make editor dialog update when string is empty
#rb devin.doucette
#ROBOMERGE-SOURCE: CL 17107690 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v854-17104634)
[CL 17107751 by charles bloom in ue5-release-engine-test branch]
FCacheBucket is now always exposed as FAnsiStringView.
#rb Zousar.Shaker
#rnx
#ROBOMERGE-SOURCE: CL 17084521 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17084549 by devin doucette in ue5-release-engine-test branch]
Any function that may create a request now has a IRequestOwner& parameter, and uses the Begin and End functions on the owner to manage the lifetime of any requests that it creates, as well as using End to invoke the completion callback for any request which has one.
The new FRequestBarrier may be used to block a group from being considered complete in a scope where more requests may be added to it.
#rb Matt.Peters
#rnx
#preflight 6109b5c403d303000144cce5
#preflight 610acf7103d30300016fda94
#ROBOMERGE-SOURCE: CL 17060470 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17060649 by devin doucette in ue5-release-engine-test branch]
This is useful for benchmarking as it reduce noise caused by variable Internet performance
#rnx
#rb Devin.Doucette
#preflight 60fa02ea1f926d0001f9f9b6
#ROBOMERGE-SOURCE: CL 16934015 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16934016 by danny couture in ue5-release-engine-test branch]
This allows the new cache to be implemented more efficiently using the old cache backends because functionality like the corruption wrapper and key length limiter can be bypassed and the individual backends can store cache records in whatever way is most efficient for them.
The hierarchical backend may request payloads when they are not required due to incomplete tracking of backend state, and GetPayload will never fill other backends due to the inefficiency of the existing backend framework.
The filesystem backend does not cache any state in memory, which makes requests for individual payloads less efficient than if it cached a mapping of cache payload key to raw hash after the first request for a cache key.
The HTTP, S3, and pak file backends are not implemented for the new interface.
The backends do not implement ICacheStore::CancelAll() because the existing backend framework provides WaitForQuiescence to wait for completion of async requests, and the implementation of ICacheStore by those backends works with that mechanism.
The non-leaf backends (hierarchical, async put, etc.) do not update stats from the ICacheStore functions.
#rb Zousar.Shaker
#rnx
#preflight 60899f35d324590001b47517
[CL 16148296 by Devin Doucette in ue5-main branch]
Still allows build machine runs to be thorough about completing PUTs.
Doesn't interrupt any in-flight PUTs, just prevents processing of any remaining queued PUTs.
#jira UE-112179
#rb devin.doucette
[CL 15920539 by Zousar Shaker in ue5-main branch]
Changed the Dev toggle for CookCompare to use this.
This can also be used to locally toggle Jupiter to run against a local deployment.
[CL 15527157 by Joakim Lindqvist in ue5-main branch]
This will fix a good bunch of ForceRebuildPlatformData in UTexture2D::UpdateStreamingStatus because of the Boot DDC telling it has some mips cached effectively preventing other cache layers from receiving them.
When the Boot DDC is disabled after the editor boot, all the mips will go into oblivion, and nobody will have them anymore, causing stutters in the game-thread while streaming because a second full rebuild is now required.
Any DDC that plans on disappearing should never be alone in the cache hierarchy and should give other levels the opportunity to properly cache data before its disapperance.
#rb Francis.Hurteau, Devin.Doucette, Andrew.Grant
[CL 14268431 by danny couture in ue5-main branch]
- The engine ships by default with a shared entry in the graph that doesn't exist so this prevents it showing for projects that haven't yet set it up.
- The value in this prompt is situational. It's beneficial on Fortnite where a huge amount of DDC content is needed to get into the game and WFH (and Mac) users may be missing a mounted drive, but less important on smaller projects.
Also documented the "UE-EnvVar=None" trick in the ini file where the DDC behavior is described.
#tests Ran with PromptIfMissing=true and verified the prompt occurred when the path didn't exist. Ran with PromptIfMissing=false and verified there was no prompt but still a warning.
[REVIEW] [at]brandon.schaefer [at]devin.doucette
[FYI] stefan.boberg
#ROBOMERGE-SOURCE: CL 13187183 via CL 13187231 via CL 13187280
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v688-13145358)
[CL 13187317 by andrew grant in Main branch]
[FYI] marc.audy
#ROBOMERGE-SOURCE: CL 13043962 via CL 13043963 via CL 13043964
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)
[CL 13043965 by andrew grant in Main branch]