- GDTF Importer
- Blueprints nodes for DMX
- RemoteOffset is now computed from the offset between UniverseRemoteStart and UniverseLocalStart. And UniverseRemoteStart is set directly by the user.
- Store DMX Input Monitor console Protocol and Universe ID on .ini files.
- Fix Get DMX Active Mode Function Values only returning byte sized values.
- Add whitelist platforms to DMX plugins' modules.
- Remove DMXEvent Handler and move event to subsystem
- Fix: Universe channels were all reset when selecting a different protocol from the Fader properties panel.
It happened because a new universe would always replace existing ones when collecting universes from a UDMXEntityUniverseManaged.
- Rename SendDMX and SendDMXRaw map parameters to clarify their intent.
UI changes
- Universe "Channel" property is now labeled "Address";
- On the Input Monitor, "Final Universe ID" is now "Universe ID" (before, it was a result from other values);
- Moved the code that sets new Universes' directionality to Output into the PostEditChangeChainProperty function of UDMXEntityUniverseManaged;
- Clamp Universe ID value for faders in the Output Console;
- Don't display a slider for Fader's Universe ID value anymore. Depending on the protocol selected, the slider would only go halfway.
#fyi vincent.beauchemin, alejandro.arango
#author Denys.Dubinin, Rodrigo.Villani, Konstantine.Lisetski
#rb patrick.boutot
#jira none
[CL 11536219 by Patrick Boutot in 4.25 branch]
Recompile MikkTSpace to include debug symbols in release so we can see callstacks
- Negligible performance impact (<0.2% of total scene import time) when importing a mesh heavy scene (DATASET-0008a)
#jira UE-88333
#rb Jean-Michel.Dignard
[CL 11535830 by danny couture in 4.25 branch]
- Fix a comparison bug in VHACD Volume::Voxelize causing the number of voxels to explode when x == y and z < x.
- Activate axis alignment in VHACD to fix huge voxels being created due to an elongated part being placed diagonally in the voxel space causing precision problems.
- Make the data ordering in vhacdVolume GetVoxel more cache friendly toward loops iterating over (i,j,k) in that order.
- Parallelize bulk convex hull computation and make it available in blueprint.
- Replace standard allocator with our own (TBB) so that the parallel code actually runs faster instead of locking on allocs.
- Add an overridable task runner interface in VHACD to reuse our task pool instead of spawning threads for each async task.
- Add an overridable profiler interface in VHACD so we can add Insights tags inside VHACD.
- Fix convex hull computation progress not being shown when run inside a dataprep operation.
- Rewrite voxel flood fill algorithm toward cache friendliness and get rid of extra data structure causing high memory usage on large voxels.
- Recompile VHACD using clang/llvm
Results for running a generic convex hull dataprep operation on all meshes
- 305m @ 20GB RAM -> 2m25s @ 6GB RAM on 7628 meshes (DATASET-0019a)
- 486m @ 49GB RAM -> 3m33s @ 9GB RAM on 5506 meshes (DATASET-0008a)
Tested on Windows/Mac/Linux
From dev-enterprise@11497987
#jira UEENT-3026
#rb Benn.Gallagher, Julien.St-Jean
[CL 11499409 by danny couture in 4.25 branch]
-Fixed confusion between localAnchorId and cloudAnchorIdentifier
-Added GetCloudAnchors blueprint and accessors to get all the current cloud anchors that exist.
-Duplicating fix from dev-vr
#jira UE-88865
#review-11286507
#rb Joe.Conley
[CL 11460006 by Jeff Fisher in 4.25 branch]
- This prevents an error being displayed in the log before staging.
#review-11458300 @jack.porter
#jira UE-86335
#rb jack.porter
[CL 11458335 by Anthony Bills in 4.25 branch]
Includes BuildForLinuxAArch64.sh cross compilation scripts
Adds LinuxAArch64 back to installed engine builds (CL 11419001)
#jira UE-88745
#rb Brandon.Schaefer
[CL 11452535 by Michael Sartain in 4.25 branch]