* Required for future changes to improve the mesh merging capability to cope with missing/invalid UVs when trying to perform material baking.
#rb ryan.schmidt
[CL 26014245 by sebastien lussier in ue5-main branch]
Motivations of this change:
1) Temporal upscale by default in game builds even when dynamic resolution is not supported;
2) Fixes "Editor Preferences > Performance > Viewport Resolution > Override game screen percentage settings with editor settings in PIE" or (r.Editor.Viewport.OverridePIEScreenPercentage) that used to override r.ScreenPercentage in PIE by default to prevent accidental out of video memory when going PIE on high resolution/DPI display that was not discoverable enought user and generating misunderstanding;
3) Makes editor UI more understandable that the resolution controls under Settings > Engine Scalability Settings is actually PIE resolution settings, since the editor viewport screen percentage is controled independently in editor viewport top left menus;
4) Fixes inconsistency where VR and mobile renderer viewport didn't have their own settings like path tracer or non-realtime editor viewports had;
5) Adds resolution quality presets: just a slider for the 3D rendering resolution is very subjective to a player what to choose, whereas presets allows to more intuitively suggests trade off on the screen percentage range.
What this changes does to the end user:
1) Implements default screen percentage project settings in Project Preferences > Rendering > Default Screen Percentage (or r.ScreenPercentage.Default.*) for each indivual uses case that are: desktop renderer, mobile renderer, VR rendering, path tracer
1.1) Desktop renderer renderer default to screen percentage based on display resolution to automatically temporally upscale;
1.2) All other rendering methods (mobile render, VR renderer, path tracer) defaults to native resolution rendering as before.
2) Adds editor viewport screen percentage settings for mobile renderer and VR in Project Settings > Editor Performance > Viewport Resolution
3) Changes defaults of sg.ResolutionQuality and r.ScreenPercentage to 0 and fallbacks to project settings' default screen percentage
4) Rewrite Level Editor UI > Settings > Engine Scalability Settings to:
4.1) Says it only apply to PIE viewport, not including Simulate in Editor since these is still viewed with editor viewports, and warn when there is no PIE game viewports;
4.2) Explicitly says what is the current screen percentage of the PIE game viewport;
4.3) Explicitly says what is the current rendering and display resolutions;
4.4) Says what rendering mode is being applied (Desktop renderer, mobile renderer, VR rendering, path tracer)
4.5) Says where the settings come from, r.ScreenPercentage was directly set by console code, or whether the Engine Scalability was overident (sg.ResolutionQuality>0) or where the default settings come from (project's default screen percentage settings or editor viewport preferences)
4.6) Says the actually setting is being used (Manual, Based on Display Resolution, Based on OS DPI Scale)
4.7) Explicitly says which anti-aliasing method is being used on the anti-aliasing scalability group
5) The "Editor Preferences > Performance > Viewport resolution > Override project's default screen percentage settings with editor viewports' settings in PIE" (r.Editor.Viewport.OverridePIEScreenPercentage) now chooses whether the default screen percentage project settings should be overriden by the editor viewport's default settings. sg.ResolutionQuality and r.ScreenPercentage now behaving as a override, it means they are also applied in PIE to avoid user confusions when they do indeed what to take control of it in the project settings or game logic.
6) Adds resolution quality presets in BaseScalability.ini that can be customised in a project's DefaultScalability.ini:
6.1) Default 3D resolution preset: Sets sg.ResolutionQuality=0 to end up using the default project settings presets which for the case of the desktop renderer means temporal upscaling by default based on the display resolution like Fortnite's Recommended settings.
6.2) Performance 3D resolution preset: Sets sg.ResolutionQuality=100*1080/2160
6.3) Balanced 3D resolution preset: Sets sg.ResolutionQuality=100*1260/2160
6.4) Quality 3D resolution preset: Sets sg.ResolutionQuality=100*1440/2160
6.5) Native 3D resolution preset: Sets sg.ResolutionQuality=100
#rb rob.srinivasiah, jack.porter, juan.canada, allan.bentham
#jira UE-184651
[CL 25988162 by guillaume abadie in ue5-main branch]
Previously setting the store directory to the same directory as a watch directory was disabled. With this change the selected directory when set as store it is also automatically removed as watch directory.
#rb ionut.matasaru
#jira UE-184965
[CL 25977468 by Johan Berg in ue5-main branch]
- Add option to independent preprocessing IShaderFormat API to allow a "secondary" preprocess & compile if a RequiresSecondaryCompile predicate implemented in the shader format returns true; this predicate takes as input the compile input, environment, and the output of the first execution of the preprocess function. This is intended to handle the usage of UESHADERMETADATA pragmas (set in the preprocess output) by some backends to indicate a secondary compilation is required to target the variant hardware (setting additional #defines and potentially different compiler arguments). Other backends have an additional requirement that any stereo shaders also require separate compilation for each target, which can be handled by querying the FShaderCompilerEnvironment in this same predicate.
- Move the combining of outputs in the secondary compile case into the core shader system so it doesn't need to be copypasta'd in any shader format backends which require the aforementioned secondary compilation, exposing an API function which returns the particular "key" used to identify these combined shader outputs in the RHI.
- Rework the internal compilation/preprocess functions so a minimal amount of code needs to be wrapped in __try/__except (allowing objects with destructors to be created in the higher level functions).
#rb Massimo.Tristano
[CL 25977467 by dan elksnitis in ue5-main branch]