#fyi dave.jones2
Original CL Desc
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Added missing tests for various core types. Also cleaned up const and reference usage in the function declarations.
#rb justin.hare
#preflight 62a93a76054bb5c04e1b0020
#jira none
[CL 20678517 by dave jones2 in ue5-main branch]
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
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**New**
- Engine
- IAnimationDataModel interface
- AnimationData plugin
- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally
**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)
**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h
#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b
[CL 20677979 by Marc Audy in ue5-main branch]
Also create a FViewFamilyInfo for DrawTileMesh so that we have a valid SceneTexturesConfig when setting up view uniforms.
Moved material baking renderdoc capture so that it captures warm up frames.
#rb jason.hoerner
#preflight 62aa0ce7273ce16835c64006
[CL 20673323 by Jeremy Moore in ue5-main branch]
- Memory Insights / Mem Allocs: Added "Tag" column to the "4K Page Breakdown" view preset.
- Memory Insights / Mem Allocs: Fixed bug where changing a preset results in hidding the "Hierarchy" column.
- Memory Insights / Mem Allocs: Removed "Unique Values" grouping for StartEventIndex, EndEventIndex and Count columns.
- Memory Insights / Mem Allocs: Removed "Path Breakdown" grouping for Top Function column.
- Tree Views: Fixed the "Unique Values" grouping for CString columns crashing when encountering nullptr values (FTreeNodeGroupingByUniqueValueCString).
- Tree Views: Fixed the "Path Breakdown" grouping adding incorrectly "/" group nodes (FTreeNodeGroupingByPathBreakdown).
#rb Catalin.Dragoiu
#preflight 62a9fa7ff878f9423ee2c127
#robomerge EngineMerge
[CL 20671288 by ionut matasaru in ue5-main branch]
#rb Per.Larsson
#rnx
#preflight 62a9bff813004691f9830b8d
- I think when I was first adding it, the type was originally a struct but was changed to an enum before it was submitted, however I failed to update the name.
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20668490 via CL 20668521 via CL 20668532
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20669764 by paul chipchase in ue5-main branch]
#rb Per.Larsson
#rnx
#jira UE-156312
#preflight 62a99553943e7bb256fe174c
### Problem
- Firstly this fix is a hack and not intended for shipping 5.1, but the real fix is already planned work, which involves moving the filtering from the push process to being applied to each payload when the package is saved, just as the asset filtering is done at the moment.
-- Doing the proper fix will take a bit of time and testing so we need a quicker fix so that I can re-enable the virtualization process to unblock some workflows.
- All new code is wrapped in a single preprocessor define 'ENABLE_FILTERING_HACK' making the code easy to identify and remove.
- Submitting this hack will cause the priority of the real fix to be bumped in the backlog so that we can remove the hack asap.
- The problem code comes from a pass we do on the payloads to check if they are already in persistent storage or not. If the payload is then we just change it to be virtualized and don't attempt to push. In addition to fixing the filtering there is also a work item to investigate if we really want to keep this logic or if we want to remove it anyway. This might be looked into before I look into the filtering fix as an alternative way to remove the hack.
### Fix
- After we have queried the system to check which of the local payloads are already in persistent storage, BUT before we change them over to be virtualized we now run a new pass, checking which payloads should be filtered.
-- This is a bespoke code path expected only to be used here, so in this case it is not in the IVirtualizationSystem API but requires us to cast to FVirtualizationManager to gain access. This should stop anyone else from using the hack before it is removed.
- The filtering check mimics the filtering that would be run on a normal push operation.
- Once done we can check for any payload that would be filtered, and if so, set the status to not found. This prevents the payload from being changed to be virtualized and means it will be included in the normal push operation where it will be correctly filtered.
- None of this is the best way to do it, but it did seem like the easiest way to add the hack in isolation as no existing code was changed, so it should be simple to just 'delete' the hack when ready.
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 20667712 via CL 20667730 via CL 20667733
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20668639 by paul chipchase in ue5-main branch]
The Datasmith GameThread + DirectLink initialization was trigerring some ensure which where sometimes not handled properly and could cause a crash.
We were not properly tagging Unreal's main thread and the dcc's main thread, causing those thread to compete for the main thread role.
#jira UE-148108
#rb JeanLuc.Corenthin Johan.Duparc
#preflight 62a8e13adc04d52792d011ef
#lockdown Simon.Tourangeau
#ROBOMERGE-AUTHOR: benoit.deschenes
#ROBOMERGE-SOURCE: CL 20655640 in //UE5/Release-5.0/... via CL 20657743
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20661508 by benoit deschenes in ue5-main branch]
- Devices crashing when using Base_Vertex metal shader semantics
- Runtime error when using Virtual Texturing on A8 devices which is unsupported.
#jira UE-131863, UE-132217
#rb Will.Damon
[FYI] Jack.Porter
#preflight 62a75ad63d0a713cf8caf486
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 20631592 in //UE5/Release-5.0/... via CL 20649245
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20656300 by carl lloyd in ue5-main branch]