[FYI] stu.mckenna
Original CL Desc
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- Fix for AddUsedInputMembers having inverted source / destination for arrays
#rb Laura.Hermanns
[CL 33681068 by bob tellez in ue5-main branch]
Added Virtual Assets Efficiency KPI
Added Stall Rate KPI
Added failure count for KPIs and added this to the UI
Insights Snapshots will generate multiple captures for each failure within the session upto a a maximum of 10 per session
Insights capture and Telemetry event generation movede from StatusBar to EditorPerformanceModule
Fixed issue where Editor Load Map tiem was incorrect when booting without a Map
Split Hitch and Stall rate KPIs bewteen Editor and PIE scopes
Added LocalGetMisses to DDC cache statistics
Turned off notifications by default, users should opt-in
[CL 33654736 by mark lintott in ue5-main branch]
This allows dlls to be loaded based on the target file when not running in monolithic mode
#rb sebastian.schoner
#rnx
[CL 33653490 by rob perren in ue5-main branch]
Update GetOutputAlphaFromKnownAlpha to have the same call structure as GetOutputAlphaFromKnownAlphaOrFail
#ushell-cherrypick of 33523860 by Dan.Thompson
#rb charles.bloom
[FYI] devin.doucette
#rnx
[CL 33638267 by dan thompson in ue5-main branch]
A section menu is currently only rendered for toolbar sections. The section menu can be opened via a new combo button that is added as the left-most entry of toolbar sections. When that combo button is clicked, a menu opens containing all entries of the section.
Section menus are disabled by default, but can be enabled on a section by calling the new FToolMenuSection::SetShowSectionMenu(bool) API.
#jira UE-212288
#rb aditya.ravichandran
[CL 33626872 by sebastian arleryd in ue5-main branch]
#rb PJ.Kack
#jira UE-147384
#rnx
- The previous functor based system was difficult to update as changes to the data being passed to the functor could break existing code, so ::GetAccumualtedPayloadActivityInfo has been replaced with ::GetBackendStatistics, a version that returns a struct for each backend in the system which contains the relevant statistics for that backend. Adding new data to a struct is much easier.
-- The new data added per backend is the storage type so that the caller can tell if the backend was for cached storage or persistent storage.
- To fit into this naming scheme ::GetAccumualtedPayloadActivityInfo has been deprecated in favor of ::GetSystemStatistics which is simply a rename.
- The deprecated methods should continue to work as before.
- Existing engine code had been updated to use the new methods.
- Removed a typo from the copyright boilerplate at the begining of VirtualizationSystem.h
[CL 33626815 by paul chipchase in ue5-main branch]
- Add option for ShaderType to declare which FShaderBindingLayout needs to be used for shader gen and runtime binding
- Add helper function to generate FShaderBindingLayoutContainer from array of uniform buffers and EShaderResourceTableFlags (only supports bindless mode right now)
- Serialize the FRHIShaderBindingLayout in FShaderCompilerEnvironment so it can be used by the shader compiler backends
- FShaderBindingLayout can add required symbols to the FShaderCompilerInput which shouldn't be dead code eliminated (required for Shader resource table building)
- Serialize the hash of RHIShaderResourceTable in the platform specific shader binary data so it can be used during runtime RTPSO validation (all shaders in the RTPSO need the same RHIShaderResourceTable)
- Renamed pRootSignaure member to RootSignature (style guide)
#jira UE-212347
[CL 33624453 by kenzo terelst in ue5-main branch]
Add IIoStoreWriteRequest::GetSourceBufferSizeEstimate() to get an upfront approximation of required memory for source reads and compression buffers.
Limit memory usage upfront in FIoStoreWriterContextImpl::ScheduleEntry() based on the estimate instead of during the actual allocations in the middle of the pipeline.
Remove wait from AllocCompressionBuffer and always let it return immediately with a valid compression buffer.
Rename FIoStoreWriteQueueEntry::NumChunkBlocksFromRefDb to NumChunkBlocks and use it for all entries.
Replace the unnecessary FIoStoreWriteQueueEntry::WriteFinishedEvent with a single WriterThread.Wait().
In FIoStoreWriterContextImpl::WriteEntry() reduce som memory growth by releasing the ChunkBlocks array and moving the filename when building the toc directory index.
Bump compression memory limit from 2 GB to 3 GB to reduce the need to (mostly) drain the queue to schedule large-ish entries.
#rb Per.Larsson
#rnx
#tests identical binary diff of /content/paks folder
[CL 33622054 by pj kack in ue5-main branch]
Refactored the TSharedFromThis code to enforce a compile error when trying to create a TSharedPtr with multiple TSharedFromThis bases.
Fixed fallout.
#rb devin.doucette
[CL 33610597 by steve robb in ue5-main branch]
This adds "[Horde]:ServerUrl" section to BaseEngine.ini configuration as second fallback when UE_HORDE_URL is not defined as environment variable nor present in the registry (Windows) or .horde.json file (POSIX).
#jira UE-210043
#rnx
#rb Ben.Marsh
[CL 33610566 by laura hermanns in ue5-main branch]
#rb PJ.Kack
#jira UE-147384
#rnx
- Note that these stats are only logged after selected commandlets have run (cooking, precaching etc)
- Replaces the data transfer rate statistic with an average request time to reflect recent changes to the statistics panel in the editor.
- Compacted the table to remove some unnecessary padding.
[CL 33602676 by paul chipchase in ue5-main branch]
By setting UE_TRACE_PACKET_VERIFICATION this mode embeds a serial numbers after each packet. Note that this makes analysis incompatible with traces recorded without this mode. Strictly useful for investigating potential package loss.
#rb ionut.matasaru
[CL 33598542 by johan berg in ue5-main branch]
The displacement scaling material node doesn't work correctly with material instances that do not create static permutations, and we can't assume that displacement scaling of the material can be known as final during material translation. As a result, we stop trying to determine if a constant displacement could effectively disable tessellation and instead return to disabling displacement when the displacement pin has not been connected, which can still be used (via Material Attributes) to disable displacement based on static switches.
#rb massimo.tristano
#rnx
[CL 33576411 by jamie hayes in ue5-main branch]