by JeanMichel Dignard in ue5-main branch]
2022-11-14 17:00:27 -05:00
nick darnell
f5364eb3d5
AssetTypeActions - Fixing a case where the "Basic" category needs special rules since it's not actually in the Advanced set. The new system doesn't do this, it just has categories.
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#jira UE-165574
[CL 23123157 by nick darnell in ue5-main branch]
2022-11-14 14:15:43 -05:00
nick darnell
9e765542af
Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
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Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.
#jira UE-169989
#jira UE-165574
[CL 23121796 by nick darnell in ue5-main branch]
2022-11-14 13:18:14 -05:00
Helge Mathee
f87bdbbd19
Control Rig: Fix cast links backwards comp code
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#rb sara.schvartzman
#jira UE-169969
#preflight https://horde.devtools.epicgames.com/job/637242d65368a3230a4419ed
[CL 23117227 by Helge Mathee in ue5-main branch]
2022-11-14 09:19:46 -05:00
florin pascu
a945c1e0cb
Remove ShaderPlatformToShaderFormatName
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#rb Jason.Nadro, Jeremy.Moore
#preflight 637216e13248425305d19318
[CL 23116618 by florin pascu in ue5-main branch]
2022-11-14 07:59:15 -05:00
David Lesage
7477e92eb9
#jira UE-168689 Warning: The generation of LOD could have generated spikes on multiple meshes
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The threshold in LOD generation to check the quality of the LOD was to small.
It has been update.
#rb none
#preflight 637226fdb6636838285df8ae
[CL 23116233 by David Lesage in ue5-main branch]
2022-11-14 06:39:57 -05:00
carlmagnus nordin
ffd1e2abfb
ZenCook: Use the oplog for package store entries instead of writing a container header
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#preflight 63720da8ee4d25f90aacf4dd
#rb per.larsson
[CL 23116204 by carlmagnus nordin in ue5-main branch]
2022-11-14 06:35:53 -05:00
Dan Thompson
c929b7ca0e
Fix for a malformed check() when assembling texture arrays in the editor one-by-one.
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#rb trivial
#preflight 636e8b08232e3d12cbb8b4a9
[CL 23101050 by Dan Thompson in ue5-main branch]
2022-11-11 12:55:31 -05:00
Helge Mathee
7bfa1969d5
RigVM: Move string and core dispatches to RigVM module
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#rb benoit.gadreau
#jira UE-167752
#preflight https://horde.devtools.epicgames.com/job/636d06d7376a9cd6a8f6aaa2
[CL 23095811 by Helge Mathee in ue5-main branch]
2022-11-11 07:04:17 -05:00
Dan Thompson
4ba968e031
Removing CompressionCacheGuid from texture build settings as it's not needed there.
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#rb fabian.giesen
#preflight 636d72364a0097651f1cf37d
[CL 23088569 by Dan Thompson in ue5-main branch]
2022-11-10 17:21:42 -05:00
jamie dale
d83633ad46
Fixed SCustomDialog example comment that was using a deprecated API
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#jira
#rb none
#rnx
[CL 23088045 by jamie dale in ue5-main branch]
2022-11-10 17:02:41 -05:00
dave belanger
5bc620794b
Make SCustomDialog buttons grid AutoWidth so the button text doesn't get clamped
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#rb Jason.Stasik,Sebastian.Nordgren
#preflight skip
[CL 23088026 by dave belanger in ue5-main branch]
2022-11-10 17:02:11 -05:00
Jerome Delattre
edbf2e2482
Use TestLabel instead of GetName() when logging through Functional Test actor
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#jira UE-169721
#rnx
#preflight 636d35594a0097651fff3120
#rb Chris.Constantinescu
[CL 23087025 by Jerome Delattre in ue5-main branch]
2022-11-10 15:48:48 -05:00
jamie hayes
efc7833b06
Fix an issue where Nanite would be built for LOD0 when it was not supposed to be for non-Nanite platforms.
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#rb graham.wihlidal
#rnx
#preflight 636cfe5d843e6ac79476f43f
[CL 23085790 by jamie hayes in ue5-main branch]
2022-11-10 14:37:59 -05:00
nick darnell
e85b0cd48c
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
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Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00