This will make it clearer what structs are meant for what, avoiding name collisions or confusing similarities.
#rb max.chen
#jira UE-194699
[CL 27647963 by ludovic chabant in ue5-main branch]
- Added system to only save config sections, to user Saved/Config files, that are opted in
- Currently disabled, allowing people to test locally by setting a bool in Base.ini (affects all hierarchical configs)
#rb gwennael.arbona
[CL 27589933 by josh adams in ue5-main branch]
#fyi Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Added system to only save config sections, to user Saved/Config files, that are opted in
- Currently disabled, allowing people to test locally by setting a bool in Base.ini (affects all hierarchical configs)
#rb gwennael.arbona
[CL 27546792 by josh adams in ue5-main branch]
- Currently disabled, allowing people to test locally by setting a bool in Base.ini (affects all hierarchical configs)
#rb gwennael.arbona
[CL 27544349 by Josh Adams in ue5-main branch]
- Fixed a naming issue (GameName vs ExeName) with stub creation for non-Development builds
#jira UE-191986
#rb calvin.zheng
[CL 26831842 by josh adams in ue5-main branch]
Change summary:
- Added UBlueprintGeneratedClass::RequiresCompleteValueForPostConstruction (config). These members will not be further decomposed into sub property delta lists.
- Added a CVar to allow the BP property initialization fast path to more easily be disabled for testing (similar to the CVar that exists for fast path component instancing).
- Revised property list generation to avoid storing extra "placeholder" entries for array values that exceed the size of the native parent default container's value (perfmem).
#rb Ben.Hoffman
[CL 26547199 by phillip kavan in ue5-main branch]
- Added an Unrestricted.entitlements, an empty entitlements file
- Changed Programs to find the .ini for codesigning, without needing a .uproject
[CL 26527971 by Josh Adams in ue5-main branch]
Enable in BaseEngie.ini
[LowLevelTestsSettings]
bUpdateBuildGraphPropertiesFile=false
#rb Jerome.Delattre, Rob.Huyett
#jira UE-189825
[CL 26323717 by chris constantinescu in ue5-main branch]
For a very basic loc gather this can take the asset gather time from ~120 seconds to ~40 seconds
#jira
[FYI] Leon.Huang
[CL 26282229 by jamie dale in ue5-main branch]
#rb none
- If we want to use slate dialogs we cannot use LazyInitConnections, however slate dialogs only work on programs that a) support slate and b) are running in some interactive form. Commandline programs, or the editor runnning in unattended mode or running a commandlet cannot make use of the slate dialog.
- If this new flag 'DisableLazyInitIfInteractive' is set to true and 'LazyInitConnections' is set to true then the VA system will lazy init its connections unless we are running an interactive program that could make use of the slate dialogs, in which case 'LazyInitConnections' is disabled for safety.
- Ideally we'd merge these two values into a single enum but I am hoping that we can change how we connect in the near term in which case we will simple deprecate 'DisableLazyInitIfInteractive'. The use case is pretty niche at the moment so this will probably be easier for the next stage of work.
[CL 26230486 by paul chipchase in ue5-main branch]
- Added support for AppStoreConnect API for automatic code signing (with command line builds, packaging from editor, etc) that doesn't need everyone to be signed in to Xcode (still need to sign in if using Xcode IDE to build/run)
- Fixed Modern to always create the IOS plist in UBT ApplePostBuild step
- Updated a bunch of ini setting names to remove Modern, given Modern will be standard in the future
- Added some settings XcodeProject settings in the editor, and updated some tooltips/category names
- Moved some functions around to clean up
- Added some debug code to catch errors
#rb adam.kinge,calvin.zheng,zack.neyland
[CL 26133818 by Josh Adams in ue5-main branch]
#rb none
### Dialog
- When the source control backend tries to connect and fails we will now show a dialog allowing the user to try new settings rather than let the editor continue and crash.
- The dialog will allow the user to enter the server address (P4PORT) and their username (P4USER).
- Once the dialog is displayed the user will have three options to continue.
-- "Reset To Defaults" which will remove all settings saved to the users local ini files and attempt to use the environment defaults to connect.
-- "Retry Connection" which will take the new address and username that the user provided and attempt to connect with those settings.
-- "Skip" no connection attempt will be made. This may cause instability later if the user needs data that they cannot access.
- If the connection succeeds after the user has reset to defaults or provided new settings, then they will be saved in the local ini file for future sessions.
- The dialog will not show if:
-- Slate is disabled for the current processor has not yet initialized
-- The error is found not on the game thread. This means that lazy init will not currently work well with this dialog. Attempts to mashal the error to the game thread have been spotty at best and there is a high chance of thread locking so attempts were abandoned.
-- If the -unattended flag is set on the process.
-- If the dialog is disabled via the config file when setting up the backend (UseRetryConnectionDialog=False)
-- If 'engine.ini:[Core.VirtualizationModule]:UseLocalIniFileSettings' is false as future sessions would not be able to use the new settings and would become tiresome. In these cases the environment settings will need to be fixed.
- If the dialog is now shown then the backend is marked as unconnected and will not work.
### Known Issues
- We currently cannot get the settings that the failed p4 connection used, nor the error message dueto how the API works. So for now we just display an empty server address and username edit box. This will be fixed when the API is changed.
- There is currently no good way to inform the user where their settings come from.
- There is no easy way to reset the settings once saved. To allow the user to change the server address to a better proxy for example.
### Initialization
- In order to allow a slate dialog to be used, the initialization of the VA system has been moved later in pre init, to the first avaliable point after slate has initialized and its shaders have been built. This in theory should not cause a a problem as engine content cannot be virtualized.
-- Added a new option 'engine.ini:[Core.ContentVirtualization]:InitPreSlate' with a default of false. When set to true the VA system will initialize in the original, earlier portion of engine pre init. This is only included in case an existing virtualized project encounters a problem with the new ordering.
[CL 26115392 by paul chipchase in ue5-main branch]
#fyi Danny.Kabrane
Original CL Desc
-----------------------------------------------------------------
Moving material expressions out from Interchange/MaterialX into Engine:
- Exponential
- Logarithm (natural)
- Length
- RgbToHsv
- HsvToRgb
Adding redirects for material expressions going from Interchange/MaterialX to Engine
Adding Material Expression:
- Exponential2
-Add a tag 'private' to hide material expression in the material editor
#jira UE-186426
#rb Jason.Nadro, JeanLuc.Corenthin
[CL 26030682 by bob tellez in ue5-main branch]
- Exponential
- Logarithm (natural)
- Length
- RgbToHsv
- HsvToRgb
Adding redirects for material expressions going from Interchange/MaterialX to Engine
Adding Material Expression:
- Exponential2
-Add a tag 'private' to hide material expression in the material editor
#jira UE-186426
#rb Jason.Nadro, JeanLuc.Corenthin
[CL 26023117 by Danny Kabrane in ue5-main branch]