- FDerivedDataIoBatch::Compress requests the entire compressed value.
- FDerivedDataIoResponse::GetCompressedData gets the compressed buffer from the response when available.
- FDerivedDataIoResponse::GetCacheValueId has been added to get the FValueId when available.
- FDerivedDataIoResponse::GetCacheKey has been fixed to return a non-null cache key when appropriate.
- Asserts about FDerivedData now log the derived data reference too.
#preflight 631a5f6fa60c539c98ab5fa9
#rb Zousar.Shaker
[CL 21920523 by Devin Doucette in ue5-main branch]
#rb Per.Larsson
#jira UE-163103
#rnx
#preflight 6318989c2b7fe03eb664e9f0
### VirtualizationSystem/VirtualizationManager
- Added an overload of ::Push taking just one FPUshRequest so that people don't have to keep adding MakeArrayView boiler plate when pushing a single request
- Change the order of the last two parameters for the raw ::Push call as this will group all of the payload specific parameters together and leave the target storage type at the end. It is unlikely that anyone is calling the older version but it has been deprecated for safety.
### IVirtualizationBackend
- The none FPushRequest overload of ::PushData is no longer virtual, it just converts the parameters to FPushRequest and calls that overload instead. In this way we now only have one pushing code path in our backends. We could probably look into removing this overload at this point (since the higher level IVirtualizationSystem will now convert all push requests into a FPushRequest form) but it is not considered worth it at the moment when the simple overload covers our needs.
- Removed EPushResult in favour of just returning true/false for the overall operation.If the caller needs a more detailed breakdown then they will have to use an overload that takes an FPushRequest over raw parameters.
-- At the moment FPushRequest does not contain a full breakdown of what happened, so with this submit we are effectively losing the ability to find out if the payload was already in the backends or not, however the batch version of push was already not returning this info so it is not a big loss. Fixing FPushRequest to return a better break down of what happened will be done in UE-160942
- Removed the none batch Push paths from the source control and ddc backends as they already supported batch pushing.
- File backend needed to be converted to supporting batch pushing, which is pretty much the same code as before except we need to iterate over the container of FPushRequests.
-- The backend does not early out on error as it tends to be quite fast. We might want to consider an official policy for the VA system, if we should early out of errors or not.
[CL 21907558 by paul chipchase in ue5-main branch]
- This change fixes an issue when batching bulk data I/O requests where the bulk data is layed out contiguous in the chunk/file. Internally
the max read size was previously capped to the size of the bulk data but when merging read requests we read past the first bulk data
instance, i.e. from first to last. This is safe as long as the range is stored contiguously in the same chunk/file.
#rb Paul.Chipchase
#jira UE-162910
#preflight 6314d66ba20b67673bca3713
[CL 21788475 by Per Larsson in ue5-main branch]
[FYI] CarlMagnus.Nordin
Original CL Desc
-----------------------------------------------------------------
ZenLoader: When sync loading a package only execute nodes required for that package to finish loading
#rb pj.kack
#preflight 630f9f4498103d4521d4adc3
[CL 21767699 by bob tellez in ue5-main branch]
* AsyncLoading - Fixed out-of-bounds bug where QueuedPackages[0] was accessed when array was empty
Fixes a incremental editor test
#rb Francis.Hurteau
#preflight skipped
[CL 21716490 by henrik karlsson in ue5-main branch]
#rb Zousar Shaker
#jira UE-161013
#rnx
#preflight 6308859d5a76ca27a8c08c2f
- When loading a map from a template we can load light and shadowmaps that contain bulkdata. When loading these they will retain the supposedly unique identifier used in the template. However when we save the level it will become a new package so we need those identifiers to be unique.
- Add a new option to FLinkerInstancingContext that signals that editor bulkdata objects being loaded should generate new identifiers
[CL 21587137 by paul chipchase in ue5-main branch]
changed lazy load back to looking at meta data to decide which types are lazyloaded
removed callback that handles lazyload can add back in the future if needed
only imports that marked as lazy are skipped. verifyimports still resolves other imports
skipping all imports causes performance problems because PackageLoadInternal is called many more times then necessary
#rb zousar.shaker
#p4v-preflight-copy 21567032
#preflight 6307d7753042e94f9f642a6d
[CL 21571620 by joe pribele in ue5-main branch]
changed `FPropertyLocalizationDataGatherer::GatherLocalizationDataFromChildTextProperties` to use `GetObjectPropertyValueAsPtr` to avoid loading object unnecessarily
#rb zousar.shaker
#preflight 6307b7f2ec31bd561c22b369
[CL 21569269 by joe pribele in ue5-main branch]
#rb Per.Larsson
#rnx
#preflight 6305e849a45b007ea29bf226
- More fallout from the BD/BD2 merge. In this case the bulkdata object should be trying to read its payload from a .ubulk file, but ends up using the attached archive by mistake which means we end up reading from the .uexp file instead and either assert due to the offset being invalid or read back garbage and crash later.
- Fixed by bringing back the old logic (we should not use the attached archive if ::IsInExternalResource() is true OR if ::IsInSeparateFile() is true, checking just ::IsInExternalResource was not enough)
[CL 21543434 by paul chipchase in ue5-main branch]
* Added TrackedActivity scopes for I/O. This tracking is enabled in non-shipping builds and make it possible to see I/O in windows console. Code is hidden behind define UE_ENABLE_TRACKED_IO
#rb Devin.Doucette
#preflight 6303d5da5a5d4e4624ea0d66
[CL 21511662 by henrik karlsson in ue5-main branch]
#rb Per.Larsson
#jira UE-161416
#rnx
#preflight 62ff8fb5086f90bbc4ffd4ae
- When the VA is disabled we mount the FNullVirtualizationSystem instead.
-- Added logging when this system is used to push or pull payloads. The logging can be disabled by changing the define 'UE_LOG_ON_NULLSYSTEM_USE' to 0
-- The new logging gives errors, but if the define UE_USING_NULLSYSTEM_IS_ERROR is set to 0 then we will log warnings instead.
- EditorBulkData now checks before pulling payloads and if the current VA system is disabled then we print a specific error for this case.
- Overall this should make it easier to identify that the problem is that VA is disabled if we only have access to a small snippet of the log surrounding the crash
[CL 21500336 by paul chipchase in ue5-main branch]