- -nommio on the commandline will disble it for testing
#rb gil.gribb
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 4963115 via CL 4963118 via CL 4963812 via CL 4969283
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5031108 by josh adams in Dev-VR branch]
- Added memory mapped IO concept to the engine
- Implemented and tested on Windows and IOS
- Not in use by anything yet, however, as the use cases are narrow and special (bulk data that does not need massaging after load - so it can be swapped out and back in silently by OS)
[FYI] gil.gribb,chris.babcock
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 4842051 via CL 4845281 via CL 4845299
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4845342 by josh adams in Dev-VR branch]
--------------------------------------
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 4042043 by Steve.Robb
GitHub #4705 : Added weak lambda's for delegates and multicast delegates.
Change 4042056 by Robert.Manuszewski
Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.
Change 4042104 by Robert.Manuszewski
Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects
+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command
Change 4042377 by Robert.Manuszewski
Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.
+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame
Change 4042427 by Robert.Manuszewski
Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running
Change 4042482 by Robert.Manuszewski
Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection
Change 4042635 by Robert.Manuszewski
Fix for a potential assert when incremental purge garbage is pending and something forces a full purge
Change 4044092 by Steve.Robb
Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.
Change 4044102 by Robert.Manuszewski
Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled
Change 4044113 by Steve.Robb
Another Clang fix.
Change 4044160 by Robert.Manuszewski
Disregard For GC pool will now be enabled by default in cooked builds
Change 4044287 by Steve.Robb
Typo fix.
Change 4047723 by Graeme.Thornton
TBA: Fixes for import/export name cache and object resolving
Change 4048015 by Graeme.Thornton
TBA: Weak/Soft/Lazy pointer serialization changes
* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.
Change 4048021 by Steve.Robb
Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr.
TIsMemberPointer added.
TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.
Change 4048544 by Robert.Manuszewski
Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.
Change 4051028 by Graeme.Thornton
TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false
Change 4051056 by Graeme.Thornton
TBA: High level tagged property / UObject base class text serialization
- UObject serialize converted to structured archive
- Properties written to text individually with text tags, and then binary adapted values
- Only saves, doesn't load
Change 4051111 by Graeme.Thornton
TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up
Change 4051154 by Graeme.Thornton
TBA: Convert a few uobject serializers to structured archive format for example purposes
Change 4051181 by Graeme.Thornton
TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty
Change 4051197 by Graeme.Thornton
TBA: ObjectProperty text serialization
Change 4051216 by Graeme.Thornton
Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.
Change 4051261 by Graeme.Thornton
TBA: Convert UMetaData to structured archive
Change 4051374 by Steve.Robb
Incorrect assert removed.
Change 4051562 by Robert.Manuszewski
Adding stats for the new GC internal functions
Change 4051614 by Graeme.Thornton
TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.
Change 4052512 by Graeme.Thornton
TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.
Change 4053917 by Robert.Manuszewski
Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects
Change 4053919 by Robert.Manuszewski
Added the ability to disable incremental BeginDestroy in ini/project settings
Change 4055518 by Daniel.Lamb
Fixup for deterministic audio generation issue.
Submitted on behalf of Rich.Whitehouse
#jira nojira
#test prefilght automated test.
Change 4056854 by Graeme.Thornton
TBA: Added a test asset to EngineTest which contains all the different property types and test cases.
Change 4056858 by Graeme.Thornton
TBA: Updated USetProperty to proper structured archive usage
Change 4056872 by Graeme.Thornton
TBA: Add map property field to test object
Change 4056873 by Graeme.Thornton
TBA: Convert UMapProperty to full structured archive
Change 4056994 by Graeme.Thornton
TBA: Converted FText over to structured archive. Implemented saving, but not loading.
Change 4059728 by Ben.Marsh
UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.
Change 4059805 by Graeme.Thornton
Fixed typo in text serialization. Fixes CIS automation test errors
Change 4060007 by Graeme.Thornton
TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.
Change 4060092 by Stefan.Boberg
Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)
When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).
At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.
Change 4060108 by Stefan.Boberg
Introduced some additional target platform utilities to help with asset cook optimizations
* We now assign each ITargetPlatform a zero-based ordinal value
* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.
These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.
Change 4060143 by Graeme.Thornton
Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007
Needs some other changes that I haven't checked in yet...
Change 4062432 by Ben.Marsh
Fix error message when enumerating P4 changes.
Change 4062648 by Ben.Marsh
Add missing p4 integration action.
Change 4063620 by Graeme.Thornton
Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.
(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)
Change 4066963 by Robert.Manuszewski
Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.
Change 4067133 by Robert.Manuszewski
Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.
Change 4067443 by Steve.Robb
FString can now be constructed from any char pointer type and length.
Change 4068156 by Steve.Robb
Fix necessary because of FString constructor change in CL# 4067443.
Change 4070258 by Graeme.Thornton
Fixes for VSCode
Change 4070372 by Graeme.Thornton
TBA: Script struct serialization to structured archives
Change 4071913 by Ben.Marsh
Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.
Change 4071914 by Ben.Marsh
Missing files.
Change 4071937 by Ben.Marsh
Missing header.
Change 4072015 by Ben.Marsh
Fixes for compiling PakFileUtilities as part of the editor.
Change 4072826 by Steve.Robb
TBitArray::Reserve() added.
TBitArray::Add() overloaded to allow adding multiple bits.
TSparseArray::Reserve() optimized to call the overloaded Add().
Change 4073271 by Daniel.Lamb
Fixed add patch tier in project launcher passing the wrong commandline option to UAT.
#test none
Change 4074708 by James.Hopkin
#core Removed redundant Casts
Change 4074763 by Steve.Robb
Fix for TSparseArray::Reserve() size.
Change 4076063 by Ben.Marsh
Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.
Change 4077064 by Robert.Manuszewski
Fixing compile error in PakFileUtilities
Change 4077144 by Graeme.Thornton
TBA: TextAssetCommandlet improvements
* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid
Change 4077412 by Ben.Marsh
Set the correct exit code for UnrealPak. Should return 0 on success, not 1.
Change 4077760 by Graeme.Thornton
TBA: Loading fixed for tagged property serialization
Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives
Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.
Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.
Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.
Change 4078800 by Ben.Marsh
Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.
Change 4079745 by Graeme.Thornton
TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)
Change 4079847 by Graeme.Thornton
TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.
Change 4079925 by Ben.Marsh
Fix incorrect assignment when deriving name for chunked pak file.
Change 4080214 by Ben.Marsh
Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.
Change 4082394 by Graeme.Thornton
CIS fix for variable shadowing warning
Change 4082583 by Ben.Marsh
Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.
Change 4082652 by Ben.Marsh
Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.
Change 4082755 by Graeme.Thornton
Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.
Change 4082756 by Graeme.Thornton
Fixed some incorrect documentation for pakfile compressed chunk headers
Change 4082883 by Graeme.Thornton
Static analysis warning fix
Change 4082912 by Ben.Marsh
Move ExceptionUtils into DotNETUtilities.
Change 4085291 by Graeme.Thornton
TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input
Change 4085523 by Graeme.Thornton
TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.
Change 4086037 by Robert.Manuszewski
Fix for a potential race condition when two threads want to acquire GC lock
Change 4088655 by Graeme.Thornton
Pak creation now uses the bEnablePakSigning setting from the crypto config json file
Change 4091474 by Steve.Robb
Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
Unused variables removed.
Change 4093632 by Steve.Robb
CIS fixes.
Change 4093656 by Graeme.Thornton
Build fix
Change 4093744 by Ben.Marsh
Allow per-chunk settings for whether to enable compression in UnrealPak.
Change 4099712 by Gil.Gribb
UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.
#jira UE-59686
Change 4099912 by Stefan.Boberg
Cooking timer optimizations:
- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code
This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC
Change 4100519 by Stefan.Boberg
Quick fix for Linux build issue introduced in 4099927
Change 4105327 by Stefan.Boberg
Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.
Fixes check when using -FullLoadAndSave to cook
Change 4105448 by Stefan.Boberg
- Fixed Linux build warning re: member initialization order
- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.
Change 4109031 by Ben.Marsh
Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.
Change 4109588 by Ben.Marsh
UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.
Change 4109595 by Ben.Marsh
Missing project file for DotNETUtilities.
Change 4110724 by Stefan.Boberg
Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.
The locking was redundant since the annotation maps are managed per thread anyway.
Change 4111304 by Ben.Marsh
UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.
As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.
Change 4112708 by Steve.Robb
Fix for TBitArray::MaxBits in assignment.
Change 4114133 by Stefan.Boberg
Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.
Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.
- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit
Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)
Change 4115010 by Robert.Manuszewski
Fixing CIS
Change 4115249 by Robert.Manuszewski
Fixing async loading code asserts when exiting game very early due to an error
#jira UE-56267
Change 4117091 by Ben.Marsh
Prevent doubled-up lines when writing status updates with console log verbosity.
Change 4117207 by Ben.Marsh
UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.
Change 4119175 by Ben.Marsh
UGS: Fix crash writing version files when directory does not already exist.
Change 4119987 by Ben.Marsh
UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.
Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).
Change 4119991 by Ben.Marsh
Update version number for UGS launcher to 1.13.
Change 4121943 by Robert.Manuszewski
Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)
Change 4122592 by Steve.Robb
GitHub #4762 : Improve wording and grammar of Math comments
Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().
Change 4122819 by Stefan.Boberg
Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter
This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.
Change 4122872 by Stefan.Boberg
CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.
Change 4123109 by Stefan.Boberg
- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion
Change 4123455 by Ben.Marsh
PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)
Change 4124207 by Ben.Marsh
UBT: Remove some unnecessary indirection for generated code paths.
Change 4124217 by Ben.Marsh
UBT: Remove another unused variable from UEBuildModuleCPP.
Change 4124377 by Stefan.Boberg
In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again
Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion
Change 4125071 by Stefan.Boberg
Some tweaks to FQueuedThreadPoolBase scheduling and memory management
- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work
Change 4126132 by Ben.Marsh
UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.
Change 4126867 by Graeme.Thornton
TBA: Fix tagged binary formatter
Change 4127010 by Robert.Manuszewski
AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.
Change 4127932 by Ben.Marsh
WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.
Change 4129050 by Ben.Marsh
UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.
Change 4129459 by Graeme.Thornton
TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory
Change 4129515 by Graeme.Thornton
TBA: Add EnterRecord overload that allows outputting of available field names when loading.
Change 4129517 by Graeme.Thornton
TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end
Change 4129518 by Graeme.Thornton
TBA: Added a local const bool to allow easy hacking out of text asset loading support
Change 4129558 by Graeme.Thornton
TBA: Build fix for textasset-less configs
Change 4129614 by Ben.Marsh
UGS: Main window is now restored to normal size when activated by clicking on the tray icon.
#jira UE-60490
Change 4129618 by Ben.Marsh
UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.
Change 4131936 by Robert.Manuszewski
Removing some WIP code accidentally checked in with CL #4121943
Change 4133490 by Ben.Marsh
UGS: Allow the $(Change) variable to be used in more places than just the context menu.
#jira UE-60573
Change 4133550 by Ben.Marsh
UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.
#jira UE-60554
Change 4133681 by Ben.Marsh
UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).
The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.
The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.
Example:
[Default]
+SafeToDeleteFolders=/MyGame/Test/
+SafeToDeleteFolders=/DataService/
+SafeToDeleteExtensions=.xx1
+SafeToDeleteExtensions=.xx2
#jira UE-60575
Change 4135449 by Ben.Marsh
Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)
Change 4135730 by Ben.Marsh
UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.
Change 4135823 by Ben.Marsh
UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.
Change 4135945 by Ben.Marsh
UBT: Fix error running programs with no explicitly enabled or disabled plugins.
Change 4137207 by Ben.Marsh
UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".
Change 4137311 by Stefan.Boberg
Removed child cooker support.
In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.
Change 4137393 by Ben.Marsh
UGS: Fix display of multiline errors in the status panel.
Change 4141708 by Steve.Robb
GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate
#jira UE-45490
Change 4146655 by Stefan.Boberg
Removed FullGCAssetClasses logic - no longer necessary nor useful
Change 4147318 by Ben.Marsh
UGS: Compress build badges in a column if it shrinks below the size that they would be visible.
Change 4148207 by Ben.Marsh
UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:
+ServiceBadges=RoboMerge
Change 4148282 by Stefan.Boberg
Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value
Change 4148344 by Stefan.Boberg
Fixed minor indentation error (most likely caused by sloppy merge)
Change 4148521 by Stefan.Boberg
Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp
Change 4148639 by Ben.Marsh
UGS: Fix tooltips not showing for changes that have description badges.
Change 4149373 by Ben.Marsh
UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:
+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")
Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.
Change 4149399 by Ben.Marsh
UGS: Update version to 1.143.
Change 4155660 by Steve.Robb
PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.
Change 4157117 by Ben.Marsh
Fix warning due to plugins disabled in .target.cs file.
Change 4158011 by Ben.Marsh
UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.
Change 4158646 by Ben.Marsh
UGS: Fix exception when login is discovered to have expired during a workspace update.
Change 4158678 by Ben.Marsh
UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.
Change 4158683 by Ben.Marsh
UGS: Add an unhandled exception filter which sends the exception data to the backend.
Change 4159131 by Ben.Marsh
UGS: Reduce the number of characters displayed for build badges based on the available space.
Change 4159194 by Graeme.Thornton
TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types
Change 4159239 by Steve.Robb
Improved readability and compliance with coding standards.
Change 4159246 by Ben.Marsh
UGS: Allow syncing projects where source code is not available (and various version files don't exist).
#jira UE-60985
Change 4159286 by Ben.Marsh
UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.
#jira UE-60986
Change 4159302 by Ben.Marsh
UGS: Update version to 1.144.
Change 4160308 by Ben.Marsh
All staging client executables for blueprint projects.
#jira UE-60983
Change 4161567 by Steve.Robb
GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended
Change 4162641 by Ben.Marsh
UGS: Allow customizing the position of custom columns, via the Index=N attribute.
Change 4162647 by Ben.Marsh
UGS: Update version to 1.145.
Change 4165319 by Robert.Manuszewski
PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)
Change 4166150 by Ben.Marsh
UGS: Include *.inl when looking for code changes.
Change 4166551 by Steve.Robb
Whitespace fixes caused by a bad merge.
Change 4168483 by Ben.Marsh
UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.
Change 4168490 by Ben.Marsh
UGS: Update version to 1.146.
Change 4168551 by Ben.Marsh
UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.
Change 4168560 by Ben.Marsh
UBT: Remove static config variable for controlling which configuration of UHT to use.
Change 4171296 by Ben.Marsh
UGS: Move the check for overlong paths earlier.
Change 4171531 by Ben.Marsh
UBT: Fix exception if BuildConfiguration.xml contains an unknown category.
Change 4183371 by Robert.Manuszewski
Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early
Change 4184312 by Ben.Marsh
UGS: Update version to 1.148
Change 4184480 by Robert.Manuszewski
Removing unused async loading stat
Change 4186390 by Ben.Marsh
UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.
Change 4188644 by Ben.Marsh
UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.
Change 4188647 by Ben.Marsh
UBT: Fix exception in target receipt when architecture is null.
Change 4189617 by Ben.Marsh
Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).
Change 4189740 by Ben.Marsh
UAT: Remote code to build UnrealPak when packaging; we use the editor now.
Change 4189860 by Ben.Marsh
UGS: Make the filter for excluding automated lighting rebuilds more explicit.
Change 4190082 by Ben.Marsh
Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.
- Allow edit and continue for any configuration, not just debug.
- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
- Removed code that tracks PDB output files, since they're modified multiple times during a build.
- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.
#jira
Change 4192949 by Ben.Marsh
UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)
Change 4193218 by Ben.Marsh
Fix formatting.
Change 4197252 by Mike.Erwin
UAT: Fix log output w/ correct count of non-code projects.
#jira none
Change 4197941 by Ben.Marsh
UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.
Change 4197964 by Ben.Marsh
UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.
Change 4198144 by Ben.Marsh
UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".
Change 4198413 by Ben.Marsh
UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.
Change 4198779 by Ben.Marsh
UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.
Change 4198825 by Ben.Marsh
UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.
Change 4199341 by Ben.Marsh
UGS: Update version to 1.149
Change 4199642 by Chad.Garyet
- Deprecate CISController
- Add BuildController to replace CIS GET/POST for builds
- Add LatestController, GET does what CIS/GET used to do
- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
- Latest/GET now returns "LatestData" object instead of array of longs
- Updated EventMonitor to match all API changes
- Fixed bug where IDs were getting reset to initial startup values every update loop
Change 4199663 by Chad.Garyet
CIS controller still needs to return an array of longs
#jira none
Change 4199680 by Ben.Marsh
UGS: Update version to 1.150
Change 4200457 by Ben.Marsh
Merging CIS fix for non-development configurations.
Change 4200472 by Mike.Erwin
UAT: fix -skipbuildclient param default
It was defaulting to skipbuildeditor's value, likely a copy-paste error.
#jira none
Change 4202595 by Ben.Marsh
Fix static analysis warning due to constant comparison against macro.
Change 4203250 by Ben.Marsh
UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.
Change 4206191 by Ben.Marsh
Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.
Change 4213011 by Ben.Marsh
UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.
Change 4213487 by Ben.Marsh
UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.
Change 4213609 by Ben.Marsh
Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.
Change 4215971 by Ben.Marsh
UBT: Remove action graph visualization code; no longer used.
Change 4215996 by Ben.Marsh
UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.
Change 4216022 by Ben.Marsh
UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.
Change 4216031 by Ben.Marsh
UBT: Move all the action executors into their own folder in the project.
Change 4216526 by Ben.Marsh
Fix CIS warnings.
Change 4216544 by Ben.Marsh
Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.
Change 4216633 by Ben.Marsh
Add support for UnrealPak plugins.
* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
* Programs can now load any runtime modules, as long as they are whitelisted.
* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
* UnrealPak is now always built by default when packaging
* Convert UnrealPak to a modular configuration
Change 4216736 by Ben.Marsh
UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...
Change 4217447 by Ben.Marsh
Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml
Change 4217451 by Ben.Marsh
Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs
Change 4217617 by Ben.Marsh
Back out changelist 4217451
Change 4222552 by Ben.Marsh
Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.
Change 4222630 by Ben.Marsh
UBT: Fix spam while generating project files if Clang isn't installed.
Change 4223316 by Ben.Marsh
UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.
Change 4223318 by Ben.Marsh
UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).
Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.
Change 4223401 by Ben.Marsh
UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.
Change 4223899 by Ben.Marsh
UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.
Change 4224637 by Ben.Marsh
Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.
Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.
Change 4224710 by Ben.Marsh
UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.
Change 4224715 by Ben.Marsh
UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.
Change 4224726 by Ben.Marsh
Remove commented out line.
Change 4224903 by Ben.Marsh
Fix non-unity compile error in Stats2.h.
Change 4225051 by Ben.Marsh
Back out changelist 4224710; causing CIS errors due to receipts not matching.
Change 4225134 by Ben.Marsh
Fixing non-unity errors.
Change 4225203 by Ben.Marsh
Another non-unity fix.
Change 4225249 by Ben.Marsh
Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.
#jira UE-62001
Change 4225512 by Ben.Marsh
BuildGraph: Allow setting the target to build when using the <CsCompile> task.
Change 4228815 by Ben.Marsh
UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.
Change 4228944 by Ben.Marsh
UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.
Change 4229028 by Ben.Marsh
UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.
Change 4229065 by Ben.Marsh
UBT: Move another target setting into the rules assembly.
Change 4229105 by Ben.Marsh
Fix BPT exception when generating project files.
Change 4229311 by Ben.Marsh
UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.
Change 4229421 by Ben.Marsh
UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.
Change 4229817 by Ben.Marsh
UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.
Change 4229824 by Ben.Marsh
UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.
Change 4229841 by Ben.Marsh
UBT: Remove some legacy code from auto-detecting PCHs.
Change 4230521 by Ben.Marsh
UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)
Change 4230871 by Ben.Marsh
UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.
Change 4230882 by Ben.Marsh
UAT: Add StreamUtils back into UAT, seems like it's still used there.
Change 4230896 by Ben.Marsh
UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.
Change 4231014 by Ben.Marsh
WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.
Change 4231032 by Ben.Marsh
Fix CIS.
Change 4231096 by Ben.Marsh
Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.
Change 4231446 by Ben.Marsh
UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).
Change 4231460 by Ben.Marsh
Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.
Change 4233909 by Robert.Manuszewski
PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)
Change 4233910 by Ben.Marsh
Enable PCHs on IOS. Reduces build time by ~25%.
Change 4234176 by Ben.Marsh
UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.
Change 4234193 by Ben.Marsh
Add the Delete command to Perforce wrapper in DotNETUtilities.
Change 4234688 by Ben.Marsh
UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.
Change 4234711 by Ben.Marsh
UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).
Example usage (from a .build.cs file):
RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);
Change 4234872 by Ben.Marsh
Expose a flag for whether the engine is installed, to fix issues generating project files.
Change 4234929 by Ben.Marsh
Fix null reference generating receipts when UBT makefiles are active.
Change 4235883 by Chad.Garyet
Merging 4231245 to core
Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
#jira UE-61955
Change 4236075 by Ben.Marsh
CIS fix
Change 4237066 by Robert.Manuszewski
Fix for a potential crash when terminating the engine while it's being initialized
#jira UE-60545
Change 4237078 by Robert.Manuszewski
The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor
Change 4237116 by Ben.Marsh
Rewrite some Windows utility functions to support paths longer than MAX_PATH.
Change 4237158 by Ben.Marsh
Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().
Change 4237159 by Ben.Marsh
Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.
Change 4239050 by Ben.Marsh
Missing file
Change 4239318 by Ben.Marsh
Linux CIS fix.
Change 4239685 by Ben.Marsh
Static analysis CIS fix.
Change 4240800 by Ben.Marsh
WorkspaceTool: Include the full command line in the log for any P4 commands.
Change 4240903 by Ben.Marsh
PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)
Change 4241025 by Ben.Marsh
UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.
Change 4241770 by Ben.Marsh
UBT: Include action number in parallel executor output.
#jira UE-62032
Change 4243469 by Ben.Marsh
TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.
Change 4245723 by Robert.Manuszewski
Fixing another creash when terminating the engine while initializing.
#jira UE-60545
Change 4245862 by Steve.Robb
VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.
Change 4246412 by Robert.Manuszewski
The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.
Change 4246612 by Ben.Marsh
UBT: Fix spelling of "Intellisense".
Change 4249454 by Robert.Manuszewski
Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read
Change 4249513 by Robert.Manuszewski
Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread
Change 4255207 by Ben.Marsh
UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.
Change 4255288 by Ben.Marsh
PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)
Change 4256422 by Ben.Marsh
UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.
Change 4257385 by Robert.Manuszewski
Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.
Change 4257454 by Robert.Manuszewski
Added the option to filter clusters listed with gc.ListClusters by objects within them.
Usage:
gc.ListClusters Hierachy With=ObjectName1,ObjectName2...
Change 4257526 by Robert.Manuszewski
It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line
Change 4257822 by Ben.Marsh
Fixes for PlatformShowcase compile errors.
Change 4258771 by Ben.Marsh
UBT: Fix project files not being generated for foreign projects when creating .stub files.
#jira UE-62462
Change 4258790 by Ben.Marsh
UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.
Change 4259276 by Ben.Marsh
UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.
Change 4259280 by Ben.Marsh
UBT: Fix embedded framework zips not being uploaded for plugins.
#jira UE-62485
Change 4260236 by Ben.Marsh
UBT: Fix path to generated engine project file.
Change 4260334 by Ben.Marsh
UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.
Change 4260361 by Ben.Marsh
UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)
Change 4260559 by Ben.Marsh
UGS: Update version.
Change 4261160 by Robert.Manuszewski
MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)
#jira UE-62495
Change 4261421 by Ben.Marsh
Force-sync files for building documentation, to fix issues with files not being updated.
#jira UE-62413
Change 4261425 by Ben.Marsh
UBT: Remove some leftover functions for handling the remote toolchain.
Change 4261530 by Ben.Marsh
UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.
Change 4261611 by Ben.Marsh
UBT: Downgrade warning to a log message, since it appears when generating project files.
Change 4261710 by Ben.Marsh
Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.
#jira UE-62545
Change 4261831 by Ben.Marsh
Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.
#jira UE-62463, UE-62384
Change 4262723 by Ben.Marsh
Whitelist plugins that need to be loaded by UFE.
#jira UE-62564
Change 4265444 by Ben.Marsh
Fix incorrect executable name for DebugGame configurations in Xcode.
#jira UE-62574
Change 4265892 by Ben.Marsh
Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.
#jira UE-62575, UE-62603, UE-62597
Change 4266019 by Josh.Adams
- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE
Change 4266264 by Ben.Marsh
Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.
This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.
#jira UE-62578
Change 4266273 by Ben.Marsh
Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.
Change 4266614 by Graeme.Thornton
Fix crash when cooking nativized blueprints due to removal of child cooker system.
Change 4266763 by Ben.Marsh
Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.
#jira UE-62584
Change 4267985 by Robert.Manuszewski
When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated
#jira UE-62600
Change 4268558 by Robert.Manuszewski
PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.
#jira UE-62600
Change 4269011 by Chad.Garyet
- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
Wildcard match was only substringing to 3 chars.
- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
Published to ugsapi server 8/8/17
#jira none
Change 4270788 by Ben.Marsh
Fix IOS provisioning data being using when remote compiling on TVOS.
#jira UE-62705
Change 4271916 by Ben.Marsh
Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.
Change 4271934 by Ben.Marsh
Upload all static libraries in plugin folders as part of remote builds.
#jira UE-62694
Change 4273368 by Ben.Marsh
Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.
#jira UE-62705
Change 4274049 by Ben.Marsh
Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.
#jira UE-62751
Change 4274823 by Ben.Marsh
Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.
Change 4275838 by Ben.Marsh
Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.
Change 4275913 by Ben.Marsh
Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.
Change 4284161 by Ben.Marsh
Allow mirroring Oodle files to remote Mac.
Change 4074774 by Steve.Robb
Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
TArray::HeapPop() made to work with move-only types.
Change 4082591 by Ben.Marsh
Move the Log class from UBT to DotNetUtilities.
Change 4083236 by Ben.Marsh
Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)
Change 4084107 by Ben.Marsh
UAT: Remove the unused -SkipHeader argument to UE4Build.
Change 4089771 by Steve.Robb
GitHub #4743 : modified VirtualAlloc function flag
https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411
Change 4091456 by Steve.Robb
Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.
Change 4156437 by Ben.Marsh
Lots and lots of fixes compiling for Clang on Windows.
Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!
* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
* Clang is now supported through AutoSDKs; will be added to CIS.
* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)
Change 4157389 by Ben.Marsh
Few more fixes for compiling the editor with Clang.
Change 4183911 by Ben.Marsh
Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.
* Incremental linking no longer forces PDB files to be enabled for source files.
* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
* Icon update is disabled for Windows when incremental linking is enabled.
* Removed rarely-used setting to always delete produced items before each build.
Change 4184311 by Ben.Marsh
UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.
The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):
[Default]
; Set this to a network share which contains the SDK installers for your site
SdkInstallerDir=
; All the required SDKs for the current version of the engine
+SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
+SdkInfo=(Category="Windows", Description="Visual Studio 2017")
+SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
+SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")
Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.
The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).
Change 4200452 by Ben.Marsh
UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.
Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.
Change 4206189 by Ben.Marsh
UBT: Simplify logic for precompiling binaries.
* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
* Precompiled file lists have been removed from target receipts.
* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.
Change 4215466 by Ben.Marsh
UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.
Change 4215975 by Ben.Marsh
UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).
Change 4220154 by Ben.Marsh
Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.
Change 4224708 by Ben.Marsh
Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.
Change 4224958 by Ben.Marsh
Remove CoreMinimal.h includes from Core.
Change 4229059 by Ben.Marsh
UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.
Change 4230508 by Ben.Marsh
Fixup precompiled header setting for samples and games.
Change 4231457 by Ben.Marsh
Fix exceptions in log messages having trailing newlines.
Change 4232406 by Ben.Marsh
UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.
Change 4234177 by Ben.Marsh
Set up private PCH files everywhere that previously used them.
Change 4235973 by Ben.Marsh
Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.
Change 4238842 by Ben.Marsh
Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).
Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).
* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
* Fix 512 character maximum length on editor commands.
260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.
Change 4255042 by Ben.Marsh
UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.
The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.
Change 4260567 by Ben.Marsh
UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.
#rb none
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4287799 by jason bestimt in Dev-VR branch]
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 [at] 4119625)
============================
MAJOR FEATURES & CHANGES
============================
Change 4119625 by Thomas.Sarkanen
Prevented Blueprint notifies from destroying the animation preview actor
We now use a custom actor class in the preview scene.
Also prevented snim instnace class from being altered from Blueprint.
#jira UE-55335 - Modifying animation preview actors from notifies can crash the engine
Change 4119481 by Cosmin.Sulea
UE-58371 - Various actions utilizing Cook by the Book for certain platforms crash the editor
#jira UE-58371
Change 4119455 by Cosmin.Sulea
UE-59711 - TVOS/iOS fails to build from Windows with numerous errors 'no such file or directory' (reviewed)
#jira UE-59711
Change 4119195 by Ryan.Gerleve
Fixing shootergame leaderboards to increment properly. This fixes rows not incrementing properly.
#Jira UE-58999
#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.20 of change#4085065 by Jake.Leonard on 2018/05/21 20:10:53.
Change 4119192 by Ryan.Gerleve
Fixing the SteamAuth interface from not shutting off if the packet handlers do not exist.
#Jira UE-58697
#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.20 of change#4072153 by Jake.Leonard on 2018/05/14 18:44:30.
Change 4119191 by Ryan.Gerleve
SetDedicatedServer before login to fix bad functional usage.
#Jira UE-58310
#AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.20 of change#4059028 by Jake.Leonard on 2018/05/08 18:19:10.
Change 4119104 by Shaun.Kime
Syncing with fixing in Dev-Niagara up to CL 4118934
Making it so that you can only AddParameters in graphs where it makes sense to do so. Promoting variables also follows the same logic.
#jira UE-58070
#tests made dynamic input, function, and module graphs and made sure that each one was only capable of creating the types that were proper
Fix for community issue where you could connect an input and output node and encounter a check that the warnings variable array was no longer the same size as the variables array.
#jira UE-60076
#tests auto-tests pass as well as jira use case
Houdini - Niagara:
Added a version to FNiagaraDataInterfaceParametersCS_HoudiniCSV to avoid further issue when deserializing them.
Fixed bug causing no points to spawn when all points in a file spawned at the same time value.
Removed unneeded tests/restriction when calling functions requiring time value on file without time values.
When no time value is in the file, it is cosidered to always be 0.
Fixed differences between GPU/CPU code.
Fixed special attributes column for Vectors in the CSV file not properly named after being expanded.
Houdini - Niagara:
Moved the logic of GetPointIDsToSpawnAtTime to HoudiniCSV so the function can be called from blueprints.
Renamed the MinIndex/MaxIndex parameters on it to MinId/MaxID.
Multiple fixes to the spline component, which hasn't received attention in a long time. It is only supported on CPU VM.
#tests new auto-test now passes
#jira UE-60111
System Sim for Update On Spawn
#jira UE-59518
Fix for crash where dynamic inputs didn't have a proper parameter map input value.
#tests new auto-test added
#jira UE-50994
Houdini-Niagara:
Updated the uplugin file.
Change 4119056 by Nick.Shin
#jira UE-59573 HTML5 foliage is being scaled massively
Change 4119055 by Nick.Shin
#jira UE-58440 HTML package crashes when F5 key is pressed
Change 4118965 by Joe.Conley
#jira UE-59755 "Magic Leap: Project setting to set vulkan or ES2 needs to be removed"
- Removing "EditAnywhere" from ULuminRuntimeSettings::bUseVulkan (and category because it errors if you have a category on something that is not EditAnywhere)
- Defaulting [/Script/LuminRuntimeSettings.LuminRuntimeSettings] bUseVulkan to true
Tested that bUseVulkan is true in a new project, and that the setting is now hidden from Project Settings > Magic Leap > Build
Change 4118929 by Wyeth.Johnson
Niagara Content Examples
Friction and restitution examples
#jira UE-60030
Change 4118832 by Fred.Kimberley
Mirror CL 4070790 from Dev-Framework
fix crash in watch window when blueprints that are being watched get deleted.
Add support to the watch window for renaming assets that are being watched.
Fix a bug that made the non-instanced watches show up if the watch window was opened while execution was paused at a breakpoint.
#jira UE-58974, UE-58977
Change 4118826 by Brandon.Schaefer
Use setlocale to be portable for all locales
#jira UE-59922
Change 4118817 by Frank.Fella
Niagara - Reset cached dependency data when the emitter view models are refreshed in the system. Fixes incorrect dependencies when applying changes from parent emitters in systems.
#jira UE-60005
Change 4118785 by Wyeth.Johnson
Niagara Content Examples
Simple collision example (and collision queries dependencies)
#jira UE-60030
Change 4118775 by Lauren.Ridge
Fix for undo spam when changing colors in the gradient editor
#jira UE-57194
Change 4118724 by Frank.Fella
Niagara - Fix issues with editing burst keys through the timeline context menu.
#jira UE-60133
Change 4118490 by Frank.Fella
Niagara - Prevent parameter store change events with uninitialized data.
#jira UE-60122
Change 4118383 by Frank.Fella
Niagara - Prevent a crash when the user sets the loop duration of their emitter to be negative.
#jira UE-60118
Change 4118297 by Dan.Oconnor
Unhide debug filter for level blueprints - it is useful when a user wants to filter based on the world
#jira UE-59915
Change 4118288 by Ben.Marsh
Force the Visual Studio interop library to be included in the installed build. This isn't technically necessary (it has EmbedInteropTypes=true, so gets compiled into the executable), but QA sometimes attempt to rebuild it in-place.
#jira UE-60048
Change 4118271 by Max.Chen
Movie Scene Capture: Fix crash switching capture protocols.
#jira UE-60113
Change 4118185 by Arne.Schober
RL - Fix circlebreaking code in the resorting of force delete
#jira UE-60083
Change 4118048 by Ben.Marsh
Fix runtime dependencies referenced by precompiled modules for monolithic target platforms not being included in the receipt.
#jira UE-59721
Change 4118015 by Wyeth.Johnson
Niagara Content Examples
Solver position management, event generators, event receivers, ribbon even receiver.
#jira UE-60030
Change 4117936 by Lauren.Ridge
Can attempt to enter simulate no matter what the last play session is. Using Alt+S while using any PIE method other than Play in Current Viewport will silently fail; Alt+S using Play In Current Viewport will transition to simulate.
#jira UE-60075
Change 4117883 by Andrew.Rodham
Sequencer: Fixed crash caused by re-allocation of the same named camera cuts track
#jira UE-47661
Change 4117876 by Mitchell.Wilson
Initial check in of combined PhotorealisticCharacter and DigitalHuman samples.
#jira UE-60097
Change 4117819 by Lina.Halper
Fix issue where master bone map does not exists when master pose component is serialized
- allow force update master pose component
#jira: UE-59634
Change 4117800 by Lina.Halper
Prevent Master pose component chain
#jira:UE-59957
Change 4117750 by Martin.Wilson
Keep source raw animation data in sync with raw when cropping.
#jira UE-58675
Change 4117717 by Frank.Fella
Niagara - Fix an issue where deleting a module and undoing would not restore input values for rapid iteration parameters.
#jira UE-60080
Change 4117702 by Ben.Marsh
Add a static assert that Visual Studio 15.6 must be installed to build the engine. Previous versions had various issues, including bad code generation causing crashes in the editor, UTF-8 BOMs being inserted into source files, etc...
#jira
Change 4117516 by Dmitriy.Dyomin
Fixed: Crash when performing an undo after generating LOD of a level
#jira UE-58293
Change 4117318 by Simon.Therriault
D3D12Viewport
- Fix for D3D12 Invalid Error message
#jira UE-60091
Change 4117293 by Dan.Oconnor
Add warning to detect default value changes when assets were saved in earlier versions of the editor, which may have had bad default value information on some call function nodes
#jira UE-58298
Change 4116709 by Marc.Audy
Fix bitpacking regression in FBodyInstance
#jira
Change 4116693 by Wyeth.Johnson
ContentExamples: Dynamic beams with variable start points, end points, tangents in local or worldspace.
#jira UE-60030
Change 4116691 by Frank.Fella
Niagara - Prevent multiple save prompt dialogs on shut down when you have script or emitter editors open with unsaved changes and you decide not to save them.
#jira UE-60068
Change 4116648 by Michael.Trepka
Updated minumum macOS version required to run the editor to 10.13.5
#jira none
Change 4116639 by mason.seay
Updated Sequence to be 60fps
#jira UE-29618
Change 4116634 by Frank.Fella
Niagara - Prevent missing dependencies from loading all niagara script assets.
#jira UE-60038
Change 4116629 by Frank.Fella
Niagara - Prevent an assert when undoing dependency fixes in the stack.
#jira UE-60039
Change 4116626 by Frank.Fella
Niagara - Fix a crash caused by delegates not being cleaned up properly in the emitter view model.
#jira UE-60063
Change 4116618 by Max.Chen
Movie Scene Capture: Fix to use automated level sequence capture ui name so that it's the same as the dialog settings.
#jira UE-59997
Change 4116522 by Wyeth.Johnson
ContentExamples: Simple sprite emitter, simple mesh emitter, and deleted the temp particle in the content examples stub folder.
#jira UE-60030
Change 4116479 by Francis.Hurteau
fixed compilation by commenting static assert in AddReferencedObject
#jira UE-60058
Change 4116407 by Uriel.Doyon
Fixed texture ending up in the unkown ref heuristic when changing material quality levels.
#jira UE-60060
Change 4116340 by Jamie.Dale
Avoid Memcmp if size is zero
#jira none
Change 4116132 by Francis.Hurteau
fixed a crash when GC triggered while Sequencer FBX import window is opened (i.e. Autosave)
added missing static asserts and fixed resulting compilation error
#jira UE-60049
Change 4116036 by Wyeth.Johnson
Rollback //UE4/Release-4.20/Samples/ContentExamples/ContentExamples.uproject to revision 2
#jira UE-60030
Change 4116011 by Lina.Halper
We set default setting to tick on init - as it's more user friendly option
#jira: UE-56303
Change 4115980 by Michael.Dupuis
#jira none: buildfix linux
Change 4115975 by Wyeth.Johnson
Beam content example, static beams. Adjust size and distribution of content example map
#jira UE-60030
Change 4115900 by Mark.Satterthwaite
More build fixes, this time for Debug on iOS.
#jira UE-59883
Change 4115740 by Uriel.Doyon
Fixed asset thumbnail crash when exiting at the same time the game engine is closing.
#jira UE-58271
Change 4115686 by Francis.Hurteau
Do not import a camera track if we aren't creating cameras or importing on selected objects
#jira UE-59347
Change 4115682 by Marc.Audy
Fix crash when Pin has been deleted already
Use MoveTemp in a few places with construction of FWatchRows
#jira UE-59847
Change 4115673 by Lina.Halper
Fix crash when remapping pose asset to new skeleton
#jira: UE-59499
Change 4115668 by Uriel.Doyon
Re-enabled pix on windows
#jira UE-59174
Change 4115540 by Michael.Dupuis
#jira UE-59256: When rebuilding procedural foliage allow the foliage to be rebuilt
Fixed a scale issue that would give a much lower fistance factor than expected
Change 4115468 by Lina.Halper
Merging using Fortnite-Main<->Release4.20
Change to ensure to track down the issue better.
#jira: UE-58010
Change 4115399 by Mitchell.Wilson
Submitting initial Niagara content examples level and content path.
#jira UE-60025
Change 4115375 by Sorin.Gradinaru
UE-59066 Intermittent RemoteSessionApp crash
#jira UE-59066
#4.30
Memory leak fixed.
Change 4115373 by Sorin.Gradinaru
UE-55180 Cook on the Fly server quits unexpectedly using Windows UFE to iOS
#jira UE-55180
#4.20
rb Jack.Porter
Check if the CookOutputDir exists to prevent exception on EnumerateFiles().ToList()
Change 4115246 by Benn.Gallagher
From Nvidia: Fixes to incremental AABB to better organise the query tree as we were quickly blowing a stack in one of our tests. Test now succeeds with these changes.
#jira UE-59191
Change 4115125 by Benn.Gallagher
Fixed clothing LOD update receiving empty bone transform array on initialization if a master pose component was used
#jira UE-59878
Change 4114593 by Tim.Gautier
Enabling Niagara, Niagara Extras, and HoudiniNiagara by default in QAGame
#jira UE-29618
Change 4114589 by Ryan.Vance
Oculus SI 1.25
#jira UEVR-1143
Change 4114420 by Matt.Kuhlenschmidt
Fix UMG anchor prompts being wrong on mac
#jira UE-59998
Change 4114351 by Uriel.Doyon
Refactor LargeMemoryWriter code so that the DuplicateDataArchive could reuse the large alloc managment.
#jira UE-56509
Change 4114271 by Uriel.Doyon
Changed virtual path when streaming textures, so that it clears the IO requests on an async task instead of in the renderthread.
#jira UE-57614
Change 4114258 by Arne.Schober
RL - The uniformbuffer description is cached in multiple levels for shader compilation. Notable Caches are the ShaderDirectoryFileMapping the MMCP File cache and multiple other smaller file caches along the way. Instead of invalidating those caches I made the Uniform buffer layout completely immutable for all Platform varieties. Differences in lauout are triggered via defines as a progammer would have done it writing the code by hand. THe padding has been unified between GLSL and HLSL padding rules and theoretically work for both of them uniformly.
#jira UE-58707
Change 4114182 by Max.Chen
Sequencer: Expand the clamp range when necessary if the sequencer window expands.
This fixes a new bug where the view range would not update because TimeSliderController::SetViewRange now clamps the incoming view range to the clamp range. In one case, tick marks in the display were cached using the view range and weren't getting updated as the window was resizing because the view range remained clamped.
#jira UE-59982
Change 4114156 by Mark.Satterthwaite
Update for new Xcode metal shader compiler requiring different arguments. Make some slight changes to make some behaviour and error reports clearer.
#jira UE-60011
Change 4114143 by mason.seay
Resaved asset to remove error
#jira UE-29618
Change 4114128 by Chris.Babcock
Add Mali G72 device profile for Android
#jira UE-60009
#ue4
#android
Change 4114070 by Jamie.Dale
Fixed crash on shutdown after binding python member function to delegate
#jira UE-59949
Change 4114030 by Max.Chen
Sequencer: Fix crash with stale section pointer
#jira UE-59971
Change 4113978 by Arne.Schober
RL - D3d12 issues with resource allocation and de allocation when the RHI is not alive yet.
UDN https://udn.unrealengine.com/questions/434516/check-problems-in-shipping.html
#jira none
Change 4113967 by Arne.Schober
RL - The uniformbuffer description is cached in multiple levels for shader compilation. Notable Caches are the ShaderDirectoryFileMapping the MMCP File cache and multiple other smaller file caches along the way. Instead of invalidating those caches I made the Uniform buffer layout completely immutable for all Platform varieties. Differences in lauout are triggered via defines as a progammer would have done it writing the code by hand. THe padding has been unified between GLSL and HLSL padding rules and theoretically work for both of them uniformly.
#jira UE-58707
Change 4113957 by Arne.Schober
RL - The uniformbuffer description is cached in multiple levels for shader compilation. Notable Caches are the ShaderDirectoryFileMapping the MMCP File cache and multiple other smaller file caches along the way. Instead of invalidating those caches I made the Uniform buffer layout completely immutable for all Platform varieties. Differences in lauout are triggered via defines as a progammer would have done it writing the code by hand. THe padding has been unified between GLSL and HLSL padding rules and theoretically work for both of them uniformly.
#jira UE-58707
Change 4113946 by Arne.Schober
RL - Fix issue where force delete materials crashes because the creation order gets out of order
#jira UE-58480
Change 4113936 by Arne.Schober
RL - Fix CPU skin emulation, where the SSE code was unpacking the underlying tangent SNORM data as UNORM
#jira UE-58732
Change 4113881 by Shaun.Kime
Catching up 4.20 to Dev-Niagara as of CL 4111104
Change 4075849 by Wyeth.Johnson
Metadata on location and velocity modules, new DI
Change 4076028 by Frank.Fella
Niagara - Fix an issue where the list of relevant scripts in the shared script view model could get out of sync when changing properties on an emitter such as interpolated spawning and gpu simulation. This could result in an emitter recompiling forever if it started as GPU and was then switched to CPU and then a force compile was requested since it would include the GPU script when determing the compile status, but it would never compile it.
#jira UE-59220
Change 4076925 by Frank.Fella
Niagara - Adding and removing pins from an assignment node wasn't correctly invalidating the graph which I broke with my crash fix 4058428 since I thought the refresh call would do that.
#jira UE-59249
Change 4076971 by Frank.Fella
Niagara - Made few changes to stack issue handling while fixing an issue where the stack error wouldn't change when the compile error changed.
+ Changed the unique identifier for stack issues to be automatically generated from a hash of the combined stack editor data key and the long description of the error.
+ Changed the stack issue unique identifier from an FName to an FString to avoid poluting the name table with lots of generated hash strings.
+ Encapsulated all of the stack issue data to validate the required inputs.
#jira UE-59251
Change 4076974 by Frank.Fella
Niagara - Minor change missed in last checkin.
Change 4076990 by Frank.Fella
Niagara - Fix the assignment node so that it uses a "Begin Defaults" node instead of a regular input node when it's hooking up linked defaults.
#jira UE-59224
Change 4077392 by jonathan.lindquist
Changing pin order
Change 4077426 by Wyeth.Johnson
transform position DI
Change 4077636 by Frank.Fella
Niagara - Fix an issue where the stack function input collection wasn't generating errors correctly due to data being cached between refreshes which became stale.
#jira UE-59269
Change 4078004 by jonathan.lindquist
Submitting progress on a module
Change 4078009 by jonathan.lindquist
changing a variable name in rotate around point
Change 4078043 by Frank.Fella
Niagara - Fix the stack function input so that it cleans up properly when removing pins from assignment nodes, also fix undo for the remove operation.
#jira UE-59271
Change 4078063 by Shaun.Kime
Fixing debug particle data texture usage
#tests n/a
Change 4079110 by jonathan.lindquist
Submitting a cone mask function
Change 4079161 by jonathan.lindquist
Adding a new cone mask module
Change 4079164 by jonathan.lindquist
Adding a description to the cone mask function
Change 4079166 by jonathan.lindquist
Submitting a new cone mask dynamic input
Change 4079988 by Yannick.Lange
Set persistend guid for if node input pins on creating a new output pin.
Change 4080531 by jonathan.lindquist
New cone based mask for curl noise contributions. Additional meta data descriptions for other inputs.
Change 4080541 by jonathan.lindquist
Exposing the cone axis variable
Change 4080544 by jonathan.lindquist
One more meta data tweak :D
Change 4081107 by Shaun.Kime
Fixing underlying GPU collision system after Rendering refactored to use the FSceneTexturesUniformParameters instead of individual textures. Note that GPU collision only works with the primary back buffer. We will need more work to support split-screen or PIP.
#tests Collsion test GPU now is functional, but we still get a few nondeterministic strays in different directions keeping me from turning it on at the moment
Change 4081111 by Shaun.Kime
Updating the compile GUID because the previous change adjusted generated code
#tests n/a
Change 4081231 by Shaun.Kime
Allowing several descriptions to be multiline, accessible by Shift + Enter.
#tests created descriptions for both module fields and modules themselves that were multi-line. confirmed UI was correct.
Change 4081552 by Jonathan.Lindquist
Additional tooltips/documentation
Change 4081566 by Jonathan.Lindquist
Changing split linear color's pin order
Change 4081646 by Shaun.Kime
Added tooltips to the parameter map get and set nodes that should grealy improve understanding.
#tests n/a
Change 4082769 by Yannick.Lange
Pins and parameters unique name on creation
Change 4082792 by Yannick.Lange
Fix: Adding a property pin to a Niagara Module Script map node creates a duplicate of that property in the Properties menu
#jira UE-58823
Change 4082851 by jonathan.lindquist
Ensuring that the latest version of this content is available for Simon
Change 4082875 by Yannick.Lange
Parameter, source and dest pins of a parameter map node have a subcategories. Only pins with the parameter subcategory will be found by the graph.
#jira UE-57692
Change 4083076 by Wyeth.Johnson
Gnomon asset for example content
Change 4083783 by Frank.Fella
Niagara - Fix issues with drag/drop
+ Don't allow the user to drop a module if the usage flags of the target script aren't supported.
+ Allow dragging to different scripts event if they are in different graphs, or different emitters.
+ Transfer rapid iteration paramters correctly when moving modules between scripts.
+ Fix undo for rapid iteration paramters when undoing a move.
#jira UE-59340
#jira UE-59401
Change 4083999 by Bradut.Palas
Improved functionality of module dependencies: intercategory module dependencies now work, module order is fixed.
#tests none
#jira UE-58200
Change 4084002 by Shaun.Kime
Validating modules reads and writes.
You cannot read/write from particles namespace in system and emitter scripts
You cannot write to user or NPC namespaces ever
You cannot write to system/emitter namespaces in particle scripts
#tests auto-tests pass
Change 4084419 by jonathan.lindquist
Changing default texture assignments to work with the new project directory.
Change 4084595 by jonathan.lindquist
Submitting a new material that will generate a 3d sphere on a sprite using world position offset and pixel depth offset.
Change 4084603 by Jonathan.Lindquist
New thumbnail
Change 4084607 by jonathan.lindquist
Submitting final variable settings for the skeletal mesh reproduction particle system
Change 4084649 by jonathan.lindquist
Finalizing sampling mesh code after exploring multiple approaches.
Change 4084746 by Frank.Fella
Niagara - When creating the render state in the niagara component, also send the dynamic data the same frame since the emitter might not actually tick the next frame.
#jira UE-57696
#tests engine tests.
Change 4085536 by Yannick.Lange
Fix assert attempting to add a Niagara emitter parameter to a system before tracking an emitter.
Also passes all graphs to the add button, to avoid any use of Graphs[0] in SNiagaraParameterMapView.
#jira UE-58832
Change 4085757 by Yannick.Lange
Prevent circular connections when trying to connect pins
#jira UE-55541
Change 4086086 by Bradut.Palas
Fixing static code analysis issues by moving the RefreshIssues call inside the FunctionCallNode nullcheck
#tests none
Change 4086155 by jonathan.lindquist
Updating meta data etc.
Change 4086965 by Olaf.Piesche
Fixing uniform buffer alignment and padding to 16 bytes for all vector types; bumping vec2 and vec3 uniforms to vec4, and adding component mask to code chunk for accesses to uniform chunks according to their initial type
OpenGL requires this since because adherence to the std140 memory layout is shaky at best when it comes to sub-16-byte vector types
Change 4086968 by Olaf.Piesche
Making division by 0xFFFFFFFF explicitly unsigned, because OpenGL otherwise assumes it's a signed int, just dividing by -1
Change 4086975 by Frank.Fella
Niagara - Renderer update fixes.
+ Trigger data object changed when adding, removing, and changing the enabled state of renderers so that the simulation updates.
+ Fix undo for changing the enabled state on renderers.
#jira UE-57696
#jira UE-59390
Change 4087008 by Frank.Fella
Niagara - When refreshing the sequencer tracks in the emitter/system editor don't set sequencer the time to 0. This fixes an issue where modifying data in the timeline and undo would reset the time to 0 when paused rather than resimulating.
#jira UE-59463
Change 4087030 by Shaun.Kime
Fixing when you can create certain pin types to prevent invalid types from appearing in the list.
#tests autotests pass on PC
Change 4087271 by jonathan.lindquist
Adding an option to clamp particles.velocity's magnitude.
Change 4087279 by Wyeth.Johnson
Comments and dependencies
Change 4087333 by Wyeth.Johnson
Bitmask useage flags on forces to adhere to standards, plus dependencies
Change 4087636 by Wyeth.Johnson
Age related dependencies on update modules
Change 4087702 by Shaun.Kime
Getting translation set up for Frank's rapid iteration parameter rework in support for default dynamic inputs
#tests n/a
Change 4087992 by jonathan.lindquist
Adding a limit force module
Change 4088872 by Yannick.Lange
Fix renaming variables will not work if the user is only changing capitalization.
#jira UE-59119
Change 4088891 by Yannick.Lange
Fix adding a new attribute makes it hidden in the attribute spreadsheet. Now shows the added attribute when doing a new capture.
#jira UE-57167
Change 4089072 by Yannick.Lange
Reorder parameter list categories
Change 4089164 by jonathan.lindquist
Adding a velocity clamp feature and an acceleration clamp
Change 4089953 by Bradut.Palas
Disabled modules no longer display errors.
Also, enabling/disabling modules is now registered with the Undo system
Also fixed the GUID generation for all issues, now issues are properly differentiated from each other on refresh.
#tests none
Change 4090194 by Shaun.Kime
Fixing auto tests after acceleration force defaulted to world instead of local
#tests all pass
Change 4090195 by Shaun.Kime
Cleaning up UI for code view
#tests n/a
Change 4090198 by jonathan.lindquist
Setting the fallback vector to 0,0,0
Change 4090430 by jonathan.lindquist
Removing a reciprocal operation from the node. Now we use a single divide. Also, I added another length calculation to provide the proper length of the input fallback vector. This is important for cases in which the user specifies that the fallback vector should be 0,0,0 or another unnormalized value. Previously, the fallback vector length always returned 1.
Change 4090512 by Shaun.Kime
Fix for crash during Jonathan's deletion of the Set node in SolveForcesInVelocity.
#tests n/a
Change 4090534 by jonathan.lindquist
New acceleration limit
Change 4090676 by Olaf.Piesche
GPU Spawning auto test
Change 4090770 by Shaun.Kime
Curl noise bug test case
Change 4090796 by Olaf.Piesche
Added missing abs for GPU sim
Change 4091368 by Bradut.Palas
Also removing issues from disabled input collections and renderer items
#tests none
Change 4091417 by Simon.Tovey
Making emitter local space a constant embeded directly into emitter and particle scripts.
Allows a lot of optimization and exposes the value to emitter scripts properly.
Change 4091727 by jonathan.lindquist
Exposing delta time as an advanced input and organizing the graph
Change 4091788 by Bradut.Palas
#jira UE-54678 fIxing issues with refresh of skeletal mesh details
#tests none
Change 4092040 by Frank.Fella
Niagara - Fix some issues with modify, transactions, and change ids which was causing assets to be dirty or modified on load, or were allowing internal operation to be undone.
+ Move some transactions from public utility functions into private functions called by menu items in the UNiagaraNodeWithDynamicPins.
+ Prevent a few modify calls in UNiagaraEmitter from marking the package dirty since they're sometimes called as a result of compiling and in the other cases earlier modifies would have already marked the package dirty.
+ In the system view model, don't create transactions when adding an emitter if the system view model is in emitter asset mode since the user should be able to undo it.
+ In the system toolkit when opening an emitter asset initialize, clean up, and propagate the rapid iteration parameters before copying the emitter to prevent the change ids from getting out of sync after the compile completes.
+ In the system toolkit when trying to see if an emitter has changed using the change ids, use the last synced id from the copied emitter instead of the original emitter since duplicating the emitter can change the id, and there's not way to set it externally.
#jira UE-59517
#jira UE-59566
Change 4092700 by jonathan.lindquist
Removed param groups. We're now using inline bools to enable or disable limits on velocity and acceleration
Change 4093032 by Shaun.Kime
Fixing display of errors
#tests now errors in compilation properly display
Change 4093172 by Shaun.Kime
Curl noise cpu/gpu test map
#tests added last known good
Change 4094156 by Damien.Pernuit
Fixed crash in the editor when opening a Niagara Emitter/Script containing outdated script functions.
Fixed incorrect type cast, FNiagaraFloat instead of FNiagaraInt32.
Change 4094515 by Tim.Gautier
Enabled Niagara + Niagara Extras in QAGame
Change 4094674 by jonathan.lindquist
submitting an example of variable defaults not working as intended
Change 4094712 by Damien.Pernuit
Niagara - Houdini:
Houdini Niagara Data Interface:
- Removed the GetCSVFloatValueByString function as String aren't currently supported by Niagara.
- Particles in the CSV file can now be updated over time (not just spawned)
- Added GetParticlePositionAtTime, GetParticleValueAtTime, GetParticleVectorValueAtTime returning a linearly interpolated value for a given particle at a given time.
- Added GetParticleIndexesAtTime for getting the previous/next row indexes and weight to access the values for a given particle at a given time and handle the interpolation of the values.
- Added GetCSVVectorValue for accessing a Vector value at a given row/col.
Houdini CSV Assets now looks for the following attributes in the CSV "Title" line:
- pos for position.
- id and # for particle ID.
- alive and life for calculating a particles LifeTime.
Change 4094932 by Frank.Fella
Niagara - Fix a few more issues where asset editors would open with their assets modified.
+ Fix rapid iteration parameter preparation so that it doesn't modify the parameter store if it doesn't change after syncing with the graphs and propagating from dependencies. This fixes the emitter editor allowing changes to be applied on open.
+ Refactor the change notification for the script tool kit so that it uses the graph change and property change messages to determine if any changes have been made and can be applied.
#jira UE-59517
#tests auto tests
Change 4094978 by Damien.Pernuit
Niagara - Houdini:
Houdini Niagara Data Interface:
- Since we can now update particles over time, renamed/modified most of the functions to make a clear distinction between row indexes (row) and particle ids (N)
- Replaced GetNumberOfPointsInCSV by GetNumberOfRowsInCSV and GetNumberOfParticlesInCSV
- Renamed GetParticleIndexesAtTime to GetRowIndexesForParticleAtTime and GetLastParticleIndexAtTime to GetLastRowIndexAtTime
- Fixed some DI Functions that were using floats for input parameter instead of using integers.
Change 4095428 by Damien.Pernuit
Niagara - Houdini:
Houdini Niagara Data Interface:
Fixed incorrect behavior of the GetLastRowIndexAtTime and GetParticleIndexesToSpawnAtTime functions due to supporting particle update over time.
Houdini CSV Asset:
Fixed missing UPropery for SpawnTimes and LifeValues array.
Change 4096355 by Damien.Pernuit
Houdini Niagara:
Fixed performance warning for UHoudiniCSV::GetParticleLifeAtTime()
Change 4096419 by Damien.Pernuit
Niagara - Houdini:
Houdini Niagara Data Interface:
Added GetParticleLifeAtTime for accessing a given particle's life at a given time value.
Fixed GetParticleVectorValueAtTime not bound properly.
Fixed GetRowIndexesForParticleAtTime returning incorrect values when the time value was past the particle's last update.
Change 4096466 by Damien.Pernuit
Niagara - Houdini:
- Added GetNumberOfColumnsInCSV to the Houdini Data Interface
- Added descriptions to the functions exposed by the DI
Change 4096528 by Damien.Pernuit
Niagara - Houdini:
Houdini CSV Asset:
- As the DI expects the values to be sorted by time, if it's not the case, the CSV importer will sort them on import.
- As the DI spawning functions relies on the particle IDs starting at zero and increment, the CSV importer will fix the particles IDs on import if it's not the case.
Change 4096838 by Yannick.Lange
Fix focus search box on add parameter menu
#jira UE-59502
Change 4097205 by Bradut.Palas
Fixes for metadata details in script toolkit (now the apply and compile buttons refresh and sort the metadata collection). The metadata functionality is fixed. Delete, add and modify work just as before, but the sorting isn't applied because refreshing the whole collection is skipped for internal changes.
#jira UE-58745
#jira UE-59589
#tests none
Change 4097593 by Shaun.Kime
Now generating compiler debug info for VM shaders just like the rest of Materials using the r.DumpShaderDebugInfo
#tests now properly generate data in a VM folder sibling to other generated debug shader data
Change 4097721 by Frank.Fella
Niagara - Make the lifetime of stack entries well defined so that we can safely remove delegate bindings and clear out pointers.
Change 4097962 by Bradut.Palas
Stack issues now update fix delegates on each refresh, even if the fix GUIDs don't change, to account for other possible changes in the graph. Had to introduce unique identifiers for fixes too, now the issue entry is using the same recycle mechanism for fixes that the base stack entry uses for issues.
#tests none
Change 4098063 by Frank.Fella
Niagara - Fix input initialization for drag/drop with a "Set Variables" node.
#jira UE-57699
Change 4098192 by Damien.Pernuit
Niagara - Houdini:
Houdini CSV Asset:
When importing the CSV file, the importer creates a list of the row indexes updating each particle.
This greatly improves performance when accessing data in large files with a lot of particles updating over time.
Change 4098406 by Damien.Pernuit
Niagara - Houdini:
Houdini Niagara Data Interface:
Added helper functions for accessing Color and Velocity values in the CSV file.
Houdini CSV Asset:
The importer now looks for the Color (Cd, color), Alpha (A, Alpha) and velocity (V) attributes.
Change 4099945 by Frank.Fella
Niagara - Fix op description tool tip and keyword searches in the graph add menu, fix and standardize tool tip handling for script objects in menus, and add support for keyword searches for user defined scripts to match the built in ops.
#jira UE-59402
Change 4100451 by Shaun.Kime
Fixing wyeth's torus error, which was caused by us not properly initializing defaults. We now initialize defaults in three waves in spawn scripts. Wave 1 are any straight up constants at the top of the spawn function. Wave 2 is inlined in spawn just before the function that needs them is called. Wave 3 is at the bottom of spawn in a section called HandleMissingDefaultValues.
Also updated the error and warning messages to be much clearer text.
#jira UE-59723, UE-59762
#tests auto-tests pass
Change 4100568 by Shaun.Kime
Removing the old compile debug file generation and now unified with the existing shader compiler workflow for the future.
If r.DumpShaderDebugInfo=1, make sure that we generate the assembly, ush, and params files in the Saved\ShaderDebugInfo\VM\<SYSTEM_NAME>\<EMITTER_NAME>\<SCRIPT_NAME_AND_USAGE_ID_IF_NONZERO>
#jira UE-59767
#tests auto-tests pass
Change 4100913 by jonathan.lindquist
changing the pin order
Change 4100932 by jonathan.lindquist
setting the input pin order on a, b and alpha
Change 4101546 by jonathan.lindquist
Submitting a dynamic input that returns the exec index as an int
Change 4101734 by Shaun.Kime
Fixing static analysis errors
#tests n/a
Change 4101736 by Shaun.Kime
Creating new last known good for GPU Functional Test auto-test
#tests n/a
Change 4102305 by Simon.Tovey
Fix for VM Crash
#codereivew Frank.Fella, Shaun.Kime, Olaf.Piesche
Change 4102552 by Yannick.Lange
Tooltip variable types
#jira UE-59520
Change 4102599 by Yannick.Lange
New variables in maps or parameter view will get the name Namespace.NewVariable. This is not an actual fix for UE-59633, but gives the user the incentive to rename variables.
#codereveiw Shaun.Kime
Change 4102752 by Yannick.Lange
Fix auto expanding all the sections for the niagara parameters list view.
#jira UE-59121
Change 4102779 by Yannick.Lange
Fix auto expanding all the sections for the niagara parameters list view. Fix incorrect comment changelist: 4102752
#jira UE-59121
Change 4103419 by Shaun.Kime
Fixing build issues
#tests n/a
Change 4103522 by Damien.Pernuit
Houdini - Niagara:
Big renaming pass on the Houdini CSV Assets and Data Interface to follow naming conventions:
Replaced the GetCSVXXX functions by GetXXXX (GetCSVPosition is now GetPosition)
Always use "row" instead of "line", "Point" instead of "Particle", "PointID" instead of "N" or "ID" etc.
Houdini Data Interface:
- Added the GetVectorValueEx and GetPointVectorValueAtTimeEx functions that allow the user to decide how the vector conversion from houdini to unreal's coordinate system is handled.
- Replaced the GetParticleLifeAtTime function by GetPointLife, that returns the life of a particle at spawn time.
- Added the GetPointType function returning the type of a given point.
Houdini CSV Asset:
- Added the editable SourceTitleRow UProperty.
Editing this will trigger a reimport of the source CSV file and might be used to fix/modify column titles in the file.
- Added support for "type" attributes.
- Removed the unused StringValues buffer and GetCSVStringValues() functions.
- Added assetTags so the Houdini CSV asset thumbnails show more infos on the CSV data.
- Added the "FindSourceCSV" asset action to browse to the source CSV file.
Change 4104008 by Shaun.Kime
Missing header in Monolithic builds
Fixed indent issues, was using spaces vs tabs
#jira UE-59705
Change 4105249 by Simon.Tovey
Fixes in VMM backend and propagation visitors to ensure proper optimization for VM external function calls.
also adding a visitor to strip empty stats scopes.
Change 4105250 by Simon.Tovey
Updated windows binaries for hlslcc
Change 4105283 by Yannick.Lange
Fix creating an input parameter node from an input pin.
#jira UE-57362
Change 4105509 by Yannick.Lange
Fix being able to drop parameters in the system view on incorrect execution categories.
Change 4105726 by Wyeth.Johnson
Fix detection of valid toolchain directories with Visual Studio 2017 desktop (change by Ben.Marsh)
Change 4105727 by Shaun.Kime
Fixing nightly build due to missing GetAssetTags definition due to mismatches in WITH_EDITORONLY_DATA
#tests n/a
Change 4106034 by Damien.Pernuit
Houdini-Niagara:
Houdini CSV Asset:
- Fixed build break due to GetAssetRegistryTags()
- Replaced the different hardcoded ColumnIndexes member variables by an array.
Change 4106254 by Frank.Fella
Niagara - Fix playback issues where completed systems wouldn't simulate again until you pressed play.
#jira UE-58616
#jira UE-58721
Change 4106617 by Frank.Fella
Niagara - Prevent crash on shutdown.
#jira UE-59516
Change 4106623 by Frank.Fella
Niagara - Fix static analysis warning for posible null dereference in UNiagaraScriptItemGroup
Change 4106988 by Shaun.Kime
Resaved test assets with latest non-zero version
#tests cooking no longer complains about file versions
Change 4106992 by Shaun.Kime
Now when errors appear in a cook for Niagara GPU shaders, we see them in the same location as the cook log
#tests n/a
Change 4108852 by Simon.Tovey
Fix for transforms in emitter scripts.
Param->Dataset bindings weren't handling structs correctly.
Change 4109260 by Wyeth.Johnson
Normalize Vector dynamic input
Change 4109748 by Marcus.Wassmer
olaf.piesche: Fresh build of hlslcc for Mac
Change 4110624 by Rolando.Caloca
-fresh build of hlslcc for Linux
-fixed a warning in NiagaraStackModuleItem.cpp
Change 4111103 by Shaun.Kime
Fixing nightly build issues with redundant left and right side of &&
CI Issue:
d:\build\++ue4+dev-niagara+compile\sync\engine\plugins\fx\niagara\source\niagaraeditor\private\viewmodels\niagarasystemviewmodel.cpp(1425): warning V501: There are identical sub-expressions 'bStartedPlaying == false' to the left and to the right of the '&&' operator.
#tests auto-tests pass
Change 4111104 by Shaun.Kime
Fix for CI issue:
d:\build\++ue4+dev-niagara+compile\sync\engine\plugins\fx\niagara\source\niagaraeditor\private\viewmodels\stack\niagarastackscriptitemgroup.cpp(553): warning V595: The 'SourceModuleItem' pointer was utilized before it was verified against nullptr. Check lines: 553, 554.
#tests auto-tests pass
Change 4113839 by Ryan.Vance
#jira UE-59992
Enables mobile multi-view for translucent objects.
Change 4113461 by Lina.Halper
Fix build error
#jira: none
Change 4113429 by Brandon.Schaefer
If we are using the native bundled toolchain set LC_ALL=C to avoid locale issues
#jira UE-59416
Change 4113369 by Mitchell.Wilson
Removing bShouldBeLoaded from CinematicPrestreamer BP. The base class ignored the bShouldBeLoaded value, so it was moved out of the class.
#jira UE-59944
Change 4113181 by Phillip.Kavan
Add missing Bookmarks command in macro and interface editors.
- Mirrored from //UE4/Dev-Framework (4113177).
#jira UE-58623
Change 4113010 by Marcin.Undak
Audio: immediately stop sounds when destroying it's data
#jira UE-59823
#jira UE-59593
Change 4112968 by Phillip.Kavan
The Blueprint editor Bookmarks tab now updates when switching to a new graph tab, when showing only the current graph context.
- Mirrored from //UE4/Dev-Framework (4112217).
#jira UE-58588
Change 4112934 by Martin.Wilson
Extra logging for marker sync issue
#jira UE-54705
Change 4112932 by Arciel.Rekman
Vulkan: disable unused device features (UE-59930).
#jira UE-59930
(Edigrating CL 4111492 from Dev-Console to Release-4.20)
Change 4112927 by paulo.souza
ARPG - Fixes impact pause effect not working
#jira UE-59906
Change 4112877 by Mitchell.Wilson
Saving assets to resolve empty engine version warnings.
#jira UE-59947
Change 4112830 by Lina.Halper
Fix issue with displaying class that is in transient due to mid compilation
#jira: UE-58936
Change 4112821 by Lina.Halper
Merging using Dev-Anim_Release-4.20
Fix on changing hierarchy transform
#jira: UE-59964
Change 4112799 by Lina.Halper
#DUPEMERGE
Fix issue with a huge scale of root causing retarget to create invalid transform
#jira: UE-58837
Change 4112795 by Lina.Halper
#DUPE MERGE
- Fix issue where keep state not working properly when montage is used for sequencer because montage is advancing and blends out automaticaly
- added option to "auto blend out" so that we can disable it.
#jira: UE-59049
Change 4112790 by Martin.Wilson
Make sure bone references are up to date on update (skeletal control nodes can crash otherwise)
#Jira UE-56395
Change 4116663 by Andrew.Grant
Fix VirtualCamera plugin no longer working and some RemoteSession tweaks
- Channel selection now done programatically by VirtualCamera plugin
- VirtualCamera no longer creates as ARCameraChannel (wasn't used, and interefered with tracking).
- Fixed missing object references in RemoteSessionApp
- Added some missing devices to UE4Game provisioning file.
#jira UE-59478
#tests Tested RemoteSession in VirtualCameraSample
Change 4116464 by Andrew.Grant
Moved Gauntlet Plugin out of NFL and into experimental folder
#jira UE-59937
#tests Compiled ElementalDemo
#lockdown Nick.Penwarden
#rb none
#ROBOMERGE-SOURCE: CL 4122701 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
#ROBOMERGE-OWNER: jason.bestimt
[CL 4122839 by ben marsh in Dev-VR branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3840185 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3840005 to //UE4/Dev-Console/...
Change 3861618 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3860990 to //UE4/Dev-Console/...
Change 3901590 by Anthony.Bills
Fix incorrect srv and sampler count when an array of textures or an array of samplers is used.
- The code originally set the local variable BindCount but did not pass this to the total sampler or srv count and instead used the original BindDesc.BindCount (which will be 1) and still skipped over those resource indicies.
- The code also checked for the array's bracket location but then only compared the resource names before the bracket, meaning non arrays could be included.
Change 3904065 by Anthony.Bills
Allow easily increasing the maximum number of SRVs to 64 in the D3D12RHI.
- Increasing to 64 will fix shader compilation issues when using more than 32 textures.
- Casting has been added to correct the type on bitshifting the masks when the type changes.
- A new type has been added for the bound VB mask to make sure bitshifting is explicitly typed.
Change 3905752 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3904082 to //UE4/Dev-Console/...
Change 3920080 by Luke.Thatcher
[CONSOLE] [+] Added .natvis visualizer for FRHICommandList, which expands the list links to a flat list of commands. To use this, add an FRHICommandList* to your watch window.
Change 3951698 by Keith.Judge
Fix CIS (leftover debugging code)
#jira UE-55443
Change 3953261 by Luke.Thatcher
[CONSOLE] [^] Merging //UE4/Release-4.19 (CL 3944462) to Dev-Console (//UE4/Dev-Console)
Change 3971144 by Luke.Thatcher
[CONSOLE] [^] Merging //UE4/Dev-Main (CL 3964322) to Dev-Console (//UE4/Dev-Console)
- First merge since Dev-Console was reparented back to Dev-Main.
Change 3992843 by Anthony.Bills
Fix deploying to the default device in UAT.
Change 4010029 by Marcin.Undak
ShooterGame: use console UI on Quail platform
Change 4010030 by Marcin.Undak
RecordPerformance: don't fail if game crashes
Change 4012181 by Marcin.Undak
Implemented Low Level Memory tracker for Unix platforms
Change 4039094 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4039044 to //UE4/Dev-Console/...
Change 4039598 by David.Harvey
adding LLM hooks for bespoke platform-specific memory tracking tools.
Change 4042637 by Arciel.Rekman
Merging //UE4/Dev-Main@4042226 to Dev-Console (//UE4/Dev-Console)
Change 4044679 by Marcin.Undak
RecordPerformance: store logs from runs
Change 4045895 by Marcin.Undak
Vulkan: added log when compiling new PSO
Change 4047096 by Ian.Fox
#ShooterGame - Potential fix for ShooterGame friendslist empty issue
#review-4046664
Change 4048332 by Marcin.Undak
Compilation fix for Oculus. Ported Rolando's change from Dev-Rendering
Change 4051609 by Marcin.Undak
Compilation fix
Change 4053542 by Joe.Barnes
Integrate as edit:
Faster Guid creation. Don't check time for every Guid (it's slow on some platforms). Check it once, then use that + CPU timer.
Change 4057462 by Luke.Thatcher
[CONSOLE] [-] Remove "frame rate smoothing" override on console.
- This was arbitrarily forced on when vsync is enabled.
- It can still be enabled via the bSmoothFrameRate in UEngine if needed.
(merge as edit CL 3891390 from //Fortnite/Release-3.0.0 to //UE4/Dev-Console)
Change 4057551 by Luke.Thatcher
[CONSOLE] [~] Improvements to game thread hitch detection.
- Allows the system to be configured by ini files.
- Fixes callstack addresses being truncated to 32 bits.
- Removes memory allocation in hitch callstack logging code. We use a pre-allocated 64KB buffer for this now. This was a memory leak anyway, as the memory was never freed.
- Performs a throwaway gamethread stack dump on launch, to prime the stack walker so we don't make gameplay hitches worse than they otherwise would be.
#jira FORT-78417
(merge as edit CL 3967234 from //Fortnite/Main to //UE4/Dev-Console)
Change 4057562 by Luke.Thatcher
[CONSOLE] [~] Increase verbosity on FlushAsyncLoading logging. Higher verbosity limited to once per frame, to avoid log spam.
#jira FORT-77411
(merge as edit CL 3967336 from //Fortnite/Release-3.4 to //UE4/Dev-Console)
Change 4057568 by Luke.Thatcher
[CONSOLE] [+] Add async load flush analytics stats.
#jira FORT-80229
(merge as edit CL 3986900 from //Fortnite/Release-3.5 to //UE4/Dev-Console)
Change 4057590 by Luke.Thatcher
[CONSOLE] [+] Add hang detector duration multiplier to allow extending the hang timeout on loading screens etc.
#jira FORT-80325
(merge as edit CL 3990275 from //Fortnite/Release-3.5 to //UE4/Dev-Console)
Change 4057679 by Luke.Thatcher
[CONSOLE] [WIN64] [~] Modify hitch detector stack walking to avoid expensive symbol lookups. Stack walk now only prints the return addresses without symbol information.
- Old behaviour of performing full symbol resolution can be achieved by defining LOOKUP_SYMBOLS_IN_HITCH_STACK_WALK to 1.
- Also fixed a minor bug in CaptureStackTraceHelper which duplicates the last line if stack walking fails.
#jira FORT-87620
(merge as edit CL 4049361 from //Fortnite/Release-4.1 to //UE4/Dev-Console)
Change 4057779 by Luke.Thatcher
[CONSOLE] [~] Refactored how the default LLM categories are defined.
- Prevents initialization order problems which stops early boot code from getting group name strings.
#jira FORT-80324
(partial merge as edit CL 4057155 from //Fortnite/Main to //UE4/Dev-Console)
Change 4059809 by Luke.Thatcher
[CONSOLE] [!] Fix compiler warning (incorrect order of member initializers in FGameThreadHitchHeartBeat)
Change 4060781 by Luke.Thatcher
[CONSOLE] [!] Fix for XGE control worker hanging around after killing the editor from Visual Studio.
- Reused the "XGE monitor" mode of shader compile worker, that the old XGE compiler used.
- The monitor watches the editor process and automatically terminates the build if the editor exits.
#jira UE-55864
Change 4063641 by David.Harvey
remove legacy "r.AmbientOcclusionSampleSetQuality" cvar from ini files (deleted in CL 2622264)... gets rid of warning in log.
#jira UE-51256
Change 4067367 by Ben.Woodhouse
Edigrate dev rendering CL 4062236:
AppleTV doesn't appear to support the set*Bytes APIs in Metal.
#jira UE-58580
Change 4067748 by Arciel.Rekman
Fix editor build (a plugin also needs private VulkanRHI headers, heh).
Change 4068121 by Arciel.Rekman
Correct paths to referenced directories for Linux.
- Should help CIS.
Change 4069919 by Arciel.Rekman
Fix Lumin build (another plugin needs private Vulkan headers, grrr).
[CL 4070552 by Luke Thatcher in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3774677 by Arne.Schober
DR - Deprecated SetLocal from the RHICmdlist
Fixed some unnecessary PSO collisions.
Change 3809579 by Chris.Bunner
Back out changelist 3774677.
#jira UE-53483
Change 3810363 by Mark.Satterthwaite
More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.
This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.
Change 3810407 by Marcus.Wassmer
PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)
Change 3810676 by Guillaume.Abadie
Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.
Change 3810696 by Guillaume.Abadie
Adds support for #include "../MyFile.ush" in the shader compiler.
Change 3810698 by Guillaume.Abadie
Implements enum class based shader permutation dimension.
Change 3810699 by Guillaume.Abadie
Implements Diaphragm DOF ground work.
Change 3811536 by Guillaume.Abadie
Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.
Change 3811958 by Mark.Satterthwaite
More fixes for mtlpp.
Change 3811964 by Mark.Satterthwaite
Only views onto a mtlpp::Buffer should return a valid parent-buffer.
Change 3812604 by Guillaume.Abadie
Changes Diaphragm DOF's source file layout.
Change 3812827 by Mark.Satterthwaite
More missing/broken functionality in mtlpp fixed and fixed obvious leaks.
Change 3812920 by Guillaume.Abadie
Adds support for per mip level UAV in FSceneRenderTarget.
Change 3812926 by Mark.Satterthwaite
Change the way we handle mtlpp resource construction to avoid leaks.
Change 3812960 by Rolando.Caloca
DR - vk - Disable DFGI
Change 3812968 by Rolando.Caloca
DR - Linker fix
Change 3813318 by Mark.Satterthwaite
Fix linear texture allocation from a buffer sub-view.
Change 3813326 by Mark.Satterthwaite
Fix another Metal mtlpp sub-buffer allocation failure.
Change 3813328 by Guillaume.Abadie
Removes global samplers in TAA for GL4, Vulkan and Switch.
Change 3813937 by Rolando.Caloca
DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on
Change 3813947 by Rolando.Caloca
DR - noshaderworker should override r.XGEShaderCompile
Change 3817017 by Uriel.Doyon
Fixed texture editor black screen
#jira UE-53653
Change 3818568 by Rolando.Caloca
DR - Fix log when shader jobs crash
- Move log10 to common
- Added COMPILER_VULKAN define
Change 3818603 by Uriel.Doyon
Fix to static analysis warning
Change 3818623 by Rolando.Caloca
DR - Workaround hlslcc loop unrolling bug
Change 3819070 by Uriel.Doyon
Fix to stat duplication.
Change 3819105 by Uriel.Doyon
Refactored volume sample shader to avoid using texture dimension.
Change 3819136 by Rolando.Caloca
DR - vk - Per platform files (empty)
Change 3819180 by Rolando.Caloca
DR - vk - Move defines out of config into per platform
Change 3819247 by Rolando.Caloca
DR - vk - Remove more defines into platform settings
Change 3819318 by Rolando.Caloca
DR - vk - Fixes for linking
Change 3819868 by Rolando.Caloca
DR - vk - Linux & Android fixes
Change 3819873 by Guillaume.Abadie
Adds support for PermutationId on r.DumpShaderDebugInfo=1
Change 3819940 by Rolando.Caloca
DR - vk - Fix Linux issues
Change 3819956 by Rolando.Caloca
DR - vk - Invalid check
Change 3819961 by Michael.Lentine
Hide attributes when plugin is not present
Change 3819980 by Rolando.Caloca
DR - vk - Standard validation always
Change 3820039 by Rolando.Caloca
DR - vk - Fix invalid ensure
Change 3820326 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3820422 by Michael.Lentine
Add back GBufferAO.
Change 3820433 by Rolando.Caloca
DR - Fix D3D12 crash on 20 thread (10x2 cores) machines
Change 3821677 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3821961 by Rolando.Caloca
DR - Vulkan uses real UB by default on non-Android
Change 3821968 by Rolando.Caloca
DR - vk - Update glslang 1.0.65.1
Change 3821969 by Uriel.Doyon
Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.
Change 3821983 by Rolando.Caloca
DR - vk - Change to static array (0.1ms on 10k draw calls)
Change 3824141 by Rolando.Caloca
DR - vk - Fix static analysis
- Bumped up some (c) 2017->2018
Change 3824355 by Rolando.Caloca
DR - vk - Accessor to find out if a cmd buffer has been submitted
Change 3824420 by Rolando.Caloca
DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs
Change 3824463 by Rolando.Caloca
DR - Removed dummy ensure for D3D12
Change 3824609 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3826074 by Mark.Satterthwaite
Start IMP-caching the various descriptor types in mtlpp.
Change 3826098 by Rolando.Caloca
DR - vk - Dump layer compile fixes
Change 3826113 by Rolando.Caloca
DR - vk - Missing dump functions
Change 3826302 by Rolando.Caloca
DR - vk - Compile fix
- Change dump handles to %p
Change 3826635 by Mark.Satterthwaite
Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.
Change 3827072 by Mark.Satterthwaite
Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.
Change 3827909 by Guillaume.Abadie
Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.
Change 3827952 by Guillaume.Abadie
Updates copy right to year 2018 on diaphragm DOF's new files.
Change 3828055 by Rolando.Caloca
DR - vk - Rename in prep for changes
Change 3828229 by Guillaume.Abadie
Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.
Change 3828427 by Guillaume.Abadie
Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.
Change 3829979 by Guillaume.Abadie
Fixes a color NaN source in diaphragm DOF's TAA pass.
Change 3830116 by Rolando.Caloca
DR - vk - Fix GPU queries/frame time on old system
- New system in place, disabled temporarily
Change 3830169 by Rolando.Caloca
DR - vk - Fix async pso creation crash
Change 3830193 by Rolando.Caloca
DR - vk - CPU RHI thread improvement
Change 3830291 by Guillaume.Abadie
Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.
Change 3830300 by Rolando.Caloca
DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h
Change 3830589 by Mark.Satterthwaite
In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.
Change 3830793 by Mark.Satterthwaite
Fix a small number of bugs introduced with the mtlpp descriptor and table caching.
Change 3831491 by Jian.Ru
Fix driver version unknown
#jira UE-53688
Change 3832335 by Rolando.Caloca
DR - vk - Change include
Change 3832550 by Rolando.Caloca
DR - vk - Occlusion query rewrite WIP
Change 3832589 by Rolando.Caloca
DR - vk - Minor refactor to pools in prep for timestamps
Change 3832618 by Rolando.Caloca
DR - vk - Do not block timestamp queries
Change 3832636 by Rolando.Caloca
DR - vk - Fix old timestamp queries
Change 3833138 by Rolando.Caloca
DR - vk - Fix timestamp queries
Change 3833249 by Rolando.Caloca
DR - vk - Test lock
Change 3833667 by Rolando.Caloca
DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)
Change 3833907 by Daniel.Wright
Fixed NextStartOffset UAV index out of bounds
Change 3833918 by Daniel.Wright
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3834852 by Rolando.Caloca
DR - vk - Missing file
Change 3834858 by Guillaume.Abadie
Implements r.DOF.MinimalFullresBlurringRadius
Change 3834979 by Rolando.Caloca
DR - vk - Fix
Change 3836117 by Rolando.Caloca
DR - vk - Update to 1.0.65.1
Change 3836122 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
- Added new error codes/messages
Change 3836421 by Mark.Satterthwaite
For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.
Change 3836896 by Uriel.Doyon
Fixed concurrency and exit issues around d3d12 pipeline states on windows.
Change 3837385 by Rolando.Caloca
DR - vk - Dump memory on OOM
Change 3837427 by Rolando.Caloca
DR - vk - Change some arrays to array views
Change 3837800 by Guillaume.Abadie
Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.
Change 3838128 by Rolando.Caloca
DR - vk - Support for non-cached memory types
Change 3838540 by Guillaume.Abadie
Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.
Change 3838731 by Rolando.Caloca
DR - vk - Descriptor pools per command buffer pool (turned off)
Change 3838961 by Rolando.Caloca
DR - vk - Use ring buffer for per frame uniform buffers
- Enable descriptor pools per layout recycled per command buffer
Change 3839087 by Rolando.Caloca
DR - vk - Compile fixes for Android
Change 3839106 by Marcus.Wassmer
PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)
Change 3839252 by Mark.Satterthwaite
Fix mtlpp::Resource move operators.
Change 3839426 by Marcus.Wassmer
Duplicate 380972
Make PC GPU Benchmarks more reliable
Change 3840041 by Guillaume.Abadie
Fixes shader compilation failure in TAA with alpha channel through post processing support.
Change 3840257 by Chris.Bunner
Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.
Change 3840308 by Rolando.Caloca
DR - vk - Support for UB & non-UB on emulation mode
Change 3840586 by Rolando.Caloca
DR - Copy 3840577
Fix for CPUs with more than 16 cores
Change 3840671 by Rolando.Caloca
DR - vk - Copy from 3840663
Fix for layout ensure on HMD projects on Vulkan
Change 3840980 by Rolando.Caloca
DR - vk - Android compile fixes
Change 3841989 by Guillaume.Abadie
Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.
Change 3842216 by Guillaume.Abadie
Fixes DDOF's foreground alpha channel.
Change 3842217 by Guillaume.Abadie
Implements r.DOF.MaximalForegroundBlurringRadius
Change 3842353 by Guillaume.Abadie
Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0
Change 3842747 by Rolando.Caloca
DR - vk - Missing use of GPoolSizeVRAMPercentage
- Support for smaller allocations if page size is not available
Change 3842791 by Rolando.Caloca
DR - vk - Use 95% of available GPU memory to handle some fragmentation
Change 3843690 by Guillaume.Abadie
Fixes diaphragm DOF's foreground after all this refactoring.
Change 3844439 by Guillaume.Abadie
Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.
Change 3844946 by Mark.Satterthwaite
rd_route v1.1.1 with attached TPS approval.
For macOS function interposition which is useful for debugging and the occasional workaround.
Change 3845164 by Mark.Satterthwaite
Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.
We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.
Change 3845849 by Marcus.Wassmer
Fix clang and some normal refactor errors
Change 3846026 by Rolando.Caloca
DR - vk - Descriptor set allocation scheme rewrite
- Type hash for each pool
- Desc sets Pool on device
Change 3846169 by Rolando.Caloca
DR - vk - Remove old code for non-layout descriptor set pools
Change 3846205 by Mark.Satterthwaite
Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.
Change 3846346 by Arne.Schober
DR - Missing Vector instructions
Change 3847037 by Arne.Schober
DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
Fixed MorphTarget Skincache Offset mixxup
Change 3847275 by Marcus.Wassmer
Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)
Change 3847464 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3847707 by Michael.Lentine
Only use MorphTargetOffset when the shader enables morph targets.
Change 3848533 by Richard.Wallis
Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.
#jira UE-51716
Change 3848625 by Richard.Wallis
Compile Fix
Change 3848725 by Rolando.Caloca
DR - Remove use of Build/SetLocalGraphicsPipelineState
Change 3848797 by Rolando.Caloca
DR - Deprecate Build/SetLocalGraphicsPipelineState
Change 3849237 by Arne.Schober
DR - AddCustom Ver for ModelVertex Serialization
Change 3851247 by Rolando.Caloca
DR - vk - Util functions
Change 3851523 by Arne.Schober
DR - Update Reflection Comparission shot from the BuildFarm.
Change 3851859 by Rolando.Caloca
DR - vk - Skip loader
Change 3851889 by Krzysztof.Narkowicz
Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.
#jira UE-51512
Change 3852181 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3852547 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852637 by Arne.Schober
DR - Fixing Normal Automated Test Result
Change 3853167 by Richard.Wallis
AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption.
#jira UE-35637
Change 3853447 by Chris.Bunner
Fixing typos.
Change 3853645 by Krzysztof.Narkowicz
Fixed light functions on subsurface materials
Removed strange code from blending between static and dynamic shadows
#jira UE-50275
Change 3853660 by Rolando.Caloca
DR - Fix OpenGL overwriting texture samplers on forward renderer
Change 3853945 by Mark.Satterthwaite
Duplicate #3831616
Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.
#jira UE-53720
Change 3853966 by Mark.Satterthwaite
Duplicate #3835852
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3854250 by Uriel.Doyon
Fix fbx automation tests
Change 3854736 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3855047 by Jian.Ru
Fix DFAO getting NANs when samples out of ViewRect
#jira UE-54403
Change 3858197 by Krzysztof.Narkowicz
View frustum shadow caster culling for pointlights/spotlights
#jira UE-54381
Change 3860081 by Krzysztof.Narkowicz
Tighter bounding sphere for a spotlight
Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds
#jira UE-54258
Change 3860324 by Mark.Satterthwaite
Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.
Change 3860945 by Arne.Schober
DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3861129 by Jian.Ru
Prevent distance culled objects from casting distance field direct shadows
#jira UE-54533
Change 3861502 by Jian.Ru
Exclude distance culled objects from DFAO calculation
#jira UE-54533
Change 3862243 by Krzysztof.Narkowicz
Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box
Change 3863476 by Krzysztof.Narkowicz
Added BuildReflections option to ResavePackages commandlet
#jira UE-54581
Change 3863717 by Rolando.Caloca
DR - vk - Missed using pipeline cache on compute PSOs
Change 3865332 by Arne.Schober
DR - Fix UE-52356 Bone Weight
Change 3866220 by Rolando.Caloca
DR - vk - Fixed GetNativeResource missing on textures
- Added support for -preferNvidia|AMD|Intel
- Added VulkanRHIBridge.h
- Minor fixes
Change 3866222 by Rolando.Caloca
DR - vk - Missed file
Change 3866951 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3867231 by Guillaume.Abadie
Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.
Change 3867233 by Guillaume.Abadie
Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2
Change 3867594 by Daniel.Wright
Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors
Change 3870048 by Daniel.Wright
Cleaned up formatting in TranslucentRendering from merges
Change 3870106 by Krzysztof.Narkowicz
Fixed some FArchive Tell()/Seek() 64bit->32bit truncations
Change 3870211 by Rolando.Caloca
DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line
Change 3870225 by Rolando.Caloca
DR - vk - Some platforms do not use a standard swapchain
Change 3870267 by Arne.Schober
DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
Change 3870647 by Daniel.Wright
Moved FogRendering.h to Renderer
Change 3872130 by Krzysztof.Narkowicz
Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI
Merging GitHub Pull request #4459
"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."
#jira UE-54616
Change 3872145 by Rolando.Caloca
DR - vk - Optional SupportsMarkersWithoutExtension
Change 3872404 by Uriel.Doyon
Added some guards when streaming virtual textures.
Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
Fixed bad mipmap generation with UCanvasRenderTarget2D.
Change 3872507 by Arne.Schober
Back out changelist 3870267
Change 3874176 by Ben.Marsh
IncludeTool: Add an flag to prevent scanning source files for exported symbols.
Change 3874935 by Krzysztof.Narkowicz
Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
#jira UE-54656
Change 3875710 by Daniel.Wright
Renamed uniform buffer member macros to be much shorter for readability
Change 3876665 by Guillaume.Abadie
Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.
Change 3876666 by Guillaume.Abadie
Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.
Change 3876677 by Guillaume.Abadie
Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.
Change 3876680 by Guillaume.Abadie
Cherry-pick 3872357: Oups... fixes build...
Change 3876683 by Guillaume.Abadie
Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.
Change 3876687 by Guillaume.Abadie
Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.
Change 3876690 by Guillaume.Abadie
Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.
Change 3876694 by Guillaume.Abadie
Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.
Change 3876695 by Guillaume.Abadie
Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.
Change 3876783 by Rolando.Caloca
DR - Static analysis fix
Change 3876845 by Guillaume.Abadie
Implements USceneCaptureComponent::ProfilingEventName
Change 3877197 by Rolando.Caloca
DR - vk - OQ fixes (disabled)
Change 3877428 by Krzysztof.Narkowicz
Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
-Letterboxing is now removed during multi-part capture, d'oh.
-Tiled shots are taken at full resolution even if ScreenPercentage < 100
-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
#jira UE-54244
#4426
Change 3879086 by Krzysztof.Narkowicz
Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world
Change 3879090 by Guillaume.Abadie
Fixes tones of regressions on diaphragm DOF's recombine passes.
Change 3879198 by Rolando.Caloca
DR - vk - Support for real uniform buffers on Android platforms
Change 3879993 by Krzysztof.Narkowicz
-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
#jira UE-43203
Change 3881462 by Guillaume.Abadie
Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.
Change 3881524 by Krzysztof.Narkowicz
Fixed compilation by removing FTickableEditorObject from FPreviewScene
Change 3881724 by Chris.Bunner
Static analysis fix.
#jira UE-54762
Change 3881861 by Rolando.Caloca
DR - vk - Fix layout warning when generating mip chain
Change 3881864 by Rolando.Caloca
DR - Use render passes on HZB
Change 3882236 by Yuriy.ODonnell
IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.
#jira UE-42534
#github 3326
Change 3882325 by Guillaume.Abadie
Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.
Change 3882340 by Rolando.Caloca
DR - vk - Fix api dump
Change 3882430 by Rolando.Caloca
DR - vk - KHR_maintenance2
Change 3882563 by Rolando.Caloca
DR - Add depth-stencil access mode to PSO initializer
Change 3882929 by Rolando.Caloca
DR - vk - Proper fix for maintenance extension macros
Change 3883087 by Mark.Satterthwaite
Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.
Change 3883597 by Guillaume.Abadie
Collapses full and half res DOF setup passes together.
Change 3883702 by Guillaume.Abadie
Fixes mac's build.
Change 3884747 by Uriel.Doyon
Fix for static analysis warning
Change 3884975 by Rolando.Caloca
DR - vk - Move some platform defines to platform properties
Change 3884988 by Rolando.Caloca
DR - vk - Make an override per platform
Change 3885832 by Rolando.Caloca
DR - vk - Cosmetic change to group similar members
Change 3885891 by Rolando.Caloca
DR - vk - Some _RenderThread functions to avoid stalls
Change 3886044 by Rolando.Caloca
DR - Added RHI api _RenderThread version of
RHICreateTextureReference
RHICreateShaderLibrary
RHICreateRenderQuery
Change 3886560 by Guillaume.Abadie
Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
Change 3886749 by Guillaume.Abadie
Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.
Only used in hybrid scattering for now.
Change 3886750 by Guillaume.Abadie
Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.
Change 3886752 by Rolando.Caloca
DR - Fix metal static analysis
Change 3887460 by Uriel.Doyon
Fixed to more static analysis warning.
Change 3888201 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
- Fixed bad layout on rendering back buffer
Change 3888209 by Rolando.Caloca
DR - vk - Unity compile fix
Change 3888254 by Rolando.Caloca
DR - vk - Fix async texture layout
Change 3888893 by Guillaume.Abadie
Simulates bokeh in DOF's slight out of focus.
Change 3889085 by Guillaume.Abadie
Fixes DOF's reduce pass sampling outside viewport.
Change 3889924 by Rolando.Caloca
DR - vk - Skip seemingly bad validation error
Change 3890573 by Daniel.Wright
Only initialize FDiaphragmDOFGlobalResource in Feature Level 5
Change 3890590 by Arne.Schober
DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890638 by Arne.Schober
DR - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3891099 by Krzysztof.Narkowicz
1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
#jira UE-54985
#4485
Change 3891234 by Krzysztof.Narkowicz
Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
#jira UE-55121
Change 3891407 by Rolando.Caloca
DR - vk - Set vendor id earlier
Change 3891417 by Rolando.Caloca
DR - vk - Missing layout transitions
Change 3891718 by Arne.Schober
DR - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891925 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891987 by Rolando.Caloca
DR - vk - Support for dedicated allocations
Change 3892339 by Jian.Ru
Fix a crash when tessellation shaders are used in dx12
#jira UE-55127
Change 3892528 by Rolando.Caloca
DR - vk - Update Linux headers
Change 3892867 by Rolando.Caloca
DR - vk - Don't create swapchain if not needed
Change 3893416 by Guillaume.Abadie
Implements bokeh simmulation on foreground and background gather.
Change 3893732 by Chris.Bunner
GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.
#jira UE-53404
Change 3893868 by Guillaume.Abadie
Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.
Change 3893917 by Chris.Bunner
Potential fix for CIS.
Change 3893933 by Chris.Bunner
Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.
Change 3894218 by Rolando.Caloca
DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator
Change 3894579 by Arne.Schober
RT - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894724 by Rolando.Caloca
DR - vk - New API for batching barriers
Change 3894909 by Arne.Schober
DR - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3895414 by Rolando.Caloca
DR - Add a configurable threshold for SCWs time outs
Change 3896429 by Marcus.Wassmer
Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.
Change 3896495 by Marcus.Wassmer
Set pointer properly
Fix CIS
Change 3897253 by Guillaume.Abadie
Fixes CIS warning in diaphragm DOF
Change 3899179 by Guillaume.Abadie
Implements background hybrid scatter occlusion for diaphragm DOF.
Change 3903654 by Rolando.Caloca
DR - vk - Rework dump layer to allow other layers
Change 3903766 by Rolando.Caloca
DR - vk - More wrappers
Change 3904025 by Rolando.Caloca
DR - vk - More wrappers
Change 3904342 by Rolando.Caloca
DR - vk - Track image resources & callstacks
Change 3904346 by Rolando.Caloca
DR - vk - Copy fix from 4.19 for flickering grass
Change 3904510 by Rolando.Caloca
DR - vk - Compile fix
Change 3904914 by Daniel.Wright
[Integrate] Fixed PS4 transitions with forward shading
Change 3904916 by Daniel.Wright
[Integrate] Fixed PS4 transitions with occlusion queries
Change 3905975 by Rolando.Caloca
DR - vk - Missing wrappers
Change 3905977 by Rolando.Caloca
DR - vk - Missed file
Change 3907829 by Rolando.Caloca
DR - Move depth bounds to the PSO
Change 3907832 by Rolando.Caloca
DR - vk - Prep for delaying transitions
Change 3907834 by Rolando.Caloca
DR - vk - Fix for depth stencil issues/validation errors
Change 3907967 by Rolando.Caloca
DR - vk - Linux compile
Change 3908093 by Rolando.Caloca
DR - vk - Fix depthstencil layout on descriptors
Change 3908393 by Rolando.Caloca
DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series
Change 3908401 by Rolando.Caloca
DR - Do transitions outside render pass
Change 3908422 by Rolando.Caloca
DR - vk - Fix transition state not getting stored
Change 3908735 by Guillaume.Abadie
Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3908736 by Guillaume.Abadie
Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3908753 by Guillaume.Abadie
Lets the renderer layout the views in the internal render targets like it prefers.
Change 3909119 by Daniel.Wright
Fix some static analysis warnings
Change 3911943 by Rolando.Caloca
DR - vk - Fix for packaging Vulkan projects
Change 3912145 by Rolando.Caloca
DR - vk - Fix layout on streaming textures
Change 3913029 by Rolando.Caloca
DR - Fix missing transition
Change 3913048 by Rolando.Caloca
DR - Fix for hlslcc
Change 3913054 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3913171 by Rolando.Caloca
DR - vk - Fix for decal missing transition
Change 3913211 by Rolando.Caloca
DR - vk - Add debug name to image tracking
Change 3913449 by Rolando.Caloca
DR - vk - Restore transition
Change 3913466 by Rolando.Caloca
DR - Fix Vulkan EngineTest
Change 3913537 by Rolando.Caloca
DR - vk - Fixes independent samplers & textures (contributed by AMD)
Change 3913548 by Rolando.Caloca
DR - vk - Warning fix
Change 3913691 by Rolando.Caloca
DR - vk - Fixes for parallel (wip)
Change 3914656 by Rolando.Caloca
DR - vk - Fix bug when using separate samplerstates and textures
Change 3914730 by Rolando.Caloca
DR - vk - Bump version
Change 3914764 by Rolando.Caloca
DR - vk - Don't crash on exit
Change 3915532 by Rolando.Caloca
DR - vk - Parallel context fixes
Change 3915589 by Rolando.Caloca
DR - vk - Hoist and rename transition and layout manager class out of the context
Change 3915592 by Rolando.Caloca
DR - Fix gpu marker name
Change 3917607 by Rolando.Caloca
DR - vk - Fix depth bounds on Vulkan
Change 3917609 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3917616 by Rolando.Caloca
DR - Fix D3D11 initialization
Change 3920569 by Rolando.Caloca
DR - vk - Prep for layout mgr refactor
Change 3921023 by Rolando.Caloca
DR - vk - Dump layer fixes
Change 3921623 by Rolando.Caloca
DR - vk - Prep refactor for layouts
- Dump now shows marker tree
Change 3922007 by Rolando.Caloca
DR - vk - Fix extra allocation per draw call
Change 3922442 by Rolando.Caloca
DR - vk - Detect potential issues
Change 3922470 by Rolando.Caloca
DR - vk - Minor optimization
Change 3922482 by Rolando.Caloca
DR - vk - More minor optimizations
Change 3923158 by Rolando.Caloca
DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan
Change 3923486 by Rolando.Caloca
DR - vk - Minor cpu optimizations
Change 3923505 by Rolando.Caloca
DR - vk - Use bigger allocations for uniform buffers
Change 3923516 by Rolando.Caloca
DR - vk - Android compile fix
Change 3923557 by Rolando.Caloca
DR - vk - Cache descriptorset layouts, refactor duplicated code
Change 3923851 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3924153 by Rolando.Caloca
DR - vk - Support for dynamic UBs
Change 3924193 by Rolando.Caloca
DR - vk - Remove old per pso descriptor pools
Change 3924197 by Rolando.Caloca
DR - vk - Remove unused global uniform buffer pool
Change 3924220 by Rolando.Caloca
DR - vk - Wrap some unused classes in their define
Change 3924234 by Rolando.Caloca
DR - vk - Show ring buffer wrapping messages
Change 3924243 by Rolando.Caloca
DR - vk - Fix bad dynamic buffer
Change 3924902 by Rolando.Caloca
DR - vk - Fix crash running infiltrator
Change 3925209 by Rolando.Caloca
DR - vk - Fix bug with dynamic buffers
- Remove old defines
Change 3925300 by Rolando.Caloca
DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)
Change 3925627 by Rolando.Caloca
DR - vk - Move DynamicOffsets into the pipeline state
Change 3925834 by Rolando.Caloca
DR - vk - Cache per stage information
Change 3925835 by Daniel.Wright
Fixed DisplayName for UParticleModuleCollisionGPU
Change 3925897 by Rolando.Caloca
DR - vk - Split update descriptors loop
Change 3926488 by Rolando.Caloca
DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile
Change 3928168 by Guillaume.Abadie
Cherry-pick 3917219: Implements r.DOF.RecombineQuality
Change 3928173 by Guillaume.Abadie
Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.
Change 3928216 by Rolando.Caloca
DR - vk - Fix Android
- Fix static analysis
Change 3929119 by Rolando.Caloca
DR - vk - Rename some classes for clarity
- Fix read-only cvar
Change 3929151 by Rolando.Caloca
DR - vk - Rename class
Change 3930046 by Rolando.Caloca
DR - Temp fix Vulkan flickering grass
Change 3930148 by Rolando.Caloca
DR - vk - Only update dirty descriptors
- Use dynamic descriptors for packed global uniform buffers
Change 3930998 by Guillaume.Abadie
Packs shader permutation in different XGE submissions.
Change 3931079 by Rolando.Caloca
DR - vk - Fixes for Android and non-real ubs platforms
Change 3931942 by Krzysztof.Narkowicz
Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones
#jira none
Change 3932819 by Daniel.Wright
[Integrate] Scene Textures uniform buffer
* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters.
* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
* Separate Mobile Scene Textures uniform buffer to silo the platform complexities
Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters
Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.
Moved forward shading data into the Base Pass Uniform Buffer
Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw
Fixed padding in nested uniform buffer structs
Skip SRV members on Feature Level SM4 and below
Change 3932964 by Rolando.Caloca
DR - vk - Renderdoc on Android
Change 3933095 by Daniel.Wright
Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
* Opaque materials can no longer use EyeAdaptation.
Change 3933096 by Daniel.Wright
Better d3d11 assert message when a uniform buffer was not set by the renderer
Change 3933176 by Rolando.Caloca
DR - vk - Prefer mailbox if available
Change 3933271 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3934000 by Guillaume.Abadie
Fixes Win32 build in ShaderCompilerXGE.cpp
Change 3934299 by Guillaume.Abadie
Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.
Change 3934699 by Daniel.Wright
Added bAffectDistanceFieldLighting to landscape
Change 3935190 by Daniel.Wright
Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing
Change 3935606 by Daniel.Wright
Removed LightmapPolicy::Set which was needed for vertex lightmaps
Renamed FVertexFactory::Set to SetStreams to make it findable
Change 3936510 by Rolando.Caloca
DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders
Change 3936545 by Richard.Wallis
Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/
Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.
Change 3938061 by Daniel.Wright
Vulkan: Added support for SRV's in Uniform Buffers
Change 3938123 by Daniel.Wright
Vulkan: Slightly better assert for null resources in uniform buffer
Change 3939197 by Rolando.Caloca
DR - vk - Disable custom memory mgmt
Change 3939677 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3939809 by Rolando.Caloca
DR - vk - Fixes for async compute
Change 3939875 by Rolando.Caloca
DR - vk - Support for -vktrace
Change 3939977 by Rolando.Caloca
DR - vk - Skip a condition during gather UBs
- Set up efficient compute async var
- Fix validation cmd line
Change 3939982 by Rolando.Caloca
DR - vk - Revert mipchain
Change 3939984 by Rolando.Caloca
DR - vk - Remove unnecessary asserts
Change 3940082 by Rolando.Caloca
DR - vk - Custom mem mgr
Change 3940475 by Rolando.Caloca
DR - vk - Fix DFAO (indirect draw offset)
Change 3940555 by Rolando.Caloca
DR - vk - Minor fixes
Change 3940675 by Rolando.Caloca
DR - vk - Fix indirect type mismatch
Change 3941111 by Rolando.Caloca
DR - Renderpass bGeneratingMips
Change 3941847 by Daniel.Wright
Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before
Change 3941978 by Rolando.Caloca
DR - vk - Minor fixes for presenting on compute queue
Change 3942074 by Rolando.Caloca
DR - vk - Remove some RHI stalls
- Fixed swap chain stat
Change 3943946 by Daniel.Wright
Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.
Change 3944065 by Daniel.Wright
Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering
Change 3944158 by Daniel.Wright
Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen
Change 3944865 by Rolando.Caloca
DR - vk - Prep for render passes
Change 3945196 by Rolando.Caloca
DR - Move render pass validate to cpp
Change 3945202 by Rolando.Caloca
DR - vk - Some fixes for using real render passes
Change 3945357 by Rolando.Caloca
DR - Fix bad condition
Change 3946295 by Yuriy.ODonnell
Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593
Change 3946407 by Rolando.Caloca
DR - vk - Prep for refactor
Change 3946648 by Rolando.Caloca
DR - vk - Fixes for async compute (wip)
Change 3947299 by Rolando.Caloca
DR - vk - FIx static analysis
Change 3948434 by Rolando.Caloca
DR - vk - Fix exiting with parallel
Change 3948928 by Rolando.Caloca
DR - vk - Fix enabling draw markers for tools
Change 3949021 by Rolando.Caloca
DR - vk - Buffer tracking layer
Change 3949602 by Rolando.Caloca
DR - vk - static analysis fix
Change 3949757 by Rolando.Caloca
DR - vk - Remove bogus parameter
Change 3949810 by Rolando.Caloca
DR - vk - Move waits for cmd buffer
Change 3950270 by Guillaume.Abadie
Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.
Change 3950272 by Rolando.Caloca
DR - vk - Minor refactor for semaphores
Change 3950279 by Guillaume.Abadie
Oups... fixes build
Change 3950298 by Rolando.Caloca
DR - vk - Gather wait semaphores in the cmd buffers
Change 3950371 by Rolando.Caloca
DR - vk - fixes for async compute
Change 3950597 by Rolando.Caloca
DR - vk - Fix for clip distance (fixes planar reflections)
Change 3951075 by Rolando.Caloca
DR - vk - Fix for async compute
Change 3952524 by Guillaume.Abadie
Some DOF enum refactoring.
Change 3955016 by Daniel.Wright
Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package
Change 3955668 by Guillaume.Abadie
Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.
Change 3956722 by Guillaume.Abadie
Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.
Change 3959212 by Guillaume.Abadie
Prefixes all DOF's shaders files with DOF keyword.
Change 3959705 by Guillaume.Abadie
Optimises the DOF setup pass outputing half res and full res with LDS downsample.
Change 3959941 by Guillaume.Abadie
Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.
Change 3962273 by Rolando.Caloca
DR - Fix typos
#jira UE-56317
PR #4586
Change 3962615 by Rolando.Caloca
DR - vk - Compile fix
Change 3962949 by Rolando.Caloca
DR - Fix DOFDownsample extension
Change 3962993 by Guillaume.Abadie
Back out changelist 3962949
Change 3963016 by Guillaume.Abadie
Adds missing DOFDownsample.usf
Change 3963041 by Rolando.Caloca
DR - vk - Misc changes to help integrate
Change 3964293 by Guillaume.Abadie
Fixes DOF's setup pass reading outside of the viewport.
Change 3964475 by Guillaume.Abadie
Collapses DOF's hybrid scatter compilation passes into reduce passes.
Change 3964883 by Daniel.Wright
Fixed 3d texture in uniform buffer on unsupporting RHI
Change 3964897 by Rolando.Caloca
DR - Compile fixes
Change 3964914 by Guillaume.Abadie
Fixes a bug on r.DOF.RecombineQuality=0
Change 3965153 by Guillaume.Abadie
Fixes compile warning in D3D12Commands.cpp.
Change 3965814 by Rolando.Caloca
DR - Prep for integration conflict resolve
Change 3965899 by Rolando.Caloca
DR - Fix odd linkage issue
Change 3966072 by Rolando.Caloca
DR - More prep for merge
Change 3966163 by Rolando.Caloca
DR - Merge prep
Change 3966844 by Guillaume.Abadie
Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.
Change 3967116 by Rolando.Caloca
DR - Compile fixes for integration
Change 3967273 by Rolando.Caloca
DR - Use same path for mip generation
Change 3967277 by Rolando.Caloca
DR - vk - Fix mips on cubemaps
Change 3967693 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders
Change 3967851 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2
Change 3968083 by Rolando.Caloca
DR - Integration compile fixes
Change 3968240 by Rolando.Caloca
DR - Shader compile fixes for integration
Change 3968270 by Rolando.Caloca
DR - Fix for missing hash calculation
Change 3969426 by Rolando.Caloca
DR - vk - Fix warning
Change 3969869 by Krzysztof.Narkowicz
Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
#jira none
Change 3969944 by Rolando.Caloca
DR - Warning fix
Change 3970020 by Rolando.Caloca
DR - Bump after integration
Change 3970052 by Rolando.Caloca
DR - Fix for mobile
Change 3970236 by Daniel.Wright
Causing decal shader to recompile to fix a merge bug
Change 3970270 by Daniel.Wright
Bump shader version from merge
Change 3970339 by Olaf.Piesche
Replace series of locks/unlocks with a single one for curve injection
#tests QAGame
Change 3970390 by Rolando.Caloca
DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
- Remove duplicate method for occlusion queries
Change 3970523 by Rolando.Caloca
DR - Fix serialization of shaders
Change 3970533 by Arne.Schober
DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.
#jira UE-56322
Change 3971160 by Guillaume.Abadie
Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.
Change 3971516 by Guillaume.Abadie
Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3971594 by Krzysztof.Narkowicz
Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
#jira UE-56321
Change 3971622 by Krzysztof.Narkowicz
Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
#jira UE-56171
Change 3974788 by Rolando.Caloca
DR - Remove GSupportsGenerateMips
Change 3974789 by Rolando.Caloca
DR - Remove bogus function
Change 3974986 by Rolando.Caloca
DR - vk - Tracking fixes
Change 3974989 by Rolando.Caloca
DR - vk - Don't submit dummy barriers
Change 3975075 by Olaf.Piesche
Update for particle curve injection improvement, fixing ES2 problems
#tests QAGame tm-shadermodels, various color curve tests in-editor
Change 3975957 by Uriel.Doyon
Fixed invalid max texture resolution when using the bake material tools.
Change 3978471 by Daniel.Wright
New cvar r.SkylightUpdateEveryFrame
Change 3978779 by Rolando.Caloca
DR - Accessor for texture sizes
Change 3978797 by Rolando.Caloca
DR - Clean up RHI CopyTexture API
Change 3978832 by Rolando.Caloca
DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset
Change 3978836 by Rolando.Caloca
DR - vk - Remove generate mips
Change 3979201 by Rolando.Caloca
DR - vk - RHI CopyTexture. Uses general layout for generating mips
Change 3979204 by Rolando.Caloca
DR - Use render passes and CopyTexture to generate mips
Change 3979592 by Rolando.Caloca
DR - Warning fix
Change 3980855 by Krzysztof.Narkowicz
Optimize bounding sphere radius after non-uniform scale by using bounding box extent.
#jira UE-56227
Change 3981065 by Rolando.Caloca
DR - vk - Fix bad layout
#jira UE-56238
Change 3981346 by Rolando.Caloca
DR - Copy from 3707257
Support for not flushing compute jobs (r.D3D11.UAVFlushNV)
Change 3981347 by Rolando.Caloca
DR - Copy from 3707257
Don't flush between morph dispatched
Change 3981932 by Mark.Satterthwaite
Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.
Change 3982442 by Rolando.Caloca
DR - Fix warning
Change 3982652 by Rolando.Caloca
DR - vk - Signal semaphore cleanup
Change 3983917 by Richard.Wallis
Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:
Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.
Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions.
Change 3984409 by Guillaume.Abadie
Attempts to make static analysis happy again.
Change 3984435 by Nick.Bullard
Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
This has been utilized for checking issues against Aftermath performance impact.
The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode
Change 3985087 by Mark.Satterthwaite
Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.
Change 3985201 by Rolando.Caloca
DR - Fix bad CopyTexture
Change 3985258 by Mark.Satterthwaite
Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.
#jira UE-55756
Change 3986449 by Rolando.Caloca
DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
Consolidate SDK into one
Change 3986571 by Guillaume.Abadie
Makes PVS-Studio happy again in DOF.
Change 3987039 by Yuriy.ODonnell
Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.
Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).
`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.
Change 3987074 by Yuriy.ODonnell
Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.
Change 3987160 by Yuriy.ODonnell
Added thread naming and ordering to the tracing profiler output
Change 3987331 by Mark.Satterthwaite
Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.
#jira UE-46604
Change 3987754 by Mark.Satterthwaite
Fix MetalRHI memory reporting in non-default path.
PR #4568
Change 3988184 by Arciel.Rekman
Linux: Fix editor OpenGL performance (UE-55960).
- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
- This change adds dynamically-managed per-thread cache for non-monolithic builds.
#jira UE-55960
Change 3988394 by Rolando.Caloca
DR - vk - Improve memory mgmt
- Use 256MB pages for Device heap (or 1/8th if less).
- Remove texture allocations not going through resource manager
Change 3988405 by Marcin.Undak
Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman
Change 3988567 by Rolando.Caloca
DR - vk - Support for packed global UBs on pci aperture heap
Change 3988668 by Rolando.Caloca
DR - vk - Remove old comments
Change 3988956 by Marcin.Undak
RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman
Change 3989161 by Yuriy.ODonnell
Static analysis error fix
Change 3989196 by Guillaume.Abadie
Fixes a crash in light shaft's TAA pass.
#jira UE-57366
Change 3989207 by Yuriy.ODonnell
Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.
Change 3989469 by Rolando.Caloca
DR - vk - Fix for bad index; fix for bad transition
Change 3989772 by Yuriy.ODonnell
Implemented timestamp calibration on Vulkan
Change 3990040 by Marcus.Wassmer
Aftermath enabled by default.
Removed unnecessary warning for other vendors
Change 3990064 by Mark.Satterthwaite
Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.
Change 3990080 by Mark.Satterthwaite
Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.
Change 3990084 by Mark.Satterthwaite
Get MetalStatistics compiling again.
Change 3990381 by Arciel.Rekman
Bring back D3D12 in RecordPerformance.
Change 3991113 by Rolando.Caloca
DR - Fix crash on RHI thread on mobile preview
- Check RHI objects are not null in the PSO initializer
Change 3991191 by Ryan.Vance
#jira UE-55952
Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.
Change 3991343 by Rolando.Caloca
DR - Copy from 3911492
UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.
Change 3991375 by Mark.Satterthwaite
Proper copyright assignment in the mtlpp debugger header.
Change 3993151 by Daniel.Wright
Fix RTDF resource transition found by Rolando
Change 3993818 by Rolando.Caloca
DR - Missed file
Change 3993923 by Krzysztof.Narkowicz
Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
3. This resulted in a StaticMeshComponent with stale RenderData pointer.
#jira UE-54544
Change 3994033 by Rolando.Caloca
DR - vk - Reworked layers & extensions, as we were not doing it properly
- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore
Change 3994275 by Mark.Satterthwaite
Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.
#jira UE-57507
Change 3994365 by Mark.Satterthwaite
Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.
#jira UE-57513
Change 3994382 by Rolando.Caloca
DR - vk - Some missing locks during image tracking
Change 3994422 by Rolando.Caloca
DR - vk - Remove bogus shader format
Change 3995530 by Rolando.Caloca
DR - vk - Fix for crash when validation is enabled
Change 3995531 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3995532 by Rolando.Caloca
DR - vk - Added support for r.Vulkan.SaveValidationCache
Change 3995610 by Uriel.Doyon
Texture Streaming Changes and Fixes:
- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
- Dynamic components do not need to register to the streaming manager anymore.
- Optimized dynamic component management by removing duplicate entries in the update list.
- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
- Added a budget reset logic whenever the scene requirements change significantly.
- PIE worlds now have correct visibility information.
- Fixed possible invalid memory access when processing the streaming manager slave views.
- Refactored the incremental level texture data build to prevent new components from being unhandled.
- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.
#jira none
Change 3995908 by Arciel.Rekman
Fix compile errors when using new Vulkan queries.
Change 3995990 by Arciel.Rekman
More compile fixes to new Vulkan queries.
- MSVC did not catch this, clang did.
Change 3996101 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3996323 by Mark.Satterthwaite
Use the right include path to export the mtlpp headers.
#jira UE-57507
Change 3996392 by Arciel.Rekman
Vulkan: fix crash on start when using new queries.
- CommandBufferManager was not yet set at that point and the code in queries relied on it.
Change 3996585 by Rolando.Caloca
DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.
Change 3998806 by Arciel.Rekman
Fix Linux build (UE-57602).
#jira UE-57602
Change 3998866 by Arciel.Rekman
SubwaySequencer: fix old shader platform name.
Change 3998947 by Mark.Satterthwaite
Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.
#jira UE-57577
Change 3998951 by Mark.Satterthwaite
Fix last of the deprecation errors that I am aware of for macOS 10.12.
#jira UE-57581
Change 3998984 by Mark.Satterthwaite
Build mtlpp for iOS 9.0 not 9.3.
#jira UE-57586
Change 3999065 by Rolando.Caloca
DR - vk - Make sure we use version 1.0.0
#jira UE-57521
Change 3999071 by Arne.Schober
DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.
#jira UE-55433, UE-57361
Change 3999494 by Rolando.Caloca
DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled
Change 4000197 by Krzysztof.Narkowicz
Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
#jira UE-54935
Change 4000305 by Yuriy.ODonnell
Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath
Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).
#jira UE-57579
Change 4000853 by Arciel.Rekman
Linux: fix not calling CrashReportClient (UE-57678).
#jira UE-57678
Change 4001504 by Rolando.Caloca
DR - vk - Fix transition
Change 4002460 by Krzysztof.Narkowicz
Toggle for contant shadow length in word space
Exposed contact shadows to Blueprints
#jira none
Change 4002608 by Rolando.Caloca
DR - vk - Fix static analysis
- Fix potential debug image tracking crash
- Comment out unused methods
Change 4002615 by Rolando.Caloca
DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.
Change 4002640 by Rolando.Caloca
DR - vk - Missing support for CVarDefaultBackBufferPixelFormat
Change 4002919 by Guillaume.Abadie
Implements DOF's temporal upsampling pass for better dynamic resolution stability.
Change 4002984 by Guillaume.Abadie
Integrates Sebastian Aaltonen's ALU optimisations for TAAU.
Change 4003112 by Olaf.Piesche
Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.
#tests QAGame PerformanceTest and RenderTest map with various stats on and off
Change 4003159 by Mark.Satterthwaite
Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.
#jira UE-57538
Change 4003287 by zachary.wilson
Adding reflection capture content to TM-LightingScenarios
Change 4003395 by Arne.Schober
DR - Fix unitzialised value when clicking Go To in the editor
#jira UE-57048
Change 4003425 by Rolando.Caloca
DR - vk - Fix for new occlusion queries
Change 4003530 by Arne.Schober
DR - Disable GPU Benchmark in headless configurations
#jira UE-57673
Change 4003717 by Rolando.Caloca
DR - vk - Fix for depth not store, stencil store
Change 4003719 by Rolando.Caloca
DR - Minor switch to render pass
Change 4003720 by Mark.Satterthwaite
Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.
#jira UE-57659
Change 4003854 by Mark.Satterthwaite
Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.
#jira UE-57576
Change 4004709 by Rolando.Caloca
DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers
Change 4005149 by Guillaume.Abadie
Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.
Change 4005284 by Uriel.Doyon
Resaved volume texture assets with proper engine version.
#jira UE-57534
Change 4005286 by Guillaume.Abadie
Reduces constant setup in DOF's gather pass.
Change 4005359 by Rolando.Caloca
DR - vk - Fix annoying warning
Change 4005363 by Rolando.Caloca
DR - Fix android not finding vulkan shaders
Change 4005457 by Rolando.Caloca
DR - vk - Fix swapchain crash
Change 4005473 by Patrick.Kelly
UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level
Codde by Daniel
Tested by Patrick
Change 4005474 by Rolando.Caloca
DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB
Change 4005759 by Krzysztof.Narkowicz
Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
#jira UE-57743
Change 4005774 by Mark.Satterthwaite
Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.
#jira UE-57750
Change 4005974 by Mark.Satterthwaite
Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.
#jira UE-57083
Change 4006056 by Mark.Satterthwaite
Remove the use of the PrimitiveType argument from Metal draw calls.
#jira UE-57822
Change 4006139 by Mark.Satterthwaite
- Move the render-pass functions into the MetalRHI implementation for later alteration.
- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.
Change 4006215 by Mark.Satterthwaite
Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.
Change 4006394 by Mark.Satterthwaite
In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.
#jira UE-57551
Change 4006493 by Mark.Satterthwaite
MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.
Change 4006495 by Daniel.Wright
Integrate from Refactor branch
* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match.
* Local vertex factory uniform buffer
Change 4006851 by Brian.Karis
Fix for joined charts forming an L to inflate both axii.
Thanks to Jess Kube of The Coalition.
Change 4006852 by Brian.Karis
Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures
Change 4006918 by Brian.Karis
New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.
Not yet used by checked in code. WIP optimization.
Change 4007246 by Guillaume.Abadie
Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.
Change 4007291 by Guillaume.Abadie
Exposes more DOF scalability settings.
Change 4007328 by Guillaume.Abadie
Optimises DOF's half res only setup pass using gather4
Change 4007627 by Richard.Wallis
Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.
#jira UE-57030
Change 4007682 by Richard.Wallis
No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate.
Notes:
- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.
#jira UE-56734
Change 4007731 by Rolando.Caloca
DR - Disable byte buffers on non-hlsl based platforms
#jira UE-57851
Change 4007741 by Rolando.Caloca
DR - Disable byte buffers on hlslcc platforms
Change 4007782 by Mark.Satterthwaite
Force Metal shaders, including the stdlib, to recompile.
Change 4007918 by Rolando.Caloca
DR - vk - Some static asserts
Change 4008404 by Arciel.Rekman
Do not crash on incompatible Vulkan drivers (UE-57521).
#jira UE-57521
Change 4008442 by Daniel.Wright
Better comments on ERHIFeatureLevel expectations
Change 4008494 by Arne.Schober
DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.
#jira UE-57754
Change 4008730 by Mark.Satterthwaite
After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.
#jira UE-57870
Change 4008949 by Brian.Karis
Fix compile warning
Change 4008951 by Brian.Karis
Added LTC LUT textures
Change 4009326 by Guillaume.Abadie
Compiles out DOF's gathering bokeh simulation on platform other than desktop.
Change 4009380 by Krzysztof.Narkowicz
Moved area light code before the contact shadows, so contact shadows use representative light's direction.
Merged all contact shadows shader code.
Contact shadows keep constant screen space length independent of FoV settings.
Contact shadows for translucents.
Contact shadows for eye.
Change 4009555 by Guillaume.Abadie
Splits DOFCocTile.usf in two.
Change 4009999 by Yuriy.ODonnell
MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.
Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
Currently supported platforms: Win64, Mac, Linux.
Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.
Change 4010288 by Rolando.Caloca
DR - vk - Fix for vertex streams
Change 4010289 by Krzysztof.Narkowicz
D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.
#jira UE-57510
Change 4010297 by Rolando.Caloca
DR - vk - Remove some functions for android
Change 4010315 by Rolando.Caloca
DR - vk - Remove create info macro
Change 4010451 by Rolando.Caloca
DR - vk - Reuse samplers
- Infiltrator goes from 5759 to 24 samplers!
Change 4010627 by Rolando.Caloca
DR - vk - Fix missing values for tracking swapchain validation
Change 4011924 by Guillaume.Abadie
Implements tile based early return optimisation on DOF's postfiltering method.
Change 4011941 by Guillaume.Abadie
Shaves some ALU in DOF's accumulator for LowQuality permutation.
Change 4012093 by Yuriy.ODonnell
Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.
Change 4012195 by Rolando.Caloca
DR - vk - Fix for mobile backbuffer layout
Change 4012202 by Rolando.Caloca
DR - vk - Don't use staging buffers on UMA
Change 4012467 by Rolando.Caloca
DR - Remove redundant check
Change 4012486 by Rolando.Caloca
DR - Fix missing transition
Change 4012518 by Guillaume.Abadie
Implements fast shader permutation for DOF's TAA pass.
Change 4013084 by Arciel.Rekman
Fix for Linux clock discrepancy.
- Causing at least one precision issue, possibly more.
(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)
Change 4013266 by Uriel.Doyon
Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext.
Change 4013626 by Uriel.Doyon
Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
#jira UE-51672
Change 4013805 by Rolando.Caloca
DR - Fix more missing transitions
Change 4014128 by Arne.Schober
DR - Do not create LocalVFUniformBuffer when running without MVF
#jira UE-57929
Change 4014193 by Uriel.Doyon
Editing component transforms now invalidate the component's lighting cache.
#jira UE-48134
Change 4014282 by Rolando.Caloca
DR - vk - Remove extra validation during dump
Change 4014584 by Uriel.Doyon
Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
#jira UE-49064
Change 4014604 by Uriel.Doyon
UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE.
Change 4015460 by Guillaume.Abadie
Composes separate translucency within DOF's recombine pass.
Change 4015571 by Guillaume.Abadie
Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.
Change 4015984 by Krzysztof.Narkowicz
Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.
#jira UE-58000
Change 4016056 by Mark.Satterthwaite
Fix Mac Metal shader compilation of texture cube arrays.
Change 4016062 by Richard.Wallis
Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.
#jira UE-46999
Change 4016109 by Mark.Satterthwaite
One unified Metal buffer implementation - will make further changes a heck of a lot easier.
Change 4016221 by Patrick.Kelly
UE-57617: Ensure changing viewmode to ShaderComplexity while in -game
Change 4016238 by Guillaume.Abadie
Makes clang happy again in Tonemapper.
Change 4016309 by Mark.Satterthwaite
More *_RenderThread implementations for MetalRHI.
Change 4016414 by Mark.Satterthwaite
And MetalRHI version of CreateStructuredBuffer_RenderThread...
Change 4016498 by Mark.Satterthwaite
Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.
#jira UE-57930
Change 4017394 by Juan.Canada
OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
#jira UE-57691
Change 4017522 by Rolando.Caloca
DR - vk - Remove unused code path (old mip generation detection)
Change 4017539 by Rolando.Caloca
DR - vk - Fix for sky lighting mips showing green on AMD
Change 4017542 by Arciel.Rekman
Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).
- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.
Change 4017827 by Guillaume.Abadie
Optimises DOF's scattering cost by a third.
Change 4017835 by Rolando.Caloca
DR - Only allow a render pass to generate mips for one color render target
Change 4017889 by Mark.Satterthwaite
Cache all the Metal state objects to avoid hitting the API unnecessarily.
Change 4018251 by Mark.Satterthwaite
Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.
MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.
Change 4018514 by Guillaume.Abadie
Implements r.DOF.Scatter.MinCocRadius.
Change 4018553 by Guillaume.Abadie
Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering
Change 4020369 by Yuriy.ODonnell
Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)
Previously was only disabled for PVS-Studio.
Change 4020620 by Arciel.Rekman
Fix XboxOne CIS (fallout of appCountTrailingZeros move).
Change 4020949 by Guillaume.Abadie
Configures DOF in scalability settings.
Change 4021593 by Rolando.Caloca
DR - vk - Support for Aftermath style api on AMD
Change 4021740 by Rolando.Caloca
DR - vk - Change log output
Change 4022008 by Uriel.Doyon
Fixed renderthread stalls when streaming texture mips on low end systems.
Change 4022135 by Rolando.Caloca
DR - vk - Fix last mip's layout during mip chain creation
Change 4022607 by Jian.Ru
Speculative fix for a bug where an invalid vertex buffer is deferenced
#jira UE-56229
Change 4022890 by Rolando.Caloca
DR - Fix reference count not getting released
Change 4023540 by Mark.Satterthwaite
Avoid some pointless retain/release calls on Metal Encoders.
Change 4023796 by Marcus.Wassmer
Tell users they are over the maximum size when allocating very large rendertargets.
Change 4025337 by Yuriy.ODonnell
Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.
MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.
Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.
This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
Running Infiltrator demo consumes ~700MB of virtual address space per second.
Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.
Change 4026047 by Rolando.Caloca
DR - Fix test/shipping
#jira UE-58148
Change 4026150 by Krzysztof.Narkowicz
Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
#jira UE-57992
Change 4026226 by Rolando.Caloca
DR - Fix static analysis
#jira UE-58150
Change 4026354 by Jian.Ru
Debug check trying to catch a crash. Only enabled in editor build
#jira UE-50111
Change 4026655 by Rolando.Caloca
DR - Fix for static analysis
#jira UE-58149
Change 4026763 by Rolando.Caloca
DR - Remove references to defunct CCT to avoid confusing licensees
Change 4027167 by Uriel.Doyon
Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.
#jira UE-56509
Change 4027850 by Jian.Ru
Prevent log spam
#jira UE-50111
Change 4029546 by Rolando.Caloca
DR - Compile fixes
Change 4029624 by Yuriy.ODonnell
Addressed static analysis errors in MallocStomp
- VirtualAlloc return value is now explicitly checked.
- C6250 is suppressed, as VirtualFree does not release address space by design.
Change 4030225 by Yuriy.ODonnell
Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB
The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
Suppressing it would require wrapping all instances of Windows header includes in third-party macros.
Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.
Change 4030440 by Rolando.Caloca
DR - Fix crash on mobile
#jira UE-58222
Change 4030570 by Daniel.Wright
Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders
Change 4030618 by Arne.Schober
DR - missing tangent/normal sign conversion after integration from main
#jira UE-58224
Change 4031588 by Rolando.Caloca
DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD
Change 4032145 by Mark.Satterthwaite
Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.
#jira UE-58268
Change 4032209 by Rolando.Caloca
DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore
Change 4033178 by Guillaume.Abadie
Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.
#jira UE-58151
Change 4034489 by Daniel.Wright
Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo.
* This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).
Change 4035157 by Uriel.Doyon
Fixed deadlock in the streaming code when running with -onethread.
#jira UE-58299
Change 4035198 by Rolando.Caloca
DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).
#jira UE-58267
Change 4035730 by Arne.Schober
DR - Fix missing Fog parameters during LightScattering Injection
#jira UE-57608
Change 4035843 by Daniel.Wright
Reimplemented support for EyeAdaptation node in opaque materials
Change 4036837 by Marcus.Wassmer
Replace some of the screenshots to match new un-tonemapped buffer visualization
Change 4036980 by Rolando.Caloca
DR - vk - Fix deadlock contention during mem allocation on Linux
Change 4037225 by Guillaume.Abadie
Fixes jittering selection outline.
#jira UE-58350
Change 4038056 by Marcus.Wassmer
roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image.
Change can go back in later with that part fixed also
Change 4038296 by Jian.Ru
Static analysis fix
#jira UE-58377
Change 4038402 by Ben.Marsh
Suppress IncludeTool warnings caused by CL 3998947.
Change 4038514 by Arne.Schober
DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.
#jira UE-57652
Change 4038747 by Marcus.Wassmer
Back out changelist 3853645, causing us to lose shadows in the shaderhair test
Change 4040138 by Rolando.Caloca
DR - Fix compile warning
Change 4041614 by Rolando.Caloca
DR - vk - Fix for Oculus module
#jira UE-58267
Change 3810277 by Daniel.Wright
Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4.
The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.
Change 3817029 by Uriel.Doyon
Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.
#jira UE-32263
Change 3819960 by Michael.Lentine
Expose UEPhysics Clothing Parameters through UI.
Change 3823401 by Rolando.Caloca
DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch
Change 3844805 by Arne.Schober
DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.
Change 3847283 by Marcus.Wassmer
Extra fixes from Uriel
Change 3876607 by Rolando.Caloca
DR - Use render passes when running occlusion queries
- Removes the RHI(Begin|End)OcclusionQueryBatch API
Change 3903799 by Daniel.Wright
[Integrate] Pass Uniform Buffers
* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture
Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
* Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted.
* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs
Change 3917500 by Rolando.Caloca
DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified
Change 3964907 by Guillaume.Abadie
Implements RectList topology support in RHI.
Change 3979171 by Mark.Satterthwaite
Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):
Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.
Regarding mtlpp:
- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.
Apple Platform:
- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.
MetalRHI:
- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.
Other:
- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.
#jira UERNDR-354
Change 3979312 by Rolando.Caloca
DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget
Change 4005122 by Rolando.Caloca
DR - Support for PS4 Index Buffer UAVs
Change 4016298 by Guillaume.Abadie
Fixes DOF hybrid scattering on platforms that supports RectList topology.
Change 4018575 by Guillaume.Abadie
Optimises DOF's reduce pass when doing scattering compilation.
Change 4020317 by Guillaume.Abadie
Implements WaveBroadcastIntrinsics.ush.
[CL 4042226 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3851142 by Robert.Manuszewski
When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.
Change 3853797 by Ben.Marsh
BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...
Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.
Change 3857540 by Graeme.Thornton
Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed
Change 3860062 by Steve.Robb
Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).
Change 3860138 by Steve.Robb
Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.
Change 3860273 by Steve.Robb
Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.
Change 3863203 by Steve.Robb
Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).
See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html
Change 3864588 by Graeme.Thornton
Crypto Keys Improvements
- Removed UAT command line params for encryption. Centrally configured by the editor settings now.
- UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
- Minor refactoring of UAT encryption processing to use the new cryptokeys json file
- UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
- UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks
Change 3864691 by Robert.Manuszewski
Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.
Change 3864744 by Robert.Manuszewski
Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.
Change 3864816 by Graeme.Thornton
TBA: Minor formatting improvements to textasset commandlet
Change 3868939 by Graeme.Thornton
TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory
Change 3869031 by Graeme.Thornton
TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log
Change 3871802 by Steve.Robb
Class cast flags and property flags are now visible in the debugger.
Change 3871863 by Robert.Manuszewski
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
Change 3874413 by Steve.Robb
Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.
Change 3874457 by Ben.Marsh
When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.
The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.
Change 3876435 by Robert.Manuszewski
Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever
Change 3878762 by Robert.Manuszewski
Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.
Change 3878850 by Robert.Manuszewski
SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.
Change 3881331 by Graeme.Thornton
TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter
Change 3886983 by Ben.Marsh
UGS: Fix notification window not expanding to fit long captions.
Change 3887006 by Ben.Marsh
UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.
Change 3887500 by Ben.Marsh
UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).
Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.
Change 3887513 by Ben.Marsh
UGS: Fix badge text drawing outside the clipping bounds.
Change 3888010 by Josh.Engebretson
Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
#jira none
Change 3888418 by Ben.Marsh
UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.
Change 3889457 by Steve.Robb
GitHub #4457 : Display abbreviations properly when converting FNames to display string
#jira UE-54611
Change 3889547 by Ben.Marsh
UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.
Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:
[Badges]
+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")
The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.
Change 3889726 by Ben.Marsh
UGS: Fix description badges that don't have any associated URL.
Change 3889995 by Ben.Marsh
UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.
Change 3890007 by Ben.Marsh
UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.
Change 3890057 by Ben.Marsh
UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.
Change 3891069 by Robert.Manuszewski
Fixing a crash in MallocBinned2 when running with malloc profiler enabled.
Change 3891084 by Steve.Robb
Back out changelist 3881331 because it's causing cook errors.
Change 3891100 by Ben.Marsh
UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:
[//UE4/Main/Samples/Games/ShooterGame.uproject]
Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.
A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:
Change 3891346 by Steve.Robb
TSharedPtr::operator bool, and some usage of it.
Change 3891787 by Steve.Robb
Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().
Change 3892379 by Ben.Marsh
UGS: Fix notification window containing the group fix for each build type.
Change 3892400 by Ben.Marsh
UGS: Shrink the size of the alert panel.
Change 3892496 by Ben.Marsh
UGS: Dim badges for changes which aren't eligable for syncing.
Change 3893932 by Steve.Robb
Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.
Change 3895872 by Ben.Marsh
UGS: Show the stream name in tab labels by default.
Change 3896366 by Ben.Marsh
UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.
Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.
Change 3896367 by Ben.Marsh
UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.
Change 3896425 by Ben.Marsh
UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.
Change 3896461 by Ben.Marsh
UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
StatusPanelColor=#dcdcf0
Change 3899530 by Ben.Marsh
Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.
Change 3901164 by Ben.Marsh
UGS: Add a class to store all the resources for the status panel.
Change 3901165 by Graeme.Thornton
TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written
Change 3901301 by Ben.Marsh
UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.
Change 3902454 by Ben.Marsh
UGS: Fix logo not being redrawn in the correct position when starting to sync.
Change 3903416 by Ben.Marsh
UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.
Change 3904154 by Josh.Engebretson
Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
#jira UE-55442
Change 3904648 by Ben.Marsh
UGS: Remove files from the workspace that are excluded by the sync filter.
The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.
#jira UE-47335
Change 3905442 by Steve.Robb
Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.
Change 3905629 by Ben.Marsh
UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.
Change 3906447 by Steve.Robb
Rename EConvertFromTypeResult enumerators.
Change 3906574 by Steve.Robb
Crash fix for container conversion failure during tagged property import.
Change 3909255 by Daniel.Lamb
Fixed issue with DLCpackaging crashing on windows
#jira UE-42880
#test EngineTest windows
Change 3909270 by Steve.Robb
Seek instead of skipping bad properties byte-by-byte.
Change 3909324 by Steve.Robb
Use switch statement instead of repeated if/else.
Change 3909525 by Ben.Marsh
UGS: Use the StudioEditor target when syncing content-only Enterprise projects.
Change 3911754 by Daniel.Lamb
Fix for building pak patches.
#jira UE-55340
Change 3911942 by Robert.Manuszewski
Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.
Change 3913067 by Ben.Marsh
UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.
Change 3913209 by Ben.Marsh
UGS: Fix incorrect target name when compiling Enterprise projects.
Change 3917358 by Steve.Robb
Fix for GetLen(FString).
Change 3919610 by Ben.Marsh
Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.
CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.
Change 3921002 by Ben.Marsh
UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).
Change 3921008 by Ben.Marsh
UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.
Change 3921906 by Steve.Robb
New interpolation functions for quaternions.
https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html
Change 3921978 by Graeme.Thornton
TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.
Change 3924520 by Graeme.Thornton
UnrealPak: Improve encryption summary log messages
Change 3924522 by Graeme.Thornton
UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames
Change 3924604 by Graeme.Thornton
UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.
Change 3924638 by Graeme.Thornton
Crypto: Improvements to parsing of old fashioned encryption.ini settings:
- AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
- Signing keys will emit an error when they are too long (>64bytes)
- Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues
#jira UE-55080
Change 3924747 by Steve.Robb
Fix for degrees.
Change 3925459 by Chad.Garyet
Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.
Change 3926703 by Ben.Marsh
BuildGraph: Include the path to the XML file when displaying an XML parse error.
Change 3926917 by Ben.Marsh
UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).
Set the solution name using an entry in BuildConfiguration.xml as follows:
<ProjectFileGenerator>
<MasterProjectName>UE4_Main</MasterProjectName>
</ProjectFileGenerator>
Change 3927683 by Graeme.Thornton
UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.
Change 3928111 by Ben.Marsh
UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.
Change 3928926 by Ben.Marsh
BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.
Change 3931041 by Graeme.Thornton
TBA: Add option to textasset commandlet to also include engine content in a resave
Change 3931043 by Graeme.Thornton
TBA: Redirect some more FArchive members in FArchiveProxy
Change 3931913 by Ben.Marsh
UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.
#jira UE-47368
Change 3932419 by Ben.Marsh
UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.
#jira UE-33541
Change 3932483 by Ben.Marsh
PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)
Change 3932624 by Ben.Marsh
UGS: Add an error dialog when trying to clean the workspace before closing the editor.
#jira UE-42308
Change 3932679 by Ben.Marsh
UGS: Add the date/time to the end of the sync log.
#jira UE-33540
Change 3932705 by Ben.Marsh
UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.
#jira UE-53182
Change 3933318 by Ben.Marsh
UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.
#jira UE-33535, UE-53914
Change 3933840 by Graeme.Thornton
TBA: When loading assets, only use structured archive adapters for exports when loading text files.
Change 3936040 by Ben.Marsh
UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.
Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.
#jira UE-52870
Change 3940230 by Robert.Manuszewski
Fixes for FilenameToLongPackageName crashes when runnign commandlets
Change 3940240 by Graeme.Thornton
Automated cycling of encryption and signing keys
Change 3940243 by Graeme.Thornton
UAT: CryptoKeys automation script
Change 3940321 by Ben.Marsh
UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.
Change 3940538 by Ben.Marsh
UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.
Change 3941285 by Gil.Gribb
UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
#jira none
Change 3942404 by Graeme.Thornton
Pak Signing:
- Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
- Format the signedarchivereader output to match the pak precacher
- When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
- Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
- Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.
Change 3942825 by Ben.Marsh
UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.
Change 3942839 by Ben.Marsh
UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.
Change 3943153 by Ben.Marsh
Use the correct logical processor count in ParallelExecutor.
Change 3943210 by Ben.Marsh
UGS: Add an option to the editor arguments window that allows prompting before launching the editor.
Change 3943329 by Ben.Marsh
UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.
Change 3944294 by Ben.Marsh
UGS: Prompt for confirmation before removing any files from the workspace.
Change 3945283 by Ben.Marsh
UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.
Change 3945325 by Ben.Marsh
PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)
Change 3947359 by Graeme.Thornton
TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.
Change 3947360 by Graeme.Thornton
TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.
Change 3949431 by Graeme.Thornton
TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks
Change 3950843 by Ben.Marsh
UBT: Add a better error if an XML config file is corrupt.
Change 3952504 by Steve.Robb
GitHub #4545 : UE-55924: CaseSensitive token recognition
#jira UE-55961
#jira UE-55924
Change 3952707 by Graeme.Thornton
Make RandInit(...) log message verbose
Change 3954694 by Ben.Marsh
BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.
To define a Macro, use the syntax:
<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
<Log Message="First message" If="$(PrintFirstMessage)"/>
<Log Message="Second message" If="$(PrintSecondMessage)"/>
<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
</Macro>
To expand a macro, use the syntax:
<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>
An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.
Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.
Change 3954695 by Ben.Marsh
PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)
#jira UE-56283
Change 3954961 by Ben.Marsh
UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.
#jira UE-56040
Change 3955785 by Steve.Robb
GitHub #4546 : Don't discard errors from zlib inflate
#jira UE-55969
Change 3955940 by Steve.Robb
Redundant and confusing macro check removed.
Change 3956809 by Ben.Marsh
Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.
Change 3959590 by Steve.Robb
Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.
Change 3959864 by Robert.Manuszewski
Increasing the size of permanent object pool to fix warnings in cooked ShooterGame
#jira UE-56001
Change 3960956 by Steve.Robb
New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.
Change 3963628 by Ben.Marsh
UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.
Change 3964349 by Ben.Marsh
Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.
Change 3964821 by Ben.Marsh
Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.
Change 3965269 by Ben.Marsh
Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.
Change 3966554 by James.Hopkin
#core Removed redundant cast
Change 3966558 by James.Hopkin
#core Removed redundant casts and changed some MakeShareables to MakeShared
#robomerge #fortnite
Change 3966754 by Ben.Marsh
Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.
Change 3967397 by Ben.Marsh
Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.
Change 3967664 by Ben.Marsh
Update UGS solution to use Visual Studio 2017.
Change 3967838 by Ben.Marsh
Couple of fixes to conform scripts.
Change 3968767 by Ben.Marsh
Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.
Change 3968771 by Ben.Marsh
Fix compiled-in engine path being subject to macro expansion.
#jira UE-56504
Change 3968886 by Robert.Manuszewski
Merging 3914301:
Remove any references we had added to the GGCObjectReferencer during Init
Change 3968978 by Steve.Robb
FString->FName fixes for module names in HotReload.
Change 3969019 by Steve.Robb
Minor refactor of property skipping logic in SerializeTaggedProperties().
Change 3969041 by Steve.Robb
Simplification of Build.version filename construction.
Change 3969049 by Steve.Robb
Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.
This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().
#jira UE-52405
Change 3969120 by Ben.Marsh
Enable errors for using undefined identifiers in conditional expressions by default.
Change 3969161 by Ben.Marsh
Remove log line that should only be included in the log.
Change 3969216 by Steve.Robb
Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.
#jira UE-52405
Change 3969346 by Steve.Robb
Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.
Change 3969598 by Ben.Marsh
Fix warning from VS2017.
Change 3971101 by Graeme.Thornton
TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.
Change 3971407 by Ben.Marsh
UBT: Fix exception when enumerating toolchains if the directory does not exist yet.
Change 3971523 by Graeme.Thornton
Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching
Change 3971613 by Ben.Marsh
Fix Lightmass non-unity compile errors.
Change 3971649 by Ben.Marsh
Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.
Change 3971829 by Ben.Marsh
Fix deprecated header warning from PVS Studio.
Change 3972503 by Ben.Marsh
Changes to build failure notifications:
* Only people that submitted between builds with different error messages will be included on emails by default.
* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
* Anyone that starts a build will be included on all failure emails.
Change 3972732 by Ben.Marsh
Changes to ensure notification messages are stable.
Change 3972810 by Ben.Marsh
Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.
Change 3973331 by Ben.Marsh
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
Change 3973343 by Ben.Marsh
PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)
Change 3973820 by Ben.Marsh
Fix incorrect error message when unable to find Visual C++ install directory.
Change 3974295 by Robert.Manuszewski
Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.
Change 3975336 by Robert.Manuszewski
CIS fix after the last merge from main
Change 3976999 by Ben.Marsh
Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.
This should cause CIS to better errors for compiling Odin editor.
Change 3977934 by Ben.Marsh
UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.
Change 3977953 by Ben.Marsh
UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.
Change 3978544 by Ben.Marsh
UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.
Change 3978780 by Ben.Marsh
Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.
Change 3979313 by Ben.Marsh
UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.
Change 3980499 by Ben.Marsh
UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.
Change 3980890 by Ben.Marsh
UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.
Change 3981495 by Ben.Marsh
Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.
#jira UE-54343
Change 3982157 by Ben.Marsh
Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.
Change 3982239 by Ben.Marsh
Update tooltip directing users to install Visual Studio 2017 instead of 2015.
Change 3983395 by Graeme.Thornton
Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file
Change 3983523 by Graeme.Thornton
Backwards compatibility for pak files with compressed chunk offsets
Change 3983769 by Ben.Marsh
UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.
Change 3984529 by Ben.Marsh
BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.
Change 3984557 by Ben.Marsh
BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.
Change 3986520 by Ben.Marsh
Remove hacks to uniquify response file name on Android and Linux.
Change 3987166 by Steve.Robb
Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.
Change 3989061 by Graeme.Thornton
TBA: Text asset loading/saving work
- Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
- Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
- Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.
Change 3989109 by Graeme.Thornton
TBA: TextAsset commandlet emits a warning when binary package determinism fails
Change 3990823 by Ben.Marsh
UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.
Change 3990832 by Ben.Marsh
UGS: Make the schedule window resizable.
Change 3991569 by Steve.Robb
GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message
Change 3991970 by Steve.Robb
Fix for 4096 char limit on FParse::Value.
Change 3992222 by Steve.Robb
Advice added to the coding standard for using default member initializers.
Change 3993675 by Ben.Marsh
UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.
Change 3994199 by Ben.Marsh
UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.
In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.
Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx
Change 3994243 by Ben.Marsh
UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.
Change 3994260 by Ben.Marsh
UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.
Change 3994350 by Ben.Marsh
UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.
Change 3995159 by Ben.Marsh
UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.
Indend to re-introduce this functionality through the manual 'clean workspace' operation.
Change 3995169 by Ben.Marsh
UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.
Change 3995228 by Ben.Marsh
UGS: Update recently opened projects list when editing project for an existing tab.
Change 3995312 by Ben.Marsh
UGS: Stop showing all dialogs in the taskbar.
Change 3995929 by Robert.Manuszewski
Completely rewritten FReferenceChainSearch class used by 'obj refs' command.
- 3+ times faster
- Uses the same code as GC to track all the references down
- Actually reports all reference chains properly
- Less code that is more readable than the previous version
Change 3995981 by Ben.Marsh
UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.
Change 3996113 by Ben.Marsh
UGS: Fix crash upgrading config files from older versions.
Change 3997990 by Ben.Marsh
UGS: Prevent error when syncing an empty workspace.
Change 3998095 by Ben.Marsh
UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.
Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.
Change 3998264 by Ben.Marsh
UGS: Fix exception when switching projects in-place.
Change 3998643 by Ben.Marsh
Fix shared DDC not being used for installed engine builds.
#jira UE-57631
Change 4000266 by Ben.Marsh
UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:
UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]
The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.
Change 4000293 by Ben.Marsh
Add a compression flag that allows selecting compressor without using the default platform implementation.
Change 4000315 by Ben.Marsh
Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.
Change 4000610 by Ben.Marsh
UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.
Change 4000627 by Ben.Marsh
UBT: Include enabled plugin info in the UBT log.
Change 4000793 by Ben.Marsh
UBT: Remove some member variables from VCEnvironment that don't need to be stored.
Change 4000909 by Ben.Marsh
UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.
Change 4001923 by Ben.Marsh
UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.
At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.
Change 4001927 by Ben.Marsh
Fixes for compiling against the Windows 10 SDK.
Change 4002439 by Robert.Manuszewski
Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector
Change 4003508 by Ben.Marsh
UGS: Fix new workspaces not having the correct owner and host set.
Change 4003622 by Ben.Marsh
UGS: Add support for "skipped" as a build result.
Change 4004049 by Robert.Manuszewski
Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy
Change 4005077 by Ben.Marsh
UGS: Update version number.
Change 4005112 by Ben.Marsh
UBT: Reduce number of times a target has to be constructed while generating project files.
Change 4005513 by Ben.Marsh
UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.
Change 4005516 by Ben.Marsh
UBT: Add warnings whenever a module adds an include path or library path that doesn't exist
Change 4006168 by Ben.Marsh
CIS fixes.
Change 4006236 by Ben.Marsh
UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.
Change 4006266 by Ben.Marsh
UGS: Swap around the new workspace/existing file boxes on the open project dialog.
Change 4006552 by Ben.Marsh
If staging fails because a restricted folder name is found, include a list of them in the error message.
Change 4007397 by Steve.Robb
Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.
Change 4007458 by Ben.Marsh
UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.
Change 4009343 by Ben.Marsh
UGS: Set the rmdir option on new workspaces by default.
Change 4009501 by Ben.Marsh
UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.
Change 4009509 by Ben.Marsh
UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.
Change 4010543 by Ben.Marsh
Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).
Change 4010553 by Ben.Marsh
UAT: Include platform groups in restricted folder names when staging.
Change 4012030 by Ben.Marsh
UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.
Change 4012204 by Chad.Garyet
- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
- Create directory for sqlite db if it doesn't exist
#jira none
Change 4014209 by Brandon.Schaefer
New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows
#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills
Change 4015606 by Brandon.Schaefer
Missed a code project that needed updating for new Breakpad changes for Mac
Change 4017795 by Robert.Manuszewski
GC assumption verification should now be 3-4x faster.
- Refactored Disregard For GC to use TFastReferenceCollector
- Move both Disregard For GC and Cluster verification code to separate source files
Change 4020381 by Ben.Marsh
Add link to the new official doc page for UnrealGameSync.
Change 4020665 by Ben.Marsh
UBT: Prevent plugins being precompiled if they don't support the current target platform.
Change 4021829 by Ben.Marsh
Update message about downloading a new version of Visual Studio.
Change 4022063 by Ben.Marsh
UBT: Suppress toolchain output when generating project files.
Change 4023248 by Ben.Marsh
Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().
(Also fix an exception within the exception handler, if GError has not been created yet)
Change 4025759 by Ben.Marsh
Fix universal CRT include paths not being added to compile environment for VS2015.
Change 4026002 by Ben.Marsh
UBT: Check the old registry locations for the Windows SDK installation directory.
Change 4026068 by Ben.Marsh
UBT: Use the correct compiler version in the error message for not having the UCRT.
Change 4026181 by Ben.Marsh
Fix DebugGame editor configurations not enumerating modules correctly.
#jira UE-58153
Change 4026285 by Ben.Marsh
UBT: Add additional logging for enumerating Windows SDKs.
Change 4026708 by Ben.Marsh
UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.
Change 4029404 by Ben.Marsh
Remove incorrect include paths to fix CIS warnings.
Change 4031517 by Steve.Robb
Fix for UHT errors not being clickable in the Message Log.
#jira UE-58173
Change 4031544 by Ben.Marsh
Fix errors building asset catalog for IOS due to modifying shared build environment.
#jira UE-58240
Change 4032227 by Ben.Marsh
BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.
Change 4032262 by Ben.Marsh
BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.
Change 4032288 by Ben.Marsh
Remove UFE from the BuildEditorAndTools script.
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3838569 by Steve.Robb
Algo moved up a folder.
Change 3848581 by Robert.Manuszewski
Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.
#jira UE-49446
Change 3864743 by Steve.Robb
Fix for buffer overrun when copying a context string.
Fix for being unable to link to MallocLeakDetection.
Fix to prefix for FMallocLeakDetection::ContextString.
New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.
#jira UE-54612
Change 3865020 by Graeme.Thornton
TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions
Change 3869550 by Josh.Engebretson
New SymGen and SymUpload tasks (ShooterGame usage example)
Example C# symbolicator (using saved crash and data router formats)
Updates for stack walking and crash runtime xml on Windows/Mac
Change 3905453 by Steve.Robb
USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.
Change 3910012 by Ben.Marsh
UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.
Change 3920044 by Graeme.Thornton
TBA: Text asset loading
* Added a structured archive layer to FLinkerLoad
* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.
Change 3921587 by Steve.Robb
Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
Fixes for various misuses.
#jira UE-55681
Change 3942873 by Ben.Marsh
UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.
Change 3944629 by Graeme.Thornton
Merging back a couple of fixes from Fortnite
- Extra parenthesis around some calculations in the pakprecacher
- Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
- Added documentation for build script crypto options
Change 3945381 by Ben.Marsh
Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.
Change 3968969 by Steve.Robb
Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.
Change 3969417 by Ben.Marsh
Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.
Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".
Change 3972443 by Ben.Marsh
Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.
Change 3977198 by Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
Change 3979632 by Ben.Marsh
Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.
* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.
Change 3981738 by Ben.Marsh
Move utility classes for filtering files and matching wildcards into DotNETUtilities.
Change 3983888 by Steve.Robb
Warning C4868 disabled, about evaluation order of braced initializer lists.
https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html
Change 3984019 by Steve.Robb
FString::Printf formatting argument checking added.
Vararg support for FText::Format.
All remaining usage fixed.
Change 3985502 by Steve.Robb
Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.
Change 3985999 by Graeme.Thornton
TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
- Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA
Change 3986461 by Ben.Marsh
Fixup lots of platforms not adding response files as a prerequisite.
This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.
Change 3990081 by Ben.Marsh
Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.
Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).
Change 3996714 by Chad.Garyet
UGSRestAPI, conversion of UGS to use it.
#jira none
Change 4008287 by Ben.Marsh
UBT: Change the engine to use the Windows 10 SDK by default.
Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.
The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).
Change 4008516 by Chad.Garyet
- Adding support for both SQLite and MsSql
- API now reads from only MsSql, but writes to both
- Added support for POST to CIS for badges
- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB
#jira none
Change 4010296 by Chad.Garyet
Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
#jira none
Change 4024045 by Ben.Marsh
Set the list of supported target platforms for OnlineSubsystemGameCircle.
#jira UE-57887
Change 4031014 by Ben.Marsh
UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.
[CL 4034515 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb None
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3967603 by Marc.Audy
Fix force feedback events being played on the correct controller if the OffsetPlayerGamepadIds feature is in use
#jira UE-56077
Change 3969399 by Phillip.Kavan
Partially fix runtime failures for converted circular dependency test actors in a nativized QAGame.
#jira UE-56287
Change 3970181 by Phillip.Kavan
Improved handling of circular dependencies during Blueprint nativization between converted and unconverted assets.
Change summary:
- Removed FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(); no longer in use.
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to remove the case that was marking assets for stub class generation; no longer needed.
- Modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to detect, report on and handle circular references between converted and unconverted assets (ensuring that both sides are converted).
#jira UE-56292
Change 3970185 by Phillip.Kavan
Fix initialization of special UMG struct types in nativized Blueprint ctor code.
Change summary:
- Modified FBackendHelperUMG::SpecialStructureConstructorUMG() to emit the proper constructor call based on the value of the 'ForcedTime' field. Also modified to emit updated constructor code for the FMovieSceneSegment struct's 'Range' member, which is now a TRange<> type.
- Fixed a typo in the TBaseStructure<FInt32Range> case in FEmitDefaultValueHelper::SpecialStructureConstructor().
#jira UE-56487
Change 3971520 by mason.seay
Adjusted widget anchor to fix screen positioning
Change 3972611 by Mieszko.Zielinski
Fixed some of the vislogger macros using old 'Actor' rather than new 'LogOwner' parameter #UE4
#jira UE-56978
Change 3973564 by Phillip.Kavan
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
- Mirrored from //UE4/Dev-Core (3973331).
#jira UE-56277
Change 3974308 by Phillip.Kavan
Fix crash when choosing to delete multiple bookmarks selected in the Bookmarks tree view.
Change summary:
- Modified SBlueprintBookmarks::OnDeleteSelectedTreeViewItems() to make a local copy of the reference to the entry in the source array.
- Modified FBlueprintEditor::RemoveBookmark() to save local config settings *after* modifying the persistent Bookmarks array (it was previously happening before).
#jira UE-55598
Change 3975506 by Mason.Seay
Code and blueprints for subobject testing
Change 3977558 by Mason.Seay
Checking in missed header file
Change 3978137 by Ben.Zeigler
#jira UE-57154 Fix crash where component instance data cache would duplicate external objects during the null component pre serialize
Change 3978326 by Ben.Zeigler
#jira UE-57062 Only look for class redirects for soft object paths if the string starts with /script, some of the class redirect match strings are overly broad and were catching assets
Change 3978393 by Ben.Zeigler
Fix FAssetData::IsUAsset comment to match what it actually does, old comment implied it was false for maps which is wrong
Change 3978837 by Marc.Audy
Make GetAutoEmitTermParameters and IsAutoCreateRefTerm static and optimize both
Change 3978838 by Marc.Audy
(4.19.1) PR #4480: Crash fix trying to open the console command on Windows (Contributed by bakjos)
#jira UE-54908
#jira UE-54215
Change 3979156 by Marc.Audy
PR #4615: Update WindDirectionalSourceComponent.h (Contributed by c4tnt)
#jira UE-57071
Change 3982289 by Ben.Zeigler
Fix several issues with unloaded blueprints and the class picker/viewer
#jira UE-53646 Reimplement CR #4369 so setting a Class blueprint variable to a blueprint class will correctly allow unloaded blueprint children to be selected in the picker
Added FName defines to FBlueprintTags for the asset registry tags used for unloaded blueprints, and removed the ParentClassPackage tag as it was redundant with ParentClass
Fixed it so Soft Class Reference properties can be set back to none with the picker
Removed FUnloadedClassDragDropOp as it did not work correctly and replaced uses with FAssetDragDrop, which was already used for content browser drags
Changed internals of class viewer to properly store and use the paths to the actual generated class
Change 3982684 by Ben.Zeigler
Add DevelopmentAlwaysCook setting to the asset manager cook rule, this works like AlwaysCook in development and like NeverCook in production. DevelopmentCook works like Unknown in development
Change 3982762 by Mieszko.Zielinski
PR #4614: Fix UBTTask_RotateToFaceBBEntry when trying to face a position where i. (Contributed by Goutye)
I've improved the original PR by relaxing condition constraints, and removing some unnecessary vector normalization (since FVecotr::CosineAngle2D normalizes the input parameters anyway).
#jira UE-57070
Change 3982866 by Marc.Audy
Defer Destroying an Actor if it is in the process of beginning play
#jira UE-57091
Change 3982965 by Mieszko.Zielinski
PR #3567: add API declarations to BlueprintNodeHelpers (Contributed by kayama-shift)
Change 3987399 by Dan.Oconnor
Remove unused ReloadObjectArc and unimplemented ArchiveReplaceArchetype
#jira None
Change 3987956 by Mieszko.Zielinski
Fixed inconsistincies in BT category naming in BP #UE4
#jira UE-57262
Change 3988308 by Mieszko.Zielinski
Fixed 'navmesh needs to be rebuild' displaying even after navigation building with navmesh auto building disabled #UE4
#jira UE-57286
Change 3989309 by Mieszko.Zielinski
A support AI pluggin that links the aimodules #UE4
Change 3989311 by Mieszko.Zielinski
Moved the HTNPlanner plugin into the newly created Plugins/AI subfolder #UE4
Change 3989506 by mason.seay
WIP Navigation Test Map
Change 3990826 by Phillip.Kavan
Fix existing placements of nativized Blueprint actors with a nonzero (legacy) root component scene transform at the CDO level.
This corrects a long-standing issue that was introduced back in 2947488.
Change summary:
- Modified AActor::PostSpawnInitialize() to zero out RelativeLocation and RelativeRotation when spawning actors with a native scene root inherited from a converted Blueprint class.
- Modified FNonativeComponentData to remove the HandledAsSpecialProperty() override for skipping the RelativeLocation and RelativeRotation properties on root components when emitting code to initialize the CDO for a converted Actor BP with a non-native root component.
#jira UE-50452
Change 3993174 by mason.seay
Cleared out unnecessary BP logic
Change 3994370 by Ben.Zeigler
Remove manual AI includes, the AI support plugin correctly pulls in those references now
Change 3995399 by Marc.Audy
When destroying the world clear out level collections
#jira UE-57257
Change 3995731 by Marc.Audy
Fix UEngine::CommitMapChange issues with new streaming level state machine
* Level needs to be added to array before determining current state
* Should be adding, not setting streaming levels from fake world
#jira UE-57424
Change 3996917 by Ben.Zeigler
ObjectWriter should not reset the soft object weak pointer, it should be a const operation
Change 3996921 by Ben.Zeigler
#jira UE-57288 Improve ensures for invalid primary asset types, it only complains if type is set and gives a better error
Change 3997164 by Dan.Oconnor
Don't purge classes until they are recompiled and relink all child classes immediately after a blueprint generated class has changed. This allows iterative compilation logic to behave as it did before the compilation manager
#jira UE-55667
Change 3997674 by paulo.souza
Reverting camera setup changes from the renaming
Change 3997901 by mason.seay
Updates to subobject test bp's
Change 3998028 by mason.seay
Move logic to Event Graph
Change 3998051 by Mason.Seay
Adding QAGame ClassGroup to actively tested QAGame components for organization
Change 3999438 by Dan.Oconnor
Fix deterministic cooking issues by avoiding use of MakeUniqueObjectName when instantiating component templates
#jira FORT-81409
Change 4000265 by Mason.Seay
Checking in QAGame classes again to (hopefully) fix property issues
Change 4000339 by Marc.Audy
PR #4652: AttachComponent Message Fix (Contributed by nonlin)
#jira UE-57656
Change 4001338 by Dan.Oconnor
Fix reinstancing bug introduced in 3591939 which could cause some reinstanced objects to have references within them replaced. If the object in question was an actor it could take ownership of components owned by another actor and destroy them, resulting in a crash when the other actor tried to use its components
#jira UE-57335
Change 4001400 by Marc.Audy
Per https://udn.unrealengine.com/questions/407745/childactorcomponent-and-modifications-to-component.html don't redirect or reset loaders when renaming components as part of the component instance data cache.
Change 4001530 by Marc.Audy
Use a clean default object to calculate the empty archive size.
Change 4002791 by Marc.Audy
Fix ensure when loading sublevel that has been redirected
#jira UE-57516
Change 4002812 by mason.seay
Added BP code to test Watching Sets and Maps
Change 4002947 by mason.seay
More code for watch values testing
Change 4003059 by paulo.souza
Fixes to volumetric lighting and sphere capture bakes
Change 4003509 by Dan.Oconnor
Reset bIsFakingTouched and bIsGameFakingTouch when the game viewport is unregistered. This prevents the PIE session from tainting editor session behavior when UInputSettings::bUseMouseForTouch is set
#jira UE-57724
Change 4005596 by Phillip.Kavan
Fix random crashes when running multiple global blueprint search tabs in parallel just after editor launch.
Change summary:
- Refactored global FiB APIs to use thread-safe shared pointer types when referencing imaginary Blueprint data, which is a shared resource.
- Modified FFindInBlueprintSearchManager::ContinueSearchQuery() to ensure that parsing imaginary Blueprint data only happens on a single thread.
#jira UE-57046
Change 4005657 by Dan.Oconnor
Don't attach OldRoot component if it's not outered to the current actor
#jira UE-55300
Change 4005709 by Phillip.Kavan
Ensure rather than assert on failed child promotion when destroying a non-root scene component within an Actor's scene component hierarchy.
#jira UE-52921
Change 4005825 by paulo.souza
New camera angle + touch rotation tests + "Action RPG" logos
Change 4006058 by Sam.Deiter
Removing this as it is not needed.
Change 3980745 by Marc.Audy
Apply CL# 3977198 from Dev-Core
#author Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
[CL 4006923 by Dan Oconnor in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]