- Servers can't/shouldn't use ExampleDeviceProfileSelector anyway.
- Can be useful for fine-grained settings on clients (e.g. detect bad drivers and downscale like Android does).
(Merging CL 2703510 to the main branch).
[CL 2704543 by Dmitry Rekman in Main branch]
Add experimental plugin that implements the framework to be extended for game specific needs
The significance manager provides a framework for scoring the importance of objects given one or more viewpoints. This significance score can then be used to make decisions about update frequency, whether to spawn effects, level of detail, etc.
Stat SignificanceManager will display performance numbers about the work the significance manager is doing
ShowDebug SignificanceManager will display on the HUD an ordered list of the managed objects. The number of objects displayed can be modified via the console variable SignificanceManager.ObjectsToShow and the list can filtered to only objects of a given tag via SignificanceManager.FilterTag
[CL 2702515 by Marc Audy in Main branch]
Lots of change in here:
- Improved UActorAnimationPlayer functionality to include looping and play speed (UI needs polish)
- Fixed actor object bindings not working in PIE. We now only store the object GUID (and an object path for a fallback), which can then be fixed up within a given context (UWorld for now).
- Added UActorAnimationInstance which is responsible for managing bindings on a UActorAnimation. UActorAnimation itself is now pretty much just a data asset.
- Levels are no longer responsible for ticking actor animations, this is now handled by the client (either AMovieSceneActor, or ticked automatically if created from a blueprint node)
[CL 2696822 by Andrew Rodham in Main branch]
Full set of changes:
- Refactored all child-process related unit test code, into a new ProcessUnitTest class, to allow use with non-UE4 processes
- Added better detection of ShaderCompileWorker and shader compilation in general, and made unit tests more tolerant of this (but spam an error message, stating that shaders should be built independently)
- Fixed race condition, where NUTActor control-channel messages, could be executed without an Owner - randomly breaking some unit tests
[CL 2695700 by John Barrett in Main branch]