Commit Graph

1224 Commits

Author SHA1 Message Date
ludovic chabant
4414e1d265 Cameras: rename camera shake API parameter structs to make room for new ones
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]
2023-09-06 15:32:45 -04:00
sebastien hillaire
e822507d00 Substrate - renaming - FSubstrateMaterialInput
#rb charles.derousiers

[CL 27593820 by sebastien hillaire in ue5-main branch]
2023-09-05 08:51:30 -04:00
josh adams
dfbca5dd63 Restored the following change, after fixing up some issues found with FN builds
- 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]
2023-09-04 18:06:04 -04:00
josh adams
3094a829b3 [Backout] - CL27544349
#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]
2023-08-31 22:40:32 -04:00
Josh Adams
3ce7be40b1 - 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 27544349 by Josh Adams in ue5-main branch]
2023-08-31 19:38:56 -04:00
sebastien hillaire
eff56c2a11 Substrate - Renaming - Strata class redirection to Substrate class.
#rb none
[FYI] charles.derousiers

[CL 27518277 by sebastien hillaire in ue5-main branch]
2023-08-31 07:55:22 -04:00
adam kinge
06a3585301 Required Metal shader compiler changes to support iOS Simulator. Set to disabled by default via "bEnableSimulatorSupport" in IOSRuntimeSettings.
#jira UE-168571
#rnx
#rb carl.lloyd, jack.porter
#lockdown jack.porter

[CL 27022463 by adam kinge in ue5-main branch]
2023-08-11 01:01:38 -04:00
chris babcock
d43d1225fe Support resizeability for foldable devices / multiscreen
#jira UE-168578
#android
[REVIEW] [at]Jack.Porter
#rb Jack.Porter

[CL 26910173 by chris babcock in ue5-main branch]
2023-08-07 23:01:55 -04:00
alexis matte
73b9261e7d Interchange: Fix config file not at the correct location
#rb jeanluc.corenthin
#rnx

[CL 26856034 by alexis matte in ue5-main branch]
2023-08-04 15:01:09 -04:00
josh adams
fd539f221c - Enabled Modern Xcode mode by default for everyone!
- 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]
2023-08-03 18:45:15 -04:00
paul chipchase
c77baa1e23 Allow IoStoreOnDemand to be enabled in the editor via the config file option Engine:[Ias]:EnableInEditor (false by default)
#rb PJ.Kack
#rnx

[CL 26735239 by paul chipchase in ue5-main branch]
2023-08-01 07:43:32 -04:00
carl lloyd
93ddb1e9d2 Metal RHI: Disable SM6 as a default
Fix target settings to correctly pick highest target

#rb jeannoe.morissette

[CL 26643568 by carl lloyd in ue5-main branch]
2023-07-27 12:13:26 -04:00
phillip kavan
003b2d9623 Add a way to treat composite members as complete values when generating the custom property list for the Blueprint instance post-construct initialization fast path.
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]
2023-07-24 12:34:42 -04:00
Josh Adams
45eee4b07c - Programs now no longer use Game/Client entitlements, but can set bUseEntitlementsForPrograms to true in the .ini if really needed
- 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]
2023-07-21 18:02:08 -04:00
chris constantinescu
6072c762ad Minor: TestRunner.cpp --no-wait option fix, generate metadata config must be in target file not build file.
Enable in BaseEngie.ini
[LowLevelTestsSettings]
bUpdateBuildGraphPropertiesFile=false

#rb Jerome.Delattre, Rob.Huyett
#jira UE-189825

[CL 26323717 by chris constantinescu in ue5-main branch]
2023-06-29 15:18:42 -04:00
jamie dale
64fb82351f Run the GatherText asset scan async during editor boot so that it's likely finished before the commandlet needs the data
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]
2023-06-28 08:15:11 -04:00
paul chipchase
6108ee0529 Add a new config option 'engine.ini:[Core.VirtualizationModule]:DisableLazyInitIfInteractive' that can be used to override LazyInitConnections if we want the VA module to be able to use slate dialogs safely.
#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]
2023-06-26 06:21:23 -04:00
Josh Adams
f6bd069d2a - Removed empty struct ini lines, as empty strings will error when parsed as a struct
#rb trivial

[CL 26146296 by Josh Adams in ue5-main branch]
2023-06-21 09:26:22 -04:00
Josh Adams
06ff93be0e - Handle manual codesigning with Modern Xcode (using all new settings, does not use the "green check" provisions in IOS project settings)
- 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]
2023-06-20 16:40:51 -04:00
paul chipchase
46c360f493 Now if the VA source control backend fails to connect we can display a dialog to the user asking for the correct credentials directly. Currently disabled by default.
#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]
2023-06-20 04:26:06 -04:00
jeanluc corenthin
4da4769cb2 Restoring Danny Kabrane's changes with the addition of the missing redirection which caused the warnings during cooking
#rb danny.kabrane
[FYI] bob.tellez

[CL 26087626 by jeanluc corenthin in ue5-main branch]
2023-06-19 08:36:04 -04:00
carl lloyd
a793c2fcd1 Add support to enable an SM6 platform for Mac
#rb Zack.Neyland
#jira UE-184435

[CL 26062749 by carl lloyd in ue5-main branch]
2023-06-16 14:24:06 -04:00
adam kinge
d96542da67 Support iPad SplitView (dynamic resizing) and StageManager
#jira UE-168563
#rb jack.porter

[CL 26051114 by adam kinge in ue5-main branch]
2023-06-16 10:28:50 -04:00
bob tellez
014ad06dac [Backout] - CL26023117
#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]
2023-06-15 19:50:58 -04:00
Danny Kabrane
95678f9256 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 26023117 by Danny Kabrane in ue5-main branch]
2023-06-15 15:29:19 -04:00