- 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]
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]
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]
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]
- 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]
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]
- 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]
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]
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]
- 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]
#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]