Commit Graph

237015 Commits

Author SHA1 Message Date
henrik karlsson 9183978e29 [Engine/Plugins]
* Removed includes (using IWYU) in private files

#preflight 63c79978ac35a0e9dabbe408
#rb none

[CL 23770038 by henrik karlsson in ue5-main branch]
2023-01-19 00:48:07 -05:00
ryan hummer 4d991a257e Move installer file tagging from inside a plugin definition to the installed engine build script
Also ensuring it is appropriately signed.

#rnx
#jira UE-173709
#rb Bryan.Johnson
#preflight 63c81933fb1a8cf245cedc2d

[CL 23770033 by ryan hummer in ue5-main branch]
2023-01-19 00:47:49 -05:00
henrik karlsson f811ce596e [GameplayEffect]
* Moved FGameplayEffectAttributeCaptureDefinition and corresponding enum from GameplayEffectTypes.h to their own header in order to be able to reduce dependencies

#preflight 63c8291e9f7505897cbf8540
#rb none

[CL 23770023 by henrik karlsson in ue5-main branch]
2023-01-19 00:47:22 -05:00
alex kahn 04f382fa42 [Backout] - CL23765291 - CIS Compile Editor Error
[FYI] lorry.li
Original CL Desc
-----------------------------------------------------------------
Fix the live crash due to empty platform id when recording recent players.

[REVIEW] [at]rob.cannaday [at]alejandro.aguilar
#rb [at]rob.cannaday

[CL 23770019 by alex kahn in ue5-main branch]
2023-01-19 00:47:17 -05:00
henrik karlsson 9a9bd92f84 Fixed non unity compile errors
#preflight skipped
#rb none

[CL 23770014 by henrik karlsson in ue5-main branch]
2023-01-19 00:47:07 -05:00
lorry li 2c4a858c8c Fix the live crash due to empty platform id when recording recent players.
[REVIEW] [at]rob.cannaday [at]alejandro.aguilar
#rb [at]rob.cannaday

[CL 23770012 by lorry li in ue5-main branch]
2023-01-19 00:47:02 -05:00
buildmachine 13cc74634d Documentation for build tools
#rb none

[CL 23770008 by buildmachine in ue5-main branch]
2023-01-19 00:46:44 -05:00
buildmachine 7a9e62bd66 Localization Automation using CL 23764609
[CL 23769852 by buildmachine in ue5-main branch]
2023-01-18 23:59:11 -05:00
Dan Pearson a9fcd67210 Niagara Fluids: Fix up rasterization grid sourcing.
[CL 23769388 by Dan Pearson in ue5-main branch]
2023-01-18 21:25:19 -05:00
charles bloom fe229cf1e3 OodleDataCompressionUtil : take dest buff size to ensure no overrun
#jira https://jira.it.epicgames.com/browse/FORT-546392
#preflight https://horde.devtools.epicgames.com/job/63c899cfb065224750e38076
#rb none

[CL 23768764 by charles bloom in ue5-main branch]
2023-01-18 20:24:32 -05:00
chris kulla 2bb54f083f Fix compilation issue in Unity Builds
The proper fix is to move the function to a common header, but will do this in a second pass after this unbreaks the build.

#rb trivial
#preflight skip

[CL 23768645 by chris kulla in ue5-main branch]
2023-01-18 20:11:16 -05:00
charles bloom c4eaa4a097 ImageWrapper : do check conditions in release builds for security concern
#jira https://jira.it.epicgames.com/browse/UE-172469
#preflight https://horde.devtools.epicgames.com/job/63c87a29b065224750cff178
#rb fabian.giesen

[CL 23767933 by charles bloom in ue5-main branch]
2023-01-18 19:06:30 -05:00
charles bloom e9699d4824 ImageWrapper : remove pointless SetRaw implementations
just fall through to FImageWrapperBase::SetRaw

#preflight https://horde.devtools.epicgames.com/job/63c87db5c246f148567a1361
#rb fabian.giesen
#jira none

[CL 23767920 by charles bloom in ue5-main branch]
2023-01-18 19:05:45 -05:00
Juan Portillo 75b12ce847 Remote Control:
- Fix issue with Vector Controllers not correctly updating Bound Vector Properties

#jira UE-172941
#rb Simon.Therriault
#preflight 63c882a10225f00e144a54e6

[CL 23767705 by Juan Portillo in ue5-main branch]
2023-01-18 18:58:20 -05:00
chris kulla b465175b4a Eye Adapation: Implement an extra mode that just uses the previous frame exposure to allow basic support from contexts such as ray tracing or path tracing where it isn't convenient to bind an extra buffer.
#rb Tiago.Costa
#jira none
#preflight 63c5f877b065224750d4e0b6

[CL 23767231 by chris kulla in ue5-main branch]
2023-01-18 18:37:03 -05:00
chris kulla 190f8d8252 Path Tracer: Refactor material eval/sample API to give independent control over diffuse vs specular scattering
This allows us to implement the Affect Specular control in the lights and also be able to decompose the image by the type of scattering (volume,diffuse,specular,etc..).

The PathState now stores the first scattering type in the path state so that we can decompose the image by scatter event type. Refraction is given slightly special treatment. A path is allowed to refract multiple times before we decide on the diffuse vs. specular vs volume status. This is done so that objects behind glass can be treated the same as objects seen directly. This can be important in the case of (for example) a character wearing glasses, or characters seen behind the windows of a vehicle.

Add controls to post process volume to select which lighting components we want to have enabled. This allows rendering of diffuse/specular/volume elements separately from the beauty image. These top level controls also impact early exits in the path tracer when we realize that a given path will no longer make any contribution to the image. This allows specular only or volume only renders to be faster than the combined render.


There were many refactors along the way:
 * Refactor blend mode handling to reduce the amount of logic needed. Take advantage of the fact that some modes such as modulate or holdout are only encountered with unlit mode, which the integrator will never pick for lighting calculations.
 * Move RadianceProbe eval/sample to GPULightmass only
 * Refactor all BSDFs to use V_World and L_World instead of incoming/outgoing directions as all BSDFs did this renaming immediately anyway.
 * Only pass 3 random numbers to MaterialSample as this is the most that any of the shading models uses (and the 4th component is reserved for path termination anyway).
 * Refactor all BSDFs to allow sharing of the common setup code relating to the probability of lobe selection
 * SolidGlass and ThinGlass now both implement the entire bsdf, which allows the logic for refraction to take into account all lobes at once.

#rb Patrick.Kelly
#jira UE-126337
#preflight 63c6d5d502024f93d8671a2b

[CL 23767142 by chris kulla in ue5-main branch]
2023-01-18 18:32:54 -05:00
aidin abedi 86152b0bc7 Add support for material baking custom output transmittance color and fix crash when baking invalid custom output
#jira UE-131149
#preflight 63ae50efc16855964d09967c
#review @Kevin.Ortegren @Massimo.Tristano

(based on PR #8498)

[CL 23767003 by aidin abedi in ue5-main branch]
2023-01-18 18:21:18 -05:00
Juan Portillo 5bb6c1543e Remote Control:
- Fix issue with Reordering Controller Items not correctly updating all Controller Display Indices when reordering an item downwards

#jira UE-173768
#rb Simon.Therriault
#preflight 63c873fb02024f93d8f73911

[CL 23766911 by Juan Portillo in ue5-main branch]
2023-01-18 18:12:28 -05:00
joe kirchoff d18844640c UnrealBuildTool: Prevent action conflict for WriteMetadata actions
This is a hack to maintain parity with the BuildGraph executor which allowed exporting mulitple conflicing WriteMetadata actions.

#rnx
#rb Josh.Adams
#preflight 63c87754c246f1485676eff2

[CL 23766869 by joe kirchoff in ue5-main branch]
2023-01-18 18:09:47 -05:00
chad williams 810d41e233 MoviePipeline: Reworked the queue saving UI, similar to how configuration presets work.
* The queue save/load button now indicates the name of the queue that's currently loaded, as well as its dirty state (indicated with an "*").
* The queue save/load menu now provides both "Save" and "Save As".
* When loading an existing queue, a warning will be displayed if the current queue has unsaved changes.

Note: The Modify() call was removed from UMoviePipelinePrimaryConfig because it is unnecessary and was causing the queue to become
dirtied after starting a render (even though the modifications were transient).

#jira UE-173096
#rb matt.hoffman
#preflight 63c876392a6acaf1623bd1bb

[CL 23766855 by chad williams in ue5-main branch]
2023-01-18 18:09:01 -05:00
jimmy smith 6d86d16635 [swin] Remove mention of experimental and audiomixer from the tooltip.
#jira UE-139473
#rbx
#preflight 63c876e1d206f305132879a0

[CL 23766838 by jimmy smith in ue5-main branch]
2023-01-18 18:08:39 -05:00
nicholas howe a8ee4b6253 Fix RemoveTicker Hang in HttpCacheStore.
#jira UE-174489
#rb devin.doucette
#preflight 63c85026c246f14856661f40

[CL 23766649 by nicholas howe in ue5-main branch]
2023-01-18 17:59:46 -05:00
ryan schmidt 70ac55822d ModelingMode: improve interop with new Selection System and existing Tools
Add support for Tools to provide an "output" selection. Add UGeometrySelectionManager::SetSelectionForComponent() which can set an explicit externally-provided selection. FBaseDynamicMeshSelector::UpdateSelectionFromSelection() now supports selection conversion when available and requested (is used to implement SetSelectionForComponent). New GeometrySelectionUtil functions InitializeSelectionFromTriangles() and ConvertSelection() are used to implement this (note: only Triangles->other conversion is currently supported). Add HaveAvailableGeometrySelection() and SetToolOutputGeometrySelectionForTarget() in StoredMeshSelectionUtil.h, this is the top-level function that Tools can use to set an Output selection.

ExtrudeMeshSelectionTool now emits output selection.

Update EditMeshPolygonsTool to use new Selection system and allow individual operations to be utilized as standalone Tools. Convert EditMeshPolygonsTool to be a USingleTargetWithSelectionTool, use FGeometrySelection to initialize selection. Add bTerminateOnPendingActionComplete flag, which is set when Tool is directly initialized to a specific operation, and forces tool to shut down when operation completes. This allows it to be used to more cleanly implement multiple action buttons in Modeling UI. When in this mode, selection panels are not shown. On Shutdown, now emits an "output" selection which GeometrySelectionManager can use to provide new selection to user. Update UPolygonSelectionMechanic Set/Get selection APIs to use FGeometrySelection instead of UPersistentMeshSelection.

port UVProjectionTool to derive from USingleTargetWithSelectionTool, use FGeometrySelection to initialize target ROI

deprecate UPersistentMeshSelection and related functions in StoredMeshSelectionUtil.h. Deprecate Tool Input Selection APIs in USingleSelectionMeshEditingTool and Builder.

Repurpose old ModelingMode-level PolyModel tab operations for new Selection Tools UI, now support Inset, Outset, Cut Faces, Insert Edge Loop, PushPull, and Bevel.

#rb none
#preflight 63c84fa2b065224750b9831f

[CL 23766643 by ryan schmidt in ue5-main branch]
2023-01-18 17:59:31 -05:00
phil popp 71f13f433b Fix for failure to play audio when ForceInline loading behavior selected and encoding changes.
#jira UE-174146
#preflight 63c84e96fb1a8cf245e85673
#rnx

[CL 23766631 by phil popp in ue5-main branch]
2023-01-18 17:59:06 -05:00
charles bloom 24bf4ddbcd change uses of SerializeCompressed to SerializeCompressedNew with Oodle
provide SerializeCompressedNew with default args for easier use

#preflight https://horde.devtools.epicgames.com/job/63c86c8f2a6acaf16239628d
#rb fabian.giesen

[CL 23766497 by charles bloom in ue5-main branch]
2023-01-18 17:48:24 -05:00