Commit Graph

26 Commits

Author SHA1 Message Date
anousack kitisa
1ca48df3f0 USD: Fixed playback of USD GeometryCache due to threading issue when querying the frame data.
#jira UE-161382
#rb Daniel.Coelho
#preflight 6328a929fc7f1efbdff7a798

[CL 22087314 by anousack kitisa in ue5-main branch]
2022-09-19 22:25:41 -04:00
anousack kitisa
cd5b2910c4 Added LLM tags for GeometryCache and Alembic allocations.
#jira UE-152476
#rb Johan.Duparc
#preflight 631a3c98ec45fbf3d73e8198

[CL 21921658 by anousack kitisa in ue5-main branch]
2022-09-09 11:36:22 -04:00
Anousack Kitisa
59ca3777de Alembic: Fixed crash when importing GeometryCache with "Flatten Tracks" disabled from Alembic with entirely invisible objects.
#jira UE-162232
#rb Johan.Duparc
#preflight 630f6aaa98103d4521d04483

[CL 21720405 by Anousack Kitisa in ue5-main branch]
2022-08-31 10:10:40 -04:00
anousack kitisa
be252377e7 Fixed GeometryCacheSceneProxy would sometimes select an invalid frame's mesh data because it failed to decode the frame but the buffer still had data from a previous frame.
#jira UE-162267
#rb JeanLuc.Corenthin

[CL 21712061 by anousack kitisa in ue5-main branch]
2022-08-30 19:03:31 -04:00
yuriy odonnell
1948e7cd42 Fix TotalPrimitiveCount calculation when index buffer validation fails (when index buffer contains fewer triangles than specified in FGeometryCacheMeshBatchInfo::NumTriangles)
#jira UE-162267
#rb Juan.Canada

[CL 21705460 by yuriy odonnell in ue5-main branch]
2022-08-30 13:47:45 -04:00
Michael Galetzka
b06abefd08 Fixed a bug where array index changed were not picked up correctly for the geometry cache renderer.
#jira UE-161352
#rb stu.mckenna
#preflight 630e2a3ce54ec9d581824ef4

[CL 21702091 by Michael Galetzka in ue5-main branch]
2022-08-30 11:34:44 -04:00
Michael Forot
bde5d70d49 Chaos Cache Manager tracks
#rb cedric.caillaud
#jira none
#preflight 6305dcce5a5d4e46244dd06c

[CL 21536847 by Michael Forot in ue5-main branch]
2022-08-24 04:36:09 -04:00
stu mckenna
9bbefe9afe [Backout] - CL21423025
#fyi mateo.egey
Original CL Desc
-----------------------------------------------------------------
Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
Also added the reset override of the property row to our custom stack reset widget so the custom action/visibility is used now.

Removed custom reset button for attribute bindings as it should use the default one for the stack

#jira UE-160635
#rb frank.fella
#preflight skip
#preflight 62fd22a9086f90bbc479327e

[CL 21427382 by stu mckenna in ue5-main branch]
2022-08-17 13:27:18 -04:00
mateo egey
d0f8c64f4f Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
Also added the reset override of the property row to our custom stack reset widget so the custom action/visibility is used now.

Removed custom reset button for attribute bindings as it should use the default one for the stack

#jira UE-160635
#rb frank.fella
#preflight skip

[CL 21423025 by mateo egey in ue5-main branch]
2022-08-17 06:46:27 -04:00
mateo egey
1c8c55a979 [Backout] - CL21404928
#fyi Mateo.Egey
Original CL Desc
-----------------------------------------------------------------
Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
This still leaves us with visible "reset to default" buttons due to the property node having the previous default value cached.

To get rid of that:
Added option to add custom reset behavior overrides for any properrty, currently used for "Renderer Enabled" and "Simulation Enabled" bindings, which allows us to specify custom "is visible" overrides & functionality

Removed custom reset button for attribute bindings as it should use the default one for the stack

#jira UE-160635
#rb frank.fella
#preflight skip

[CL 21422142 by mateo egey in ue5-main branch]
2022-08-17 03:54:13 -04:00
Mateo Egey
7054219dc9 Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
This still leaves us with visible "reset to default" buttons due to the property node having the previous default value cached.

To get rid of that:
Added option to add custom reset behavior overrides for any properrty, currently used for "Renderer Enabled" and "Simulation Enabled" bindings, which allows us to specify custom "is visible" overrides & functionality

Removed custom reset button for attribute bindings as it should use the default one for the stack

#jira UE-160635
#rb frank.fella
#preflight skip

[CL 21404928 by Mateo Egey in ue5-main branch]
2022-08-16 10:43:42 -04:00
Max Chen
187eb1034f Sequencer: Expose FMovieSceneGeometryCacheParams as a BlueprintType
#rb matt.hoffman
#preflight 62d5b3d5af68cd745b261d60
#jira none

[CL 21163810 by Max Chen in ue5-main branch]
2022-07-19 12:31:29 -04:00
max chen
78a0d65d90 Sequencer/Valkyrie: Disable media track, livelink track, gameplay cue track, template sequence track.
Disable event track and live link filters

Fix SupportsSequence logic so that track editors can't just blindly support a track if it's a level sequence. If it doesn't pass the permissions, the track is not supported

#preflight 62857944f239239af6b9c6be
#rb andrew.rodham

#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20283972 via CL 20284129 via CL 20284318 via CL 20284323
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20304670 by max chen in ue5-main branch]
2022-05-20 18:44:58 -04:00
Jeremy Moore
ff967b1163 Remove PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY and only use PRIMITIVE_SCENE_DATA_FLAG_OUTPUT_VELOCITY.
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().

A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.

Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.

#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen

[CL 20279797 by Jeremy Moore in ue5-main branch]
2022-05-19 10:08:15 -04:00
michael galetzka
aa661e7ca6 Added versioning for Niagara emitters
#jira UE-150887
#rb stu.mckenna, mateo.egey
#preflight 627525002e58cb727d3d67ec

#ROBOMERGE-OWNER: michael.galetzka
#ROBOMERGE-AUTHOR: michael.galetzka
#ROBOMERGE-SOURCE: CL 20104553 via CL 20105291 via CL 20106249
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20109778 by michael galetzka in ue5-main branch]
2022-05-09 15:50:40 -04:00
michael galetzka
cac4705cbd Added versioning for Niagara emitters
#jira UE-150887
#rb stu.mckenna, mateo.egey
#preflight 627525002e58cb727d3d67ec

#ROBOMERGE-OWNER: michael.galetzka
#ROBOMERGE-AUTHOR: michael.galetzka
#ROBOMERGE-SOURCE: CL 20104553 via CL 20104802 via CL 20104820
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20109760 by michael galetzka in ue5-main branch]
2022-05-09 15:49:48 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
stu mckenna
ba7b2a5c3a - Remove dead functions
#rb michael.galetzka
#rnx

#ROBOMERGE-AUTHOR: stu.mckenna
#ROBOMERGE-SOURCE: CL 19615610 via CL 19615859 via CL 19616479
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19617412 by stu mckenna in ue5-main branch]
2022-04-04 19:25:34 -04:00
Matt Peters
c1b46b1fed FAssetData: Callsites need to handle AssetData.GetClass() returning null. Added IsInstanceOf(UClass*) for the common operation GetClass() && GetClass->IsChildOf(BaseClass).
#jira UE-146521
#rb Zousar.Shaker
#rnx
#preflight 623874b789625f06129e466b

[CL 19450936 by Matt Peters in ue5-main branch]
2022-03-21 09:00:36 -04:00
jonathan bard
96f58b74b5 Made sure that view extensions are gathered and that PreRenderView_RenderThread/PreRenderViewFamily_RenderThread and SetupView/SetupViewFamily are called on all of them for all code paths triggering a scene render.
* For thumbnail renderers, the prototype of RenderViewFamily (which is called by all the types of thumbnail renderers) has been changed to take a non-const FSceneView* parameter (so that SetupView can be called on it) and the various GetView functions have been renamed CreateView since it more accurately depicts what the functions do (plus they return the non-const view they've created)
* UGameViewportClient::Draw was calling SetupViewFamily but not SetupView
* Made sure FSceneRenderer::ViewExtensionPreRender_RenderThread is called right before RenderThreadBegin for all code paths
* Made sure view extensions are gathered for all code paths rendering a view family

Note: BeginRenderViewFamily (i.e. game-thread), PostRenderView_RenderThread and PostRenderViewFamily_RenderThread are still not called on the non-standard code paths

#jira UE-140273, UE-140489, UE-139067, UE-140425
#rb sebastien.lussier, rob.srinivasiah
#tests EngineTests (screenshots), editor
#preflight 61fd216ae17efe76d1b49a2d
#lockdown mihnea.balta

#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18884880 in //UE5/Release-5.0/... via CL 18884941 via CL 18885221
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18885607 by jonathan bard in ue5-main branch]
2022-02-07 10:11:19 -05:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
andrew davidson
60a1fa84a7 Fix FVector2D variant casts - Plugins
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f86c4ca6632a34f35dfbca

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18800855 in //UE5/Release-5.0/... via CL 18802061 via CL 18802724
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18810177 by andrew davidson in ue5-main branch]
2022-02-01 12:08:54 -05:00
anousack kitisa
41d7fd2812 Streaming GeometryCache:
* Added a cvar GeometryCache.Streamer.BlockTillFinishStreaming to wait for the GeometryCache streamer to finish streaming the requested frames; for use with the Movie Render Queue.

#jira UE-126848
#preflight 61f7f67441414fb013cb7558

#ROBOMERGE-AUTHOR: anousack.kitisa
#ROBOMERGE-SOURCE: CL 18789470 in //UE5/Release-5.0/... via CL 18789668 via CL 18790203
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18790408 by anousack kitisa in ue5-main branch]
2022-01-31 10:54:58 -05:00
zak middleton
3174647794 #ue5 - Removed VectorLoad(TVector<T>*) and VectorStore(TVector<T>*). Users should prefer VectorLoadFloat3/VectorStoreFloat3 to be correct, as the normal versions would read or write past the end. Fixed up a few engine uses of this that were not correct, but they were luckily not causing problems.
Also removed VectorLoad(TVector2*) and replaced with float* at the single call location in the engine (this usage was correct here).

#jira none
#rb Chris.Caulfield
#preflight 61f1e626be0f0e0a6244f644

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18749203 in //UE5/Release-5.0/... via CL 18749229 via CL 18749404
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18749406 by zak middleton in ue5-main branch]
2022-01-26 21:45:21 -05:00