jackson frank
8d42da4fed
Merge Changelist
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NetStat Group sorting is no longer by name.
Each group defines how it is sorted.
CL 16605730
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17203855 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17203866 by jackson frank in ue5-release-engine-test branch]
2021-08-17 15:28:08 -04:00
zahra nikbakht
49a43de8b7
Add Breadcrumb trail for selected node in widget reflector #RB patrick.boutot #jira ue-119462
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#ROBOMERGE-SOURCE: CL 17203601 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17203618 by zahra nikbakht in ue5-release-engine-test branch]
2021-08-17 15:05:13 -04:00
sara schvartzman
e46fa5c59f
Control Rig: Fix crash when reloading Control Rig asset after undoing collapse to function
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#jira UE-120399
#rb helge.mathee
#ROBOMERGE-SOURCE: CL 17190923 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17190934 by sara schvartzman in ue5-release-engine-test branch]
2021-08-17 09:35:30 -04:00
stefan boberg
2d5b5e3409
DLL-exported functions for Zen HTTP interfaces to allow them to be consumed from other modules, and renamed them to make it easier to search for them (previous names were derived from the Jupiter HTTP back-end)
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#rb trivial
#ROBOMERGE-SOURCE: CL 17187385 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17187388 by stefan boberg in ue5-release-engine-test branch]
2021-08-17 03:32:28 -04:00
christopher waters
1c21a5489c
Shader symbol terminology changes
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- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00
jason adcock
f01513392f
Add CallInEditor function specifier to DebugGatherRelevantActors in FunctionalTest.h
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#jira UE-116235
#8054
#rb brian.bekich
#ROBOMERGE-SOURCE: CL 17183366 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17183375 by jason adcock in ue5-release-engine-test branch]
2021-08-16 18:14:24 -04:00
robb surridge
a0e7355b1a
Fix apparent typo in Source Control dialog caused by superfluous padding.
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#jira minor
#rb lauren.barnes
#ROBOMERGE-SOURCE: CL 17182542 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17182577 by robb surridge in ue5-release-engine-test branch]
2021-08-16 17:33:21 -04:00
guillaume abadie
ecff5e4123
Implements CFLAG_AllowRealTypes on SP_PCD3D_SM6
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#rb chris.waters
#preflight 611ab4c19db7df0001caead4
#ROBOMERGE-SOURCE: CL 17179929 via CL 17179943
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17179974 by guillaume abadie in ue5-release-engine-test branch]
2021-08-16 15:12:30 -04:00
charles bloom
0d2aca2169
log warning instead of check for packages not in clusters
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#rb carlmagnus.nordin
#preflight skip
#ROBOMERGE-SOURCE: CL 17176780 via CL 17176803
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17176812 by charles bloom in ue5-release-engine-test branch]
2021-08-16 11:52:07 -04:00
andriy tylychko
6bf3101dcd
deprecated FTicker and family and replaced by thread-safe FTSTicker
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#jira UE-120090
#rb francis.hurteau
#ROBOMERGE-SOURCE: CL 17176325 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17176374 by andriy tylychko in ue5-release-engine-test branch]
2021-08-16 11:09:22 -04:00
sara schvartzman
1bb3c84663
Control Rig: Fix crash in GetExposedPinChain when cycles are present
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#jira UE-121359
#rb helge.mathee
#ROBOMERGE-SOURCE: CL 17175551 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17175562 by sara schvartzman in ue5-release-engine-test branch]
2021-08-16 09:41:22 -04:00
richard talbotwatkin
d6e126ccac
Moved BSP-related functionality into a Developer module, where it can be used by plugins/modules other than UnrealEd.
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#jira UETOOL-3833
#rb Matt.Kuhlenschmidt
#ROBOMERGE-SOURCE: CL 17174912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17174925 by richard talbotwatkin in ue5-release-engine-test branch]
2021-08-16 07:51:37 -04:00
catalin dragoiu
e5210e1602
[Insights] Fix context switches not being displayed after the timing view is reopened. #rb none
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#ROBOMERGE-SOURCE: CL 17174829 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17174836 by catalin dragoiu in ue5-release-engine-test branch]
2021-08-16 07:28:45 -04:00
catalin dragoiu
fb7c56086a
[Insights] Fix TraceThreadId being assigned an incorrect SystemThreadId in ContextSwitchProvider
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#rb none
#ROBOMERGE-SOURCE: CL 17174247 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17174258 by catalin dragoiu in ue5-release-engine-test branch]
2021-08-16 06:04:54 -04:00
zousar shaker
9fef1f82df
Bump version guid for all DDC2 texture build functions.
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#rb none
#ROBOMERGE-SOURCE: CL 17163632 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17163638 by zousar shaker in ue5-release-engine-test branch]
2021-08-13 00:56:56 -04:00
jerome delattre
d0f6bf21ca
Resume UE tests pass using json report as tracking support after test pass stoped because of critical failure.
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* Implement loading Json report and resume from last know failure
* Make Gauntlet uses the retry state when critical failure occured on UE automation test.
* Capture the callstack if any and update the json report
* Attached passed log before retrying
* Use enum in json serialization and desirialization
* Use one common Event class for json report and parsing from the log
* Use an unique path for artifact at each runs/retries
* Use Json report to generate the pass summary in Gauntlet
#jira UEENGQA-38051
#rb Chris.Constantinescu, Eric.Knapick
#ROBOMERGE-SOURCE: CL 17160450 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17160467 by jerome delattre in ue5-release-engine-test branch]
2021-08-12 18:54:00 -04:00
nick darnell
56e36d246b
DataAsset - Removing moved header.
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#jira none
#ROBOMERGE-SOURCE: CL 17156010 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17156023 by nick darnell in ue5-release-engine-test branch]
2021-08-12 14:28:29 -04:00
nick darnell
3ee1d181c4
DataAsset - Change the wording some on the action to convert them to another subclass.
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#jira none
#ROBOMERGE-SOURCE: CL 17155545 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17155560 by nick darnell in ue5-release-engine-test branch]
2021-08-12 13:57:35 -04:00
nick darnell
0c8d9e2d51
DataAssets - DataAssets can now have their base class changed (single or in bulk) as a right click asset action. So if you refactor your data assets and make new subclasses it's a lot easier to upgrade existing content now.
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#jira none
#ROBOMERGE-SOURCE: CL 17155423 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17155428 by nick darnell in ue5-release-engine-test branch]
2021-08-12 13:49:50 -04:00
ben hoffman
b06cda4cb5
Deprecate old input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale)
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#jira UE-103164
#rb andy.davidson
#p4v-preflight-copy 17107710
#ROBOMERGE-SOURCE: CL 17155127 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17155141 by ben hoffman in ue5-release-engine-test branch]
2021-08-12 13:34:59 -04:00
andrew davidson
cf3ad023de
LWC: Miscellaneous double/float type conversion fixes
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#preflight 6115311a9c7bb100011a2452
#ROBOMERGE-SOURCE: CL 17153993 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17154002 by andrew davidson in ue5-release-engine-test branch]
2021-08-12 12:35:40 -04:00
matt peters
fbf9ac29ea
ZenStoreWriter: Fix missing function definition in the non-windows version of the class.
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#rb None, Trivial
#rnx
[FYI] CarlMagnus.Nordin
#ROBOMERGE-SOURCE: CL 17153556 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17153561 by matt peters in ue5-release-engine-test branch]
2021-08-12 12:11:10 -04:00
jeanfrancois dube
3252d34983
HLODs builder changes:
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- Disable collisions on generated static meshes.
- Rename generated static meshes so we know from which layer they come from.
#rb vincent.beauchemin
#preflight 61151d5519733b0001759c51
#ROBOMERGE-SOURCE: CL 17152713 via CL 17152738
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17152748 by jeanfrancois dube in ue5-release-engine-test branch]
2021-08-12 11:24:20 -04:00
catalin dragoiu
1718e48dfe
Fix non-unity error
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#rb none #rnx
#ROBOMERGE-SOURCE: CL 17152471 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17152475 by catalin dragoiu in ue5-release-engine-test branch]
2021-08-12 11:09:06 -04:00
lauren barnes
5bd8c74d4e
FAssetEditorModeUILayer now serves as a layer between a given asset editor and the mode toolkits, so that the mode toolkits can request UI panels and the asset editor determines where they are located in the asset editor layout. The first implementation is in the level editor, and all default mode UI has been moved to FModeToolkit.
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#jira UETOOL-3555
#preflight 61143dbf9c7bb10001f080b3
#rb Matt.Kuhlenschmidt
#ROBOMERGE-SOURCE: CL 17152278 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17152291 by lauren barnes in ue5-release-engine-test branch]
2021-08-12 10:54:54 -04:00