Commit Graph

1090 Commits

Author SHA1 Message Date
mihnea balta
5d9583c49b Fix driver version checks not working for Nvidia GPUs.
The new driver detection method (using the setup API) did not set the UserDriverVersion in the same way as the other methods, so the function which extracted the number used for comparison didn't work correctly.

Also removed a bogus cvar from BaseEngine.ini while we're at it (r.DetectAndWarnOfBadDrivers has been removed from the code years ago).

#jira UE-168877
#rnx
#lockdown Michal.Valient
#preflight https://horde.devtools.epicgames.com/job/6361413fce68f7cbb68dd599
#rb Chris.Waters

[CL 22890134 by mihnea balta in ue5-main branch]
2022-11-01 16:01:40 -04:00
devin doucette
271b9555dc Added Unreal Cloud DDC to the base cache graphs
It is disabled by default outside of Epic, and can be enabled by configuring the Default key in the StorageServers section of the Engine config.

#rb Zousar.Shaker

[CL 22836839 by devin doucette in ue5-main branch]
2022-10-28 16:07:04 -04:00
Max Chen
f57db3e0fa Sequencer: Remove Master from Sequencer
- Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots
- Internally, remove Master - Master Tracks in the MovieScene can just be Tracks

Deprecations (Properties):
- UMovieScene:MasterTracks deprecated for Tracks
- UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks
- FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime
- UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary

Deprecations (Functions):
- UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack
- UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack
- FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack
- ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime
- UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime
- UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary
- UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber
- UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig
- UMovieSceneAudioTrack: IsAMasterTrack

Classes Renamed:
- FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage
- UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem
- ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting

Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs:
- Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks)
- masterclip in FCPXML since it's an industry standard term
- masteraudiosubmix in AudioCaptureProtocol
- mastersubmix in MoviePipelineAudioRendering
- masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline
- mastersequencetime, mastertime, mastername in LevelSequence

#jira UE-158660
#preflight 634645e48a0a7b2adc5722e7
#rb matt.hoffman, andrew.rodham

[CL 22739302 by Max Chen in ue5-main branch]
2022-10-24 18:22:10 -04:00
Rafa Lecina
4f97a71822 Fix some deprecations and issues found in OnlineSubsystemFacebook RESTful implementation
- Using bUsePopup=false was making very easy to break the login flow
 - Added some commands to test facebook login/logout/list friends
 - Removed deprecated permissions and fields
 - Fixed redirection parsing. It was not properly handling errors so login was kept unfinished
 - Fixed parsing user picture data

#jira UE-162599
#review @Sam.Zamani, @Bertrand.Carre, @Chris.Varnsverry
#preflight 6343f9f64062366babe7730f

[CL 22558156 by Rafa Lecina in ue5-main branch]
2022-10-17 03:38:23 -04:00
KXOC
3ba8ec5dde PR #9561: Remove FFR redirect from BaseEngine, should be in plugin (Contributed by KXOC)
#preflight 6345005f4062366bab3446c2
#rb Arciel.Rekman
#jira UE-163543

[CL 22466432 by KXOC in ue5-main branch]
2022-10-11 17:54:44 -04:00
brian bekich
5e354fa5ea Deprecating AES ECB packet handler component
Updated AES GCM packet handler to no longer be in beta

#jira UE-166532
#preflight 634078c3090af7205c1a6cc3
#lockdown julien.marchand

[CL 22412608 by brian bekich in ue5-main branch]
2022-10-07 19:39:56 -04:00
josh adams
b4b723bfa6 - More modernization of Xcode, focusing on Mac, IOS plist still needs a lot of work
- Premade "template" plist files for Mac, MacEditor, IOS, and added a PlistMode to choose between updating a template plist (from engine) or using a "baked" out plist that Xcode won't really mess with (this is still a work in progress, as it still needs thought on how to handle IOS premade vs Mac template, etc)
- Updating icons to using xcassets instead of .icns file
- Added post build step for UBT to write out build versions (increments each build) to a .xcconfig for Xcode to put into the .plist, but it reads previous value. Not terrible, but it still  needs work

#rb adam.king
#preflight 632c7e8ee23e50651b43139b

[CL 22137251 by josh adams in ue5-main branch]
2022-09-22 11:42:27 -04:00
dmytro vovk
74518c88ed Enable libc++_shared.so dependency validation of Android binaries.
#jira none
#rb trivial
[FYI] Chris.Babcock
#preflight 632b49e4d747fe52c8e7588e

[CL 22121007 by dmytro vovk in ue5-main branch]
2022-09-21 15:41:28 -04:00
jurre debaare
6adc0bd4cf Add missing property redirects related to CL 21790683
#jira UE-151123
#rb trivial
#preflight 632b0f2d9840225da2cf4cd7

[CL 22114125 by jurre debaare in ue5-main branch]
2022-09-21 11:40:48 -04:00
Ident
b709cb0217 PR #9564: Fixed typo in "Set Fade In" node of DecalComponent (Contributed by Ident)
Also adds core redirect for backward compatibility.

#preflight 6329c6c1f87253e0210fef80
#rb jeremy.moore

[CL 22092013 by Ident in ue5-main branch]
2022-09-20 10:20:17 -04:00
axel riffard
b701c98a7e Set Metal minimum flow for iOS and MacOS
#jira UE-163352
#rb adam.kinge
#preflight 632954d3fc7f1efbdf238155

[CL 22089354 by axel riffard in ue5-main branch]
2022-09-20 03:10:30 -04:00
michael atchison
24a54f78f8 Integrate schema into lobbies.
[REVIEW] [at]rob.cannaday [at]eric.day [at]chris.varnsverry [at]alejandro.aguilar
#jira OI-3779
#preflight 6317bdbdb069eea9ab163c51

[CL 22087334 by michael atchison in ue5-main branch]
2022-09-19 22:27:36 -04:00
axel riffard
4b07986399 Change minimum metal version in base engine
#jira UE-163352
#rb trivial
#preflight none

[CL 21979663 by axel riffard in ue5-main branch]
2022-09-13 02:57:36 -04:00
axel riffard
c64aa2de93 Catalina, iOS 14 removal
Metal 2.3 removed, Metal 3.0 added for Mac

#jira UE-163352
#rb adam.kinge bertrand.carre
#preflight 631ea7eb94758d0bf2008668

[CL 21960671 by axel riffard in ue5-main branch]
2022-09-11 23:47:08 -04:00
ludovic chabant
0a5208c137 Rename UMatineeCameraShake to ULegacyCameraShake
#rb matt.hoffman
#jira UE-105313
#preflight 6317b8c4ec45fbf3d7d44a02

[CL 21861993 by ludovic chabant in ue5-main branch]
2022-09-07 16:51:29 -04:00
Alexis Matte
dbe309dcdb Interchange: Add missing default value for the GenericPipelineClass
#jira none
#rb none
#rnx
#preflight skip

[CL 21742153 by Alexis Matte in ue5-main branch]
2022-09-01 11:36:36 -04:00
dmytro vovk
314efb631c Include libc++_shared.so in Android packages by default due to EOSSDK dependency on it
#jira UE-160831
#rb trivial
#preflight 630cc6a1556fc14dce464f5a

[CL 21677129 by dmytro vovk in ue5-main branch]
2022-08-29 10:11:10 -04:00
David Hibbitts
23b7051f68 Moved cine camera lens and filmback presets from the CineCameraComponent to a new CineCameraSettings class that appears in the project settings. This allows users to view and edit their own presets easily without needing to edit an INI file
#rb matt.hoffman, ludovic.chabant
#preflight 63079ac80968fbaf691e0b23

[CL 21566885 by David Hibbitts in ue5-main branch]
2022-08-25 12:30:57 -04:00
ben zeigler
9ea9312867 Fix broken redirects discovered by running -DebugCoreRedirects on the engine
Some of these needed full paths after the path lookup changes, some were out of date, and some were typos
#jira UE-161345
#rb matt.peters
#preflight 6306824e5a5d4e462465eaf7

[CL 21566281 by ben zeigler in ue5-main branch]
2022-08-25 11:56:33 -04:00
Josh Adams
f9d61b7246 - Fixed a bug with stub IPAs
- Re-disabled automatic code signing
#rb trivial
#preflight skip

[CL 21547157 by Josh Adams in ue5-main branch]
2022-08-24 14:11:33 -04:00
JeanMichel Dignard
5d6387bc55 Interchange
- Allow different pipelines per asset type so that we don't show all the asset options when importing simple assets likes textures and materials.
- Allow to choose to display the config dialog per asset type so that we can skip it for things like textures.

- Added default stack overrides per asset type.
- Added show config dialog overrides per asset type.
- Added a DefaultTexturePipeline asset which is the Generic Texture Pipeline with the "Import Textures" option hidden.
- Added a DefaultMaterialPipeline asset which is the Generic Material Pipeline with the "Import Materials" option hidden.
- Generic Material Pipeline: Split the import materials option from the type of material to import as so that we can configure their visibility independently.
- Moved the generic texture pipeline from the generic asset pipeline to the generic material pipeline so that we can use the generic material pipeline on its own.

#rb jeanluc.corenthin, alexis.matte
#preflight 63057a415a5d4e4624424ac9

[CL 21529451 by JeanMichel Dignard in ue5-main branch]
2022-08-23 21:27:28 -04:00
Jeff Fisher
773631b6f9 UE-147894 Delete WMR
-Remove the deprecated WindowsMixedReality and AzureSpatialAnchorsForWMR plugins.
#jira UE-147894
#review-21507768
#rb Robert.Srinivasiah
#preflight 630554dc5a5d4e46243727f3

[CL 21523822 by Jeff Fisher in ue5-main branch]
2022-08-23 18:49:58 -04:00
Josh Adams
2060045e96 - More work on "modern xcode" mode (automatic signing works well, xcode can generate plists/entitlements, shared settings between Mac/IOS/TVOS). Needs the bUseModernXcode ini setting (see BaseEngine.ini) to activate
- Indexing improvements
- No longer asks to auto-create schemes, since we create all schemes needed
- Sped up the run-only project generation to skip a lot of cruft

#preflight 63041e960061f895d0fe3ccf
#rb ian.fox,roman.dzieciol (i am submitting without their final sign-off)
#preflight 63051c23516bef57ffb5b1c2

[CL 21517539 by Josh Adams in ue5-main branch]
2022-08-23 15:40:10 -04:00
paul chipchase
dc4779a5e3 Add a number of ways for the VA backend connections to be changed to lazy initialize on first use.
#rb Devin.Doucette
#jira UE-161599
#rnx
#preflight 6303c8d65a5d4e4624e7bf52

- There are some use cases that require the VA system to be initialized and configured correctly but would prefer that the backend connections only run if absolutely needed (usually when a payload is pulled or pushed for the first time), this change provides four different ways of doing this:
-- Setting [Core.VirtualizationModule]LazyInitConnections=true in the Engine ini file
-- Setting the define 'UE_VIRTUALIZATION_CONNECTION_LAZY_INIT' to 1 in a programs .target.cs
-- Running with the commandline option -VA-LazyInitConnections
-- Setting the cvar 'VA.LazyInitConnections' to 1 (only works if it is set before the VA system is initialized, changing it mid editor via the console does nothing)
--- Note that after the config file, each setting there only opts into lazy initializing the connections, setting the cvar to 0 for example will not prevent the cmdline from opting in etc.

- In the future we will allow the connection code to run async, so the latency can be hidden behind the editor loading, but for the current use case we are taking the minimal approach.
-- This means we only support the backend being in 3 states. No connection has been made yet, the connection is broken and the connection is working.
-- To keep things simple we only record if we have attempted to connect the backends or not. We don't check individual backends nor do we try to reconnect failed ones etc. This is all scheduled for a future work item.
- If the connections are not initialized when the VA system is, we wait until the first time someone calls one of the virtualization methods that will actually use a connection: Push/Pull/Query
-- We try connecting all of the backends at once, even if they won't be used in the call to keep things simple.
- Only the source control backend makes use of the connection system. The horde storage (http) backend could take advantage too, but it is currently unused and most likely going to just be deleted so there seemed little point updating it.
- If we try to run an operation on an unconnected backend we only log to verbose. This is to maintain existing behaviour where a failed backend would not be mounted at all. This logging will likely be revisited in a future work item.

[CL 21511855 by paul chipchase in ue5-main branch]
2022-08-23 13:01:15 -04:00
dmytro vovk
5bad8f37b7 Removed legacy Android Project Settings
#rb Chris.Babcock

[CL 21467626 by dmytro vovk in ue5-main branch]
2022-08-19 19:18:13 -04:00