Commit Graph

800 Commits

Author SHA1 Message Date
alexis matte
7c978de0e6 Make sure all options from the import system are supported properly.
#jira UE-193922
#rb jeanluc.corenthin
#rnx

[CL 27524703 by alexis matte in ue5-main branch]
2023-08-31 11:39:42 -04:00
devon penney
aac53a4096 Support asset creation of child asset classes when factory is defined for super class
#rb Julien.StJean

[CL 27285198 by devon penney in ue5-main branch]
2023-08-22 16:32:55 -04:00
patrick enfedaque
0967478909 Migrate dialog: Migration of a map is all or nothing. Hide __ExternalActors__ / __ExternalObjects__ from dialog when migrating OFPA maps.
#rb jeanfrancois.dube
#rnx

[CL 27199211 by patrick enfedaque in ue5-main branch]
2023-08-18 07:50:59 -04:00
julien stjean
2a0e0ff7da Removing the deprecated functions for the class permission list from the asset tools api.
#rb rex.hill

[CL 26809677 by julien stjean in ue5-main branch]
2023-08-03 10:14:35 -04:00
francis hurteau
0a395d69e1 Truncation warnings fixes for AssetTools
#rb Devin.Doucette
#jira UE-166274

[CL 26759447 by francis hurteau in ue5-main branch]
2023-08-01 18:48:02 -04:00
jordan hoffmann
c2ca810ecc [CISFIX] botched merge was backed out in Dev-FN-26 but the backout got merged into FN-Main when it shouldn't have
returning files to their state in 26659901

[CL 26662683 by jordan hoffmann in ue5-main branch]
2023-07-27 20:40:52 -04:00
jordan hoffmann
2affb22e50 [Backout] - CL26660318
[FYI] jordan.hoffmann
Original CL Desc
-----------------------------------------------------------------
[Feature] made local assets editable in DataAsset diffs
[BugFix] invisible merge buttons were clickable in detail splitter when they shouldn't be
[BugFix] blueprint diffs weren't updating their detail panels when the objects are edited

[CL 26661731 by jordan hoffmann in ue5-main branch]
2023-07-27 19:47:06 -04:00
jordan hoffmann
2a5d313ca4 [Feature] made local assets editable in DataAsset diffs
[BugFix] invisible merge buttons were clickable in detail splitter when they shouldn't be
[BugFix] blueprint diffs weren't updating their detail panels when the objects are edited

[CL 26659931 by jordan hoffmann in ue5-main branch]
2023-07-27 18:40:07 -04:00
julien stjean
7d9e87d4a6 Added a missing meta data to tell the Blueprints that the AssetTools::MigratePackages function shouldn't be pure.
#rb none

[CL 26529748 by julien stjean in ue5-main branch]
2023-07-21 18:48:12 -04:00
wouter burgers
36325e01e6 SourceControl: Optimized SyncPackagesFromSourceControl and SyncPathsFromSourceControl for larger volumes.
The UEFN sync feature calls SyncLatestFromSourceControl, which calls SyncPathsFromSourceControl and could potentially sync a lot of items at once.
By batching the force-load and reset-linkers steps, this operation became significantly faster.

#rnx

[CL 26457416 by wouter burgers in ue5-main branch]
2023-07-19 08:20:24 -04:00
nick baltis
61b7cf81c7 Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279
https://horde.devtools.epicgames.com/job/6480c6078417d79259d7b71c

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25857620 by nick baltis in ue5-main branch]
2023-06-07 16:48:21 -04:00
hilda cruz
a43cbb3322 [Backout] - CL25804385 for a BH issue
#rnx
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25809604 by hilda cruz in ue5-main branch]
2023-06-05 22:13:54 -04:00
nick baltis
a400eefa24 Variable Frame Stripping
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.

Works through the VariableFrameStripping object that is a member of the AnimSequence.

Fixed issue with valkyrie

[CL 25804411 by nick baltis in ue5-main branch]
2023-06-05 17:26:01 -04:00
rex hill
b60e183d4a [Content Browser] Fix Clear Thumbnail not working if asset not already loaded into memory.
#rb jamie.dale

[CL 25796920 by rex hill in ue5-main branch]
2023-06-05 13:25:01 -04:00
dave belanger
25e5977782 AssetTools.LogFolderPermissions command that logs the read and write folder permission lists
#rb Rex.Hill
#preflight 647a2ffa8417d79259b5c21d

[CL 25771781 by dave belanger in ue5-main branch]
2023-06-02 16:04:32 -04:00
JeanMichel Dignard
e2515d259e Fixed asset rename not updating the soft object paths for packages that were just renamed and left a redirector.
The issue was that when moving folder A and B, where A has assets that depends on assets in B, we'd ask the asset registry for the B assets referencers and it was returning to original packages which are now a redirectors. We'd then try to patch soft object paths on a redirector instead of on an actual asset.

We now force a rescan of the moved folders so that the asset registry is up-to-date throughout the move folders process.

#jira UE-187092
#rb matt.peters, julien.stjean
#preflight 64779c080d55081f54a1eca0

[CL 25710991 by JeanMichel Dignard in ue5-main branch]
2023-05-31 15:30:56 -04:00
Alexis Matte
e02363dd23 Change the AssetImportTask interchange options to use FSoftObjectPath instead of TObjectPtr to allow adding python and blueprint pipeline when filling the options.
#jira UE-171404
#rb none
#rnx
#preflight 6474b34cd36191bd261644fe

[CL 25664015 by Alexis Matte in ue5-main branch]
2023-05-29 10:34:59 -04:00
Alexis Matte
e750ec5066 Interchange: Pipeline now have an optional "asset name" property use when importing 1 asset into the content browser.
#jira UE-178095
#rb jeanluc.corenthin
#rnx
#preflight 6467a3787958f15a8b8abd4d

[CL 25546937 by Alexis Matte in ue5-main branch]
2023-05-19 12:48:58 -04:00
edwin maynard
c98b625c8e [Backout] - CL25515851 (backed out due to cis issues)
[FYI] nick.baltis
Original CL Desc
-----------------------------------------------------------------
Due to Backout files marked for add could not show latest revision forcing me to submit this change directly though p4v.
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.

[CL 25521647 by edwin maynard in ue5-main branch]
2023-05-18 00:54:19 -04:00
nick baltis
91486908d5 Due to Backout files marked for add could not show latest revision forcing me to submit this change directly though p4v.
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25450246

Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on Nx64 and in editor of around 8mb with no noticeable visual degradation.
Origional Cvar ssytem replaced with VariableFrameStrippingSettings Oject which is a member of AnimSequence. It contains PerPlatform variables for enableing the system and its rate.
The move to a member object wrapping around these settings were two fold. First to better mas change anim sequences by platform while also allowing for varried settings for edge cases. Second becuase due to the fact this affects objects in the cook, gateing it behind a cvar provides no hot fix saftey while hurting useability.

[CL 25518666 by nick baltis in ue5-main branch]
2023-05-17 19:09:50 -04:00
logan buchy
8cb8cff1ba Feedback changes to Collections telemetry
* Moved workflow tracking of collection manipulations up one level to target user interaction only
* Added create/destroy collection workflows
* Remove hand-holding utilities aimed to ease verbosity of telemetry event generation

#rb wes.hunt
#jira UE-155132
#preflight 6463b34f063e77985c259c71

[CL 25492328 by logan buchy in ue5-main branch]
2023-05-16 13:02:13 -04:00
kirill zorin
de8db5ff76 Converting ARO-facing raw pointers to TObjectPtr ahead of raw pointer ARO API deprecation.
#rb zousar.shaker
#rb markus.breyer
#rb robert.manuszewski

#preflight 646391406b1406b54ab15460

[CL 25489627 by kirill zorin in ue5-main branch]
2023-05-16 10:52:49 -04:00
bob tellez
ff7f38f59e #UE Internal, in-UE-root, gamefeatureplugins no longer pad their GameName to 20 characters to prevent filepath length limits from being exceeded. This rule was added to allow plugins to be used in other projects that may have a longer name, but GameFeaturePlugins cannot be used in other projects, since they depend in /Game/ and project-level modules
[CL 25461958 by bob tellez in ue5-main branch]
2023-05-12 19:27:07 -04:00
bob tellez
d10ce6ed57 #UE Update internal buildmachine root path in cooking filepath length calculation
[CL 25458637 by bob tellez in ue5-main branch]
2023-05-12 16:02:39 -04:00
bryan sefcik
d205101cc8 Removed unnecessary private include modules.
#preflight 645da640cf788a25581110bb

[CL 25451545 by bryan sefcik in ue5-main branch]
2023-05-12 12:13:52 -04:00