Disable layer bars for Niagara by default
#jira UE-156176
#preflight 62a100222c15d7fe9f63d80d
#rb anderw.rodham, matt.hoffman
[CL 20579637 by Max Chen in ue5-main branch]
Add support for default component transform tracks for TimeOfDaySequences via RelativeLocation, RelativeRotation or RelativeScale3D default property tracks.
#rb none
#preflight 629ac878ec5338fe48de3699
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 20499442 via CL 20499444 via CL 20499445
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20499514 by lonnie li in ue5-main branch]
- Adds Asset Type Filters
- Auto Filters Mode
- Updates hotkeys so "F" now frames and "A" filters on/off
- Fixes Issue where scripts were showing up as "None"
- Migrated UI to use a Toolbar which populates from the commands
- Removes CVar and depricated Layout methods
- Added optimizations when changing just the breadth, filters and showing/hiding duplicates or comments
#JIRA UE-152916
#rb Lauren.Barnes
#preflight 629651249d75300f41b818eb
#ROBOMERGE-OWNER: eric.knapik
#ROBOMERGE-AUTHOR: louise.rasmussen
#ROBOMERGE-SOURCE: CL 20444575 via CL 20453017 via CL 20453068 via CL 20453072
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v952-20449836)
[CL 20460708 by eric knapik in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
This resolves a UBT issue where building from Visual Studio/Rider while the editor is running wouldn't automatically change to HotReload mode.
#preflight 626698887e06ec75059f44b8
#jira none
#rb Ben.Marsh, Jonathan.Adamczewski
#lockdown mark.lintott
#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 19901402 in //UE5/Release-5.0/... via CL 19902726
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v942-19904256)
[CL 19904470 by tim smith in ue5-main branch]
- Make FStreamedAudioCacheDerivedDataWorker thread-safe by copying USoundWave members before going async and querying the DDC directly for compressed sound data
- Failure to get streamed chunks from DDC will now try to build asynchronously if allowed to instead of falling back to synchronous behavior by default
- Make LoadZerothChunk launch an async build in editor instead of forcing a wait
- GetNumChunks(), GetChunks() and GetZerothChunkData() will wait on the async build if not finished to return appropriate data to the caller
- Allow DDC fill commandlet to benefit from async build
- Improve cooker logic to reduce waits and avoid preparation of the running platform data during cook if not needed
- Add async sound compiler so that we benefit from its scheduling and ensure sounds are all properly built after a call to FAssetCompilingManager::Get().FinishAllCompilations().
- Protect the streamed audio platform data's AsyncTask property from multi-threaded access
- Can be disabled from editor experimental settings, by ini settings, by cmdline using -asyncsoundwavecompilation=0 or by CVar using Editor.AsyncSoundWaveCompilation=0
- Benchmarks with -DDC-Local-MissTypes=Audio+StreamedAudio on Artemis_Terrain
- 3m52s to 2m03s for map loading
- 8m13s to 2m59s for PIE
#tests
- No binary diff on FN cooked sounds with both recompilation and shared ddc code paths
- All Audio related tests in EngineTest
- As many AudioQA tests as possible
- Lyra -game
#jira UE-142500
#rb Phil.Popp
#preflight 624ee0703661c8f04a3842b8
[CL 19667776 by danny couture in ue5-main branch]
Disable InEditorCooking by default for all projects. WorldPartition does not support it; a project should enable InEditorCooking only if it does not use WorldPartition.
Add comment explaining why WorldPartition does not support it.
[RN] Minor, Cooking
#rb Zousar.Shaker
#preflight 61e59c20873f2ea48f3b912a
#ROBOMERGE-AUTHOR: matt.peters
#ROBOMERGE-SOURCE: CL 18633801 in //UE5/Release-5.0/... via CL 18633807 via CL 18633811
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637388 by matt peters in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
1) New projects will have live coding enabled by default.
2) Re-instancing will be enabled by default
3) The initial start mode of the console will be hidden
4) Moved some console specific configurations to the ini file specific to LCC
5) Added the saving of the disable action limit to the ini file.
#rb none
#rnx
#preflight 6155c759260f7d000130c1be
#ROBOMERGE-OWNER: tim.smith
#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 17678494 in //UE5/Release-5.0/... via CL 17678517
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17785289 by tim smith in ue5-release-engine-test branch]
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.
#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1
#ROBOMERGE-SOURCE: CL 16703582 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16703591 by tim smith in ue5-release-engine-test branch]