[REVIEW] [at]brian.bekich, [at]louisphilippe.seguin, [at]richard.smith
#rb andrew.ladenberger
#rnx
#localization none
#tests PIE
[CL 24509700 by anton dunchev in ue5-main branch]
- TimeToLife for cell to send destruction is configurable and overridable by the game per GridSpatialization2DNode
- Exposed ReplicatedDormantDestructionInfosPerFrame CVar to have control over optimization levers
- Added Profiler markers to measure impact of enabling dormant actor cleanup
#rb brian.bekich, LouisPhilippe.Seguin
[FYI] andrew.ladenberger
#tests PIE
[CL 23781800 by anton dunchev in ue5-main branch]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn
#preflight 63bf8d8b577437afe607dc72
#rb none
[CL 23659643 by henrik karlsson in ue5-main branch]
* Refactored Dependent actor lists so the child actors are stored by streaming levels
* Now dependent actors are not replicated if the connection does not have the streaming level loaded
* Added FLevelBasedActorList struct to RepGraph plugin. Holds actors based on their level (permanent or streaming)
#jira UE-159638
#rb Ryan.Gerleve, Brian.Bekich
[CL 23480107 by louisphilippe seguin in ue5-main branch]
Change FReplicationGraphCSVTracker::PostReplicateActor to take enum flags.
#rb LouisPhilippe.Seguin
#preflight 63503b82b13bfb29ebf8671a
[CL 22647222 by ryan gerleve in ue5-main branch]
The grid is densely stored and risks very high memory usage at large coordinates.
#jira UE-165198
#rb louisphilippe.seguin
#preflight 6334c113691c0168b71c21f7
[CL 22240520 by ryan gerleve in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
* Added optional config that will prevent Actors from replicating if they are not BeginPlay yet.
* Enabled via net.ReplicateOnlyBeginPlay
* The only exception is if a RPC is called on an actor before BeginPlay and opens the ActorChannel
* When opening the channel to send the RPC, we need to serialize the actor to open the channel correctly.
* Even if the actor is not begin play we will set up his components for replication and serialize him anyway.
* Note that sending rpcs this early is not recommened if the BeginPlay on the authority sets replicated variables that the client needs in his BeginPlay too.
# Defaults to true in FortniteGame
#jira UE-160463, FORT-499928
#rb Brian.Bekich
[CL 21500389 by louisphilippe seguin in ue5-main branch]
Replaced "master" with "main" at ReplicationGraph.h/.cpp
#jira UE-158584
#review @thomas.sarkanen
#preflight 62cea5eaf30df2b55bed965f
[CL 21069494 by jaime cifuentes in ue5-main branch]
Initial submit, compiled out by default.
#rb Peter.Engstrom,Mattias.Hornlund,Brian.Bekich,Ryan.Gerleve,John.Barrett
#jira UE-158381
#preflight /62cd6fc7ad490b52da0515a3
[CL 21068370 by Peter Engstrom in ue5-main branch]
* Prevent actors outside the destruction radius but inside the current OutOfRange radius check from being added to the OutOfRange list.
* Instead keep actors in the PendingDestructionList until they get inside the send radius or outside the OutOfRange radius.
#rb Brian.Bekich, Jon.Sourbeer
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 20229549 via CL 20229567 via CL 20229593 via CL 20229612
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20231614 by louisphilippe seguin in ue5-main branch]