Commit Graph

14418 Commits

Author SHA1 Message Date
dan engelbrecht
73436364ff Add logging when signalling zenserver event for shutdown fails
#jira UE-205143
#rb Zousar.Shaker

[CL 31055812 by dan engelbrecht in ue5-main branch]
2024-01-31 13:24:32 -05:00
zousar shaker
9f1b48b917 Change naming of .projectstore to ue.projectstore to avoid having hidden by default status on Mac/Linux.
#rb dan.engelbrecht

[CL 31054932 by zousar shaker in ue5-main branch]
2024-01-31 13:01:29 -05:00
aditya ravichandran
42f1d39276 Generic TEDS-Outliner improvements:
Add functionality to the generic TEDS-Outliner to properly track row collection/addition/removal, selection, hierarchies etc
Add the ability to add filters to the TEDS-Outliner that are run through TEDS Queries

#jira UE-189625, UE-187141, UE-187143, UE-193036, UE-193037, UE-204360
#rb ronald.koppers

[CL 31052174 by aditya ravichandran in ue5-main branch]
2024-01-31 12:04:04 -05:00
wouter burgers
39950e17e6 Skein / ViewportStatus: Added SourceControlOutlineMenu, which will extend the viewport's SHOW menu with options to toggle source control status outlines on actors on or off.
#rb Marco.Anastasi
#rnx

[CL 31044156 by wouter burgers in ue5-main branch]
2024-01-31 08:31:41 -05:00
martin ridgers
47652f3872 Moved non-IAS commands out of the "IAS Commands" paragraph
#rb paul.chipchase
#rnx

[CL 31042576 by martin ridgers in ue5-main branch]
2024-01-31 07:34:22 -05:00
florin pascu
55ad3028f5 Add missing change from CL 30963863
(fixes crash when viewing device output on Android)
#jira UE-200883
#rb Jack.Porter

[CL 31039571 by florin pascu in ue5-main branch]
2024-01-31 02:31:12 -05:00
mattias hornlund
4104e1f338 NetworkInsights
- Detected lost packets are now marked on incoming data
- Changed how we display lost data to make it easier to spot.

#rb Peter.Engstrom

[CL 31039322 by mattias hornlund in ue5-main branch]
2024-01-31 02:05:01 -05:00
richard malo
14620f45a3 External Data Layer V1
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL

[CL 31015614 by richard malo in ue5-main branch]
2024-01-30 14:18:27 -05:00
zousar shaker
b6455b9efb Project Packaging Settings - Ensure that if bUseIoStore is False and bUseZenStore is True, that bUseZenStore is treated as if it was False, and emit a warning explaining that this combination is unsupported.
#rb dan.engelbrecht

[CL 31015355 by zousar shaker in ue5-main branch]
2024-01-30 14:11:31 -05:00
mark lintott
0db277eb21 Changed Derived Data Cache Usage UI to use the same Resource Stats as Studio Telemetry
The total is already served up as an Asset Type so had to and some logic to separate it in the view.
Changed sorting from Size to Count. I felt that sorting by highest count is more useful as is it clearly indicates the less efficient DDC work.
Added Hit Efficiency to Asset Stats and added this as an extra column to the UI
#rb Devin.Doucette

[CL 31009963 by mark lintott in ue5-main branch]
2024-01-30 12:02:31 -05:00
ionut matasaru
f54020bdf8 [Insights] Increased version for Unreal Insights to 1.05.
#rb Catalin.Dragoiu

[CL 31004461 by ionut matasaru in ue5-main branch]
2024-01-30 08:50:19 -05:00
ionut matasaru
cbe01af88f [Insights] Fixed few typos.
#rb Catalin.Dragoiu

[CL 30966476 by ionut matasaru in ue5-main branch]
2024-01-29 07:53:49 -05:00
florin pascu
6e05919a69 Static Analysis fix
[CL 30966349 by florin pascu in ue5-main branch]
2024-01-29 07:36:47 -05:00
florin pascu
3893dc470e Add missing matching #undef NAMESPACE_LOCTEXT directive
[CL 30965126 by florin pascu in ue5-main branch]
2024-01-29 06:28:16 -05:00
florin pascu
410798602b Fix no unity build
[CL 30964761 by florin pascu in ue5-main branch]
2024-01-29 06:16:09 -05:00
thomas sarkanen
147666490c Fix edge cases around re-importing meshes with bones inserted into the hierarchy
This adds a CVar (a.Skeleton.AllowIncompatibleSkeletalMeshMerge) to enable the addition of bones into the middle of skeleton hierarchies via import. In general this is not safe to do and will likely result in deformed meshes and corrupt animations. In the case this is being built for, the affected bones are not skinned to any existing meshes, and the number of animations that will also need re-importing is limited.

This splits USkeleton::MergeBonesToBoneTree into two modification passes:
- First, any mesh bones that already dont exist in the skeleton are added
- Second, any bones with differing parents are fixed up

Fixed precision issues with FReferenceSkeleton::SetParent where non-normalized rotations could be generated in the reference pose.
Fixed skeleton replacement not causing a recompression when skeleton bone indices could change (added new model notification).

Also fixed up incorrect error message on reimport of differing hierarchies

#rb benoit.gadreau, Nicholas.Frechette

[CL 30964134 by thomas sarkanen in ue5-main branch]
2024-01-29 05:21:52 -05:00
florin pascu
367836ea48 First part of TargetPlatform(TP) refactor into TargetPlatformSettings(TPS) and TargetPlatformControls(TPC)
TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter

[CL 30963885 by florin pascu in ue5-main branch]
2024-01-29 04:50:19 -05:00
charles bloom
bc627b53db Texture fix GetBuildRequiredMemoryEstimate was not accounting for pow2 pad options
causing it to under-estimate memory use in some cases
move GetPowerOfTwoTargetTextureSize to TextureBuildUtilities so it can be shared
fix some comments

#rb Dan.Thompson, fabian.giesen

[CL 30943675 by charles bloom in ue5-main branch]
2024-01-26 17:19:20 -05:00
ben hoffman
0c2ceb7981 Add support for manual auto-complete commands in the Output Log console
#rb Patrick.Boutot, aditya.ravichandran
#jira none

#ushell-cherrypick of 30885232 by kristof.morva1

[CL 30939858 by ben hoffman in ue5-main branch]
2024-01-26 16:00:39 -05:00
dan thompson
de201dd955 Clarify sample rate limitations for RAD Audio.
#rb Aaron.McLeran
#jira UE-204826

[CL 30937651 by dan thompson in ue5-main branch]
2024-01-26 15:18:24 -05:00
jerome delattre
0d04f4b841 Move Insights tests into System.Insights.
#jira UE-179877

[CL 30935355 by jerome delattre in ue5-main branch]
2024-01-26 14:33:32 -05:00
rex hill
31ddb7b1c4 Optimize collection manager by allowing batch remove
#rb logan.buchy

[CL 30926597 by rex hill in ue5-main branch]
2024-01-26 11:33:21 -05:00
paul chipchase
7ada78893d Add config file options so that the virtualization system is able to retry pulling failed payloads when running in unattended mode (defaults to off)
#rb PJ.Kack
#jira UE-203381

-Some users have reported seeing their long cooks fail due to a machine having an unreliable connection or networkcard. In these cases the network outage can be swiftly fixed but if VA failed to pull a payload before then, the cook will terminate and need to be restarted which can cost a lot of time.
- It was requested that we add an optional way to have the system retry payload pulling when running in unattended mode but also to wait for X time (usually many minutes) before trying again. If it is likely that the connection will be restored within those few minutes then waiting will be much less costly than restarting a cook.

- That payloads can be pulled on many threads at the same time makes the logic a little tricky, so rather than counting how many payloads have failed vs the retry counter we count how many times we've logged a message to the user as this logging is protected by a critical section and acts as a way to "group" together failed pulls that occur around about the same time. We then reset this counter to 0 if we detect a successful pull.
- It is possible that a pull fails because the payload is missing, in which case this logic will probably cause the counter to reset frequently and the error to not become fatal for quite some time (possibly until the cook has almost finished) but it is quite unlikly to occur and due to this I have favored erring towards simple code rather than trying to track individual payload failures vs grouped failures vs successful pulls.

- Note: That when backends fail to pull payloads they generally log errors, which will eventually cause most of our processes to return non zero to indicate failure. VA should not log errors while we are inside of a retry loop and only print out errors when we detect a problem that we cannot solve to avoid this. This is being addressed as it's own work item.

[CL 30925886 by paul chipchase in ue5-main branch]
2024-01-26 11:09:38 -05:00
jerome delattre
16c8e184ed Fix screenshot timing out if FinishTest is triggered when not ready.
#jira UE-204873
#rnx
#rb sean.sweeney

[CL 30908342 by jerome delattre in ue5-main branch]
2024-01-25 19:24:52 -05:00
raphael lapierre
bc4fe435bb Added possbility to specify a color per segment in segmented timeline view
[REVIEW] [at]lucas.dower
#rb timothy.daoust

[CL 30906728 by raphael lapierre in ue5-main branch]
2024-01-25 18:33:11 -05:00