An optimization to UE_LOG exposed an issue in Clang when targeting Windows. Log statements in inline functions of imported types fail to compile.
#preflight 63f7f350ef1b24bf94367191
#rb Zousar.Shaker
#rnx
[CL 24397809 by devin doucette in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
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Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24373261 by james doverspike in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24331735 by james doverspike in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24253381 by bob tellez in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24251508 by james doverspike in ue5-main branch]
ClearOldBlockTasks can BusyWait, which can call FAsyncIOCPUWorkTask::DoTask, which can try to take a FPakAsyncReadFileHandle's CriticalSection. FPakAsyncReadFileHandle's CriticalSection must be entered first when holding both CriticalSection and CachedFilesScopeLock to prevent deadlocks.
#rb Per.Larsson
#rnx
#preflight 63e144cdc2257e56f4ee08a3
[CL 24035541 by Matt Peters in ue5-main branch]
Update to make IsSymlink() return an enum which allows callers to identify whether or not it is implemented for the calling PlatformFile. Also, added appropriate implementation for FPakPlatformFile which was the cause of ensure's on previous submission which was backed-out.
(see review https://p4-swarm.epicgames.net/reviews/23757906 for usage in SolarisEditorModule.cpp)
#rnx
#rb yiliang.siew
#rb brandon.schaefer
#rb calvin.zheng
#rb zack.neyland
#preflight 63d186e0ef20a5272dba95ae
[CL 23863390 by jared cotton in ue5-main branch]
- Port some development only exec commands to Exec_Dev.
#rb none
#preflight 63c5c97f02024f93d822d678
[CL 23734254 by jeanmichel dignard in ue5-main branch]
Refactor Mount and Unmount to only acquire one lock at a time.
Mount was calling into FPakPlatformFile::GetPakSignatureFile() and acquiring PakSignatureFileCacheLock before calling CreateFileReader() which ends up acquiring PakListCritical in FPakPlatformFile::GetMountedPaks().
Unmount was acquiring PakListCritical first and then calling into FPakPlatformFile::RemoveCachedPakSignaturesFile() and acquiring PakSignatureFileCacheLock.
#rb carlmagnus.nordin
#rnx
#preflight 638713b84004f73f6219fda9
[CL 23325188 by pj kack in ue5-main branch]
Saves ~3 MB after going from a peak of preloading ~17 000 async packages to in game streaming with a peak of ~700 async packages:
~2.2 MB in AsyncLoading (AsyncLoading2.cpp, StreamableManager.cpp)
~340 KB in FileSystem (IoDispatcherFileBackend.cpp)
~430 KB in Untagged (UObjectBase.cpp)
#rb carlmagnus.nordin
#rnx
#preflight 63496eeda8717e9453c69f2e, 63496f5aad0f7e2f203bbe35
[CL 22595150 by pj kack in ue5-main branch]