Commit Graph

930 Commits

Author SHA1 Message Date
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
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
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
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
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
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
ben zeigler
8e0eef6457 Add config options to OnlineIdentityNull that let it emulate different types of login setups
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]
2021-08-10 16:49:34 -04:00
jeremy moore
be05ec480b Disabled VT pool notifications by default.
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]
2021-08-10 10:51:03 -04:00
charles bloom
439e5fa55f set BaseEngine default Oodle effort to Normal
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]
2021-08-09 16:53:58 -04:00
devin doucette
f997a5d9d3 DDC: Removed use of the Boot cache from the backend graphs
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]
2021-08-06 14:29:24 -04:00
jerome delattre
04192196a3 Use EngineDir() to resolve asset path for automated tests from engine config file
#jira UE-120439
#rb Chris.Constantinescu
#rnx

#ROBOMERGE-SOURCE: CL 17084065 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17084075 by jerome delattre in ue5-release-engine-test branch]
2021-08-06 12:06:13 -04:00
matt peters
05105fe89f ZenDDC: Add Namespace field for Jupiter.
#rb None
#rnx

#ROBOMERGE-SOURCE: CL 17082721 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17082726 by matt peters in ue5-release-engine-test branch]
2021-08-06 09:59:13 -04:00
zousar shaker
320a2f9056 Adding a ZenOnlyDDC graph that is limited to the Zen backend alone.
#rb trivial

#ROBOMERGE-SOURCE: CL 17063390 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17063448 by zousar shaker in ue5-release-engine-test branch]
2021-08-04 21:43:59 -04:00
paul chipchase
361022763c The local caching of Mirage payloads after pulling them from persistent storage can now be enabled/disabled via the config file option '[Core.ContentVirtualization].EnableCacheAfterPull', defaults to true.
#rb Mikko.Mononen
#rnx
#preflight 610a30c8b4288d0001bfb7a2

#ROBOMERGE-SOURCE: CL 17047062 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v848-17036448)

[CL 17047065 by paul chipchase in ue5-release-engine-test branch]
2021-08-04 03:25:25 -04:00
aurel cordonnier
dc4bf61540 Merge from Release-Engine-Staging @ 17030559 to Release-Engine-Test
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17030553

[CL 17031509 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-03 11:56:47 -04:00
tim smith
e3e9a63090 Remove the bEnableReinstancing global setting to reduce confusion now that a project setting is available.
#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]
2021-08-02 10:26:32 -04:00
jason nadro
c7e5fdf5de [memreport] - Adding useful GPU memory commands for memory profiling.
- 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]
2021-07-23 11:09:05 -04:00
paul chipchase
425888f0d3 Rework how the virtualization backends are defined.
#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]
2021-07-22 09:55:49 -04:00
guillaume abadie
612b2f8439 Uses Marcie_Grain_v3_128 as default engine film grain texture
#rb none

#ROBOMERGE-SOURCE: CL 16882035 via CL 16911539
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16911548 by guillaume abadie in ue5-release-engine-test branch]
2021-07-21 13:11:28 -04:00
zousar shaker
8ce527b4d2 Alter ZenDDC DDC1 backend graph to allow fetching results from the shared network folder if the content was not found in Zen.
#rb none
[FYI] matt.peters

#ROBOMERGE-SOURCE: CL 16876394 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16876401 by zousar shaker in ue5-release-engine-test branch]
2021-07-16 19:20:52 -04:00