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]
- 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]
- 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]
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]
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]
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]
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]
#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]