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]
- 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]
- 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]
Change default behavior to allow a null login with empty credentials, as this matches 99% of the platforms
#rb rob.cannaday
#ROBOMERGE-SOURCE: CL 17124087 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17124097 by ben zeigler in ue5-release-engine-test branch]
Enable with r.VT.Residency.Notify
Default VT residency mip map on for default pools.
This is overridable per project and per pool.
#rb none
#preflight 61128bb272fe2c00013a846c
#ROBOMERGE-SOURCE: CL 17116695 via CL 17116736
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17116751 by jeremy moore in ue5-release-engine-test branch]
was High
CompressEffortLevel_NoEditor=Normal
so that Editor and NoEditor make the same texture by default
makes the cooked texture quality slightly lower, but faster
#rb none
#ROBOMERGE-SOURCE: CL 17107563 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v854-17104634)
[CL 17107581 by charles bloom in ue5-release-engine-test branch]
Due to the prevalence of SSDs, the Boot cache no longer offers the performance benefits that it once did, and its startup cost now often cancels out its performance gains.
Additionally, there are cases where different values are being written for the same key, which is incorrect but has not been fixed; and the Boot cache ignores the second and subsequent writes, which can cause out-of-date content to be loaded from the Boot cache in a future session.
#rb Zousar.Shaker
#rnx
#ROBOMERGE-SOURCE: CL 17085965 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17085997 by devin doucette in ue5-release-engine-test branch]
#rb none
#rnx
#jira UE-118772
#ROBOMERGE-SOURCE: CL 17015824 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17015829 by tim smith in ue5-release-engine-test branch]
- High level summary of GPU memory attributed to rendering systems in UE5 (Lumen, Nanite, Shadows, etc.)
- Adds listing non-virtual textures (Always, fully resident textures are a common target area for optimization).
- Adds listing non-compressed textures (Bad for memory and for performance).
- List static and skeletal meshes sorted by resource size (Vertex and index buffers)
#rb none
#ROBOMERGE-SOURCE: CL 16937666 via CL 16937670
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16937673 by jason nadro in ue5-release-engine-test branch]
#rb Per.Larsson
#rnx
#preflight 60f93e100fc49a0001c95bea
- When a package is saved we now push it's payloads to local storage backends (in memory/local file cache etc)
- In a future piece of work, when a package is submitted we will push it's payloads to the persistent storage backends (jupiter/source control etc)
- When pulling a payload we will first search the local storage backends for it and then go to the slower persistent storage backends if it was not found.
-- Once a payload has been found when being pulled we will immediately cache it to the local storage backends so that subsequent pulls will be faster.
-- At some point a ZenStorage backend will be added which will most likely be the primary local storage backend.
#ROBOMERGE-SOURCE: CL 16922588 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16922803 by paul chipchase in ue5-release-engine-test branch]