Commit Graph

1718 Commits

Author SHA1 Message Date
steven dao
b164fa1975 UserDefinedStructureEditor reskin: split into structure/default values tabs, move "add variable" button to toolbar
- Also icon changes/tooltip text updates/small layout tweaks
- Remove bShowDefaultValuePropertyEditor config variable since default values tab can now be removed from the UI
- Cleanup: remove unused EMemberFieldPosition enum and PositionFlags member for FUserDefinedStructureFieldLayout

#jira UETOOL-2776
#rb louise.rasmussen
#preflight 6137db6a2d09b900013dc49b

#ROBOMERGE-AUTHOR: steven.dao
#ROBOMERGE-SOURCE: CL 17458173 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17458181 by steven dao in ue5-release-engine-test branch]
2021-09-08 10:10:07 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
jeannoe morissette
97a3285e40 Set bSupportsVariableRateShading to false in DataDrivePlatformInfo.ini for VULKAN_SM5 temporarily. Our current setup has VULKAN_SM5 defined for multiple other platforms and they clobber each other on load (you keep the settings of the last one loaded it seems).
#rb steve.smith

#ROBOMERGE-SOURCE: CL 17424365 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17424378 by jeannoe morissette in ue5-release-engine-test branch]
2021-09-03 13:46:09 -04:00
jeanfrancois dube
ee6aebf8a2 Include active streaming sources in mem reports via wp.DumpStreamingSources console command.
Also tweaked streaming sources debug display to show blocking state and position in units.

#rb patrick.enfedaque
#preflight none

#ROBOMERGE-OWNER: jeanfrancois.dube
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 17419908 via CL 17422689
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17422711 by jeanfrancois dube in ue5-release-engine-test branch]
2021-09-03 11:57:19 -04:00
jeanfrancois dube
9f760050cf Include loaded and active data layers in mem reports via wp.DumpDataLayers console command.
#rb vincent.beauchemin
[FYI] andrew.firth
#preflight none

#ROBOMERGE-SOURCE: CL 17411750 via CL 17417112
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17417420 by jeanfrancois dube in ue5-release-engine-test branch]
2021-09-03 03:16:00 -04:00
david lesage
f7fe11801d Rename CAD Import cvar
#rb jeanluc.corenthin, johan.duparc
#preflight 61317d0cbf137d000172546e

#ROBOMERGE-SOURCE: CL 17414477 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17414538 by david lesage in ue5-release-engine-test branch]
2021-09-03 00:20:59 -04:00
brandon schaefer
1a326b2200 Move back to NullSourceCodeAccessor by default until issues can be resolved for Linux
#jira UE-124531
#rb none

#ROBOMERGE-SOURCE: CL 17405709 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17405710 by brandon schaefer in ue5-release-engine-test branch]
2021-09-02 13:50:35 -04:00
dmitriy dyomin
8c875e8b83 Set FXAA quality to 0 on mobile by default
#ROBOMERGE-SOURCE: CL 17403931 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17403950 by dmitriy dyomin in ue5-release-engine-test branch]
2021-09-02 11:35:51 -04:00
michael noland
45f8398d15 Rename APlayerState::Ping and associated functions to CompressedPing, and introduced a new getter GetPingInMilliseconds that returns either the accurate ping if available or the decompressed replicated ping otherwise
#jira UE-124800
#rb ryan.gerleve

#ROBOMERGE-SOURCE: CL 17394948 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17394952 by michael noland in ue5-release-engine-test branch]
2021-09-01 20:22:41 -04:00
steve smith
fa91b23a32 Add Attachment VRS functionality for Vulkan.
Plumb through all required stage flags, access masks, layouts, renderpass attachments, etc for the VK_KHR_fragment_shading_rate extension.
Fix up logic used to gather VRS properties (tile sizes, data type/format).
Add templated version of VkFragmentShadingRateAttachmentInfo, attach to renderpasses where supported and when attachment provided.
#jira UEVR-2248
#rb robert.srinivasiah jeannoe.morissette rolando.caloca

#ROBOMERGE-SOURCE: CL 17380058 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17380068 by steve smith in ue5-release-engine-test branch]
2021-08-31 19:24:14 -04:00
rob gay
71e8d9f014 Fix redirector & disable old ComponentParam type as Blueprintable
#rb Ben.Woodhouse
#jira none

#ROBOMERGE-SOURCE: CL 17375971 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17376011 by rob gay in ue5-release-engine-test branch]
2021-08-31 15:45:27 -04:00
matt peters
79b61a9d91 Cooker: Hybrid Iterative cooks
Add the concept of pre-exploration of dependencies - searching assetregistry or target domain dependencies of the set of requested packages up front, to find all packages that will be cooked and allow us to do asynchronous and batch operations on them.
Convert FRequestCluster into an FPackageData container, holding packages in a substate of EPackageState::Request. This allows us to create a new RequestClusters when we encounter a package that was not found in the initial discovery.
Add hybriditerative mode for iterative cooks; this uses targetdomain keys to check for packages that exist from the previous cook, rather tracing the dependency graph to find all packages that transitively reference packages with modified guids.
Modify AssetRegistryGenerator to use a TMap of iteratively loaded packages that can be edied as packages cook, rather than using a const previous state; this supports hybrid iterative where we do not calculate the list of iterative packages until we encounter them in a request cluster.

#ROBOMERGE-SOURCE: CL 17373295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17373304 by matt peters in ue5-release-engine-test branch]
2021-08-31 14:20:48 -04:00
rob gay
1328563c0e - Add ability to send MetaSound object parameter types that are not SoundWaves
- Cache Audio Parameters on AudioComponent properly so they can be modified prior to playback.
- Migrate AudioComponentParameterization to SoundGeneratorParameterInterface
- AudioComponent now inherits from SoundGeneratorParameterInterface
- Unify code path with default transmitter implemented in SoundBase for legacy SoundCue parameter system

Other Minor updates:
- Rename to "Audio Instance" to "Audio Parameter" for clarity

#rb phil.popp
#jira UE-123951
#jira UE-123979
#preflight 612d0053423a8f00012ba195

#ROBOMERGE-SOURCE: CL 17355572 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17355596 by rob gay in ue5-release-engine-test branch]
2021-08-30 14:08:45 -04:00
daniel wright
fdab2e2919 Fixed cvar name
#preflight skip trivial

#ROBOMERGE-SOURCE: CL 17306543 via CL 17306555
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17306569 by daniel wright in ue5-release-engine-test branch]
2021-08-25 14:05:21 -04:00
chris kulla
9b9c46045b Fix how wave operations are detected by the path tracer
Should use the provided shader platform when deciding which permutation to compile instead of relying on the global GRHISupportsWaveOperations

Enable wave operations for PCD3D_SM6 (part of ShaderModel 6.0)

#jira UE-122170
#rb Christopher.Waters
#preflight 6125b1f945848f00013089d9

#ROBOMERGE-SOURCE: CL 17298586 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17298597 by chris kulla in ue5-release-engine-test branch]
2021-08-25 00:22:11 -04:00
zousar shaker
7ab1499cfc Change ZenDDC backend graph to use async put wrapper for Zen layer also.
Change DDC2 farm cooks to use ZenDDC backend graph.

#rb none

#ROBOMERGE-SOURCE: CL 17298477 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17298485 by zousar shaker in ue5-release-engine-test branch]
2021-08-25 00:03:05 -04:00
rolando caloca
f6cd88c157 UE5 - Remove platform
#rb Steve.Smith
[FYI] Jules.Blok, Ryan.Durand, Ben.Marsh

#ROBOMERGE-SOURCE: CL 17295935 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17295945 by rolando caloca in ue5-release-engine-test branch]
2021-08-24 19:28:38 -04:00
ludovic chabant
92075f84a6 Sequencer: Large world coordinates support
- Add support for double precision channels, curves, evaluation, blending, and all other runtime infrastructure.
- Note that, as usual for now, double channels load and save float values.
- Editor side also gains some new track editors for these new types, with some workarounds to correctly recognize between float and double vectors.
- Transform tracks are now operating entirely in doubles.
- Float recomposing APIs for keying tracks in the editor are now using doubles, and have been renamed to "value recomposing".

#rb max.chen
#preflight 6123f6d9e7a3070001ff37ed

#ROBOMERGE-SOURCE: CL 17278174 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)

[CL 17278198 by ludovic chabant in ue5-release-engine-test branch]
2021-08-23 18:26:59 -04:00
ben ingram
2351588c6a Add texture cube array assets, support for sampling in materials
#rb graham.wihlidal
#preflight 611ebf1a2c1f1c0001355fe7

#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 17240322 via CL 17268789
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)

[CL 17268797 by ben ingram in ue5-release-engine-test branch]
2021-08-23 12:36:17 -04:00
matt peters
7db8b0729a EditorDomain: Change whitelist/blacklist to new terms allowlist/blocklist.
#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 17233751 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17233770 by matt peters in ue5-release-engine-test branch]
2021-08-19 10:17:00 -04:00
geoff evans
055e9c2c25 IterationProfile Improvements
Call DDCCleanupCommandlet to tidy up the cache state so we don't get any cost/stat pollution during the profile
Set the UnusedFileAge to 0 to allow the DDCCleanupCommandlet to actually purge all ColdDerivedDataCache files
Set NODDCCLEANUP argument to prevent background cleanup of DDC data while we are profiling
Unset statnamedevents -- we don't track any of the legacy named events in telemetry, so let's not perpetuate it

#jira none
#rb trivial
#preflight 611d6c373a81b000013db0ad
#preflight 611d6c475e73720001dfe88e

#ROBOMERGE-SOURCE: CL 17233482 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17233495 by geoff evans in ue5-release-engine-test branch]
2021-08-19 10:01:26 -04:00
charles bloom
e1b4815c8b clean up fast texture encode option with explicit -fasttextureencode option
stop using "with editor" to mean "fast texture encode"

#rb devin.doucette,dan.thompson

#ROBOMERGE-SOURCE: CL 17205139 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17205157 by charles bloom in ue5-release-engine-test branch]
2021-08-17 16:24:17 -04:00
christopher waters
1c21a5489c Shader symbol terminology changes
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.

#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db

#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00
matt peters
1cc9099110 Add TargetDomain.IterativeClassBlacklist and IterativeClassWhitelist.
#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 17185319 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17185369 by matt peters in ue5-release-engine-test branch]
2021-08-16 21:16:03 -04:00
matt peters
390061dd83 CookRequestCluster: Fix clang compile error, and set ExploreSoftReferencesOnStart=false for now.
#ROBOMERGE-SOURCE: CL 17172275 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17172280 by matt peters in ue5-release-engine-test branch]
2021-08-15 16:37:40 -04:00