This was being included in a header that is included throughout the engine, resulting in any changes to UInstancedStaticMeshComponent triggering an extensive build (2,500-3,000 actions).
After this change it only triggers a build of ~140 actions (EngineTest).
Code that was relying on this implicit include has been updated to include the header if required.
#fyi Ryan.Schmidt
#preflight 60a298adfe43a700014dd14b
[CL 16359882 by Jamie Dale in ue5-main branch]
Add spaces to overridden display names, it doesn't add them automatically
Move some functions out of Utilities into their own categories like Transformation, this improves the UX for the node picker and Utilities is for Core functionality
Simplify and combine some redundant categories
Clean up functions like IsValid to specify the type and attempt to unify case for math functions
#rb ben.hoffman
[CL 16355176 by ben zeigler in ue5-main branch]
- Only implemented for perforce source control at the moment.
- The source control operation FDownload file can be used just like any other command via ::Execute BUT it will also work with the new method ::TryToDownloadFileFromBackgroundThread which unlike ::Execute can be called from a background thread.
#rb Sebastien.Lussier
#rnx
#preflight 60a2290322cce000014243ae
* PerforceConnection
- Extend ::RunCommand to take an optional FSharedBuffer reference which can be used to return text/binary data downloaded as part of a perforce command
-- Ideally we would replace all of the out parameters with a single struct but that level of refactor would be better suited to its own submit.
- Removed the bool parameter for FP4ClientUser and replaced it with a set of flags instead
- Added a flag to allow FP4ClientUser to store data, either in binary or text format from a perforce command. Although in general this will be the result of a p4 print command.
* PerforceSourceControlCommand
- No longer assert if the command is not on the game thread if the operation indicates that it is safe to run on a background thread.
* PerforceSourceControlModule
- Register the 'DownloadFile' worker
* PerforceSourceControlOperations
- Add FPerforceDownloadFileWorker
* PerforceSourceControlProvider
- Adding implementation for ::TryToDownloadFileFromBackgroundThread.
-- This method is thread safe compared to the normal ::Execute call due to:
-- 1) This method does not accept any callbacks as the most common use of callbacks with ::Execute is to update the UI.
-- 2) This method does not add the command to any of the internal queues nor rely on Tick to process the command.
-- 3) The worker is invoked directly from the calling thread rather than as a background task.
--4) This method does not allow commands that modify the cached states as this would be very difficult to manage without rewriting how all commands are processed to make sure that they are only run one at a time and the results processed in order. NOTE that async commands can be issued from the game thread and can in theory be run in any order on the p4 server depending on how the background task processing works out with no certainty as to the order the results will be processed in. It is unlikely that we will process results out of order but not impossible, but this is a pre-exisiting issue with the current API, extending it to be fully multithreaded will just make it worse.
-- Note that we do not explicity check if the command supports being called from a background thread, as creating the command will check that anyway.
- Calling ::OutputCommandMessages is now thread safe. When called from the game thread it will issue it's output via FMessageLog as before but when called from a background thread we will use the UE_LOG macros instead. Marshalling all output in the same way is something we will need to solve when/if we make the entire API thread safe.
* PerforceControlSettings
- Improve thread safety when calling ::GetConnectionInfo
- If the password is stored in the UI then this is not thread safe but that feature is hidden at the moment due to being unsecure. I am unsure if we want to move the password to be stored in a member variable that can be accessed from any thread and only updated via the UI or not.
* SourceControlOperations
- Add new FDownloadFile operation.
- This can either download the file(s) to FSharedBuffers which can be accessed by calling ::GetFileData OR directly to a directory on disk if the target directory is supplied as part of the constructor.
* ISourceControlOperation
- Add a new base method CanBeCalledFromBackgroundThreads (false by default) which can be overriden by derived classes and return true to indicate that the operation can be run from a background thread. This is intended for use by FDownloadFile with the perforce source control provider in lieu and making the API fully thread safe.
* PerforceSourceControl.uplugin
- Move the perforce plugin to load as early as possible as if Mirage is to use it then we need it to be avaliable before we start loading any potentially virtualized data in packages.
[CL 16346666 by paul chipchase in ue5-main branch]
- This will avoid the need to create the operation and the immediatly call a number of setters to construct it properly.
#rb Sebastien.Lussier
#preflight 60a21576fe43a70001391016
[CL 16346434 by paul chipchase in ue5-main branch]
- Add FImageAdapter, wraps TImageBuilder of different types and provides a consistent interface, so that other code doesn't need specializations for each image type
- FMeshSceneAdapter now supports the ability to detect and thicken "thin" meshes, by flattening the instances into unique mesh copies (generally necessary due to scaling). Can also now return statistics about the mesh scene, return a full flattened mesh (for debugging), and automatically generate a "closing mesh" that can help to cap off the base of mesh assemblies when trying to generate a solid/etc.
ModelingComponents:
- FWorldRenderCapture now writes via FImageAdapter instead of an Image4f
- FSceneCapturePhotoSet now stores less data for photo sets. BaseColor/Emissive/WorldNormal are 3f, Roughness/Specular/Metallic are 1f
- IApproximateActors and implementation now support optional base-capping, occluded mesh removal, geometric-tolerance simplification, thin mesh auth-thickening. Now creates MICs based on an input Material, instead of new Material. Added ability to emit a flattened debug mesh, and print debug info.
MergeActors:
- Expose above improvements to IApproximateActors
#rb none
#rnx
#jira none
#preflight 609ef005f6c6e3000144c5e2
[CL 16338550 by Ryan Schmidt in ue5-main branch]
- Optional versions are now returned from operations that may fail.
- Fixed a bug in the cache where a null record could be dereferenced.
- Improved validation when loading build types.
#rb Zousar.Shaker
#rnx
[CL 16332909 by Devin Doucette in ue5-main branch]
Adds Modified State check by Hash for PerforceSourceControlProvider.
#rb Sebastien.Lussier
#changelist validated
[CL 16332246 by luc eygasier in ue5-main branch]