Commit Graph

90 Commits

Author SHA1 Message Date
christopher waters
99ec480304 Cleaning up dependencies with select heavy-hitter headers in MovieScene and addressing the fallout from that.
MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s

#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889

[CL 19634779 by christopher waters in ue5-main branch]
2022-04-05 18:58:45 -04:00
ludovic chabant
ad6692df72 Fix issue where aspect ratio constraint wasn't correctly restored in some cases
#jira none
#rb max.chen
#preflight 624cb6d88d1db441a9159f27

[CL 19632570 by ludovic chabant in ue5-main branch]
2022-04-05 17:53:13 -04:00
ludovic chabant
faaee5caaf Add logging of camera cuts in sequences.
This is to help with troubleshooting cut issues.

#rb none

#ROBOMERGE-AUTHOR: ludovic.chabant
#ROBOMERGE-SOURCE: CL 19584640 via CL 19584656 via CL 19584661
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19584800 by ludovic chabant in ue5-main branch]
2022-04-01 01:42:06 -04:00
matt johnson
4963809c62 MovieScene: query movie scenes and sequences for their earliest TimecodeSource instead of using their own property
UMovieScene is a container that may represent multiple pieces of media as
sections, each of which may have their own distinct timecode source. As a result,
the timecode source associated with the UMovieScene itself doesn't correspond to
any particular piece of media, but rather was just intended as the timecode at which
the movie scene was recorded.

These changes update code sites that read the TimecodeSource property directly to
instead query the UMovieScene/UMovieSceneSequence for the earliest timecode source
of any of its sections using GetEarliestTimecodeSource(). The TimecodeSource property
of UMovieScene will ultimately be removed in a subsequent change.

#rb max.chen
#preflight 61dcc052e67256ec41f23837

#ROBOMERGE-AUTHOR: matt.johnson
#ROBOMERGE-SOURCE: CL 18586470 in //UE5/Release-5.0/... via CL 18586491 via CL 18586494
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18586498 by matt johnson in ue5-main branch]
2022-01-12 12:51:54 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
max chen
f0f7be67c4 Sequencer: Deprecated LevelSequenceSnapshotSetttings which was really only used by AutomatedLevelSequenceCapture to store the recording frame to be used in converting the snapshot times. The conversion is better done in the DefaultBurnin blueprint with the FrameRate using the FQualifiedFrameTime of the MasterTime or the ShotTime.
#rb matt.hoffman

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 17449311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17449317 by max chen in ue5-release-engine-test branch]
2021-09-07 16:11:54 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -04:00
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Max Chen
b4881d8bf8 Copying //UE4/Dev-Editor to Dev-Tools-Staging (//UE4/Dev-Tools-Staging) @11123875
#rb none
#jira none

[CL 11123880 by Max Chen in Dev-Tools-Staging branch]
2020-01-27 20:11:15 -05:00
JeanMichel Dignard
70d074639f Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none
#rnx

[CL 10906274 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-08 13:26:18 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Max Chen
74822c6a2d Sequencer: ALevelSequenceActor now implements RewindForReplay which will stop the sequence when seeking starts in a replay. This solves issues where seeking before the sequence started would not restore the state as no new network packets are sent to update the state. Reset NetSyncProps of the sequence player when RewindForReplay() is called to prevent the sequence from playing at the wrong time
#jira FORT-186246
#rb matt.hoffman, ryan.gerleve, andrew.rodham

[CL 10018006 by Max Chen in Dev-Editor branch]
2019-11-05 13:33:48 -05:00
Chris Gagnon
2e87118a18 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none

[CL 8614014 by Chris Gagnon in Main branch]
2019-09-10 11:35:20 -04:00
ludovic chabant
78fe4eefe2 Add level sequence setting for handling the aspect ratio constraint during play.
The new setting defaults to overriding the constraint to XFOV to preserve previous behaviour. It lets the user choose what kind of constraint to use during the sequence, or whether to not touch the constraint at all.

#jira UE-76517
#rb max.chen, matthoffman, andrew.rodham

[CL 7824809 by ludovic chabant in Dev-Editor branch]
2019-08-06 17:06:27 -04:00
Max Chen
4561801a81 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) @7119039
#rb none

[CL 7120528 by Max Chen in Dev-Editor branch]
2019-06-21 01:21:43 -04:00
Max Chen
b4a5482916 Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
#rb none

[CL 6849452 by Max Chen in Dev-Sequencer branch]
2019-06-05 11:49:03 -04:00
Chris Gagnon
0a9f86357f Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 6837840 by Chris Gagnon in Dev-Editor branch]
2019-06-04 15:16:30 -04:00
Max Chen
129951b165 Sequencer: Follow up CIS fix for 6088894
#rb none

[CL 6094006 by Max Chen in Dev-Sequencer branch]
2019-04-25 11:03:45 -04:00
Max Chen
8ce0576eac Sequencer: Default the snapshot's active shot to the current sequence in case there are no shots being rendered. This fixes an issue where {Slate} and {TakeNumber} don't work.
#jira FURY-107
#rb none

[CL 6088894 by Max Chen in Dev-Sequencer branch]
2019-04-24 18:52:29 -04:00
Max Chen
da79df1d46 Sequencer: Tick sequencer separately.
This is needed so that sequencer actors can tick first, putting objects in their desired locations and then allowing other systems to respond. This fixes special cases where sequencer would tick animation again if it had ticked before sequencer.

#jira UE-59735
#jira UE-61706
#jira UE-69731
#jira UE-72639
#rb marc.audy, andrew.rodham

[CL 5901999 by Max Chen in Dev-Sequencer branch]
2019-04-15 14:03:33 -04:00