GFP state machine
- Avoid async GetContentState calls if possible. These waste time and delay getting initial HTTP requests queued. The allows all the requests to be queued on the same tick.
BPS download service
- Move HTTP callbacks off game thread. This doesn't have much effect yet since the download service is still ticked on the game thread. I'll follow this up with changes to fix that.
Install bundle stats
- Additional ensures to help catch operations happening out of order. I caught and fixed an issue where VK bundle source was sending completion callbacks too early.
[REVIEW] [at]Daniel.Lamb [at]Mitchel.Fisher [at]Leigh.Swift
[CL 27317611 by justin marcus in ue5-main branch]
- useful on platforms that do not support a lot of named chunks, allowing multple bundles to reference the same named chunk.
- also allows XYZOptional bundles to work again, linking them to their main XYZ bundle state on platforms they're not supported on.
#jira UE-146398
#rnx
#rb Justin.Marcus
[CL 26770845 by david harvey in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
[FYI] christian.savoie
Original CL Desc
-----------------------------------------------------------------
Add helper to suppress install bundle analytics to avoid spamming during locker randomization which can trigger a lot of installs per action and can be triggered quickly by users.
#tests Compiled ran game
[REVIEW] [at]Daniel.Lamb [at]James.Doverspike [at]Justin.Marcus [at]Thomas.Ross
[CL 25192062 by christian savoie in ue5-main branch]
#tests Compiled ran game
[REVIEW] [at]Daniel.Lamb [at]James.Doverspike [at]Justin.Marcus [at]Thomas.Ross
[CL 25175541 by christian savoie in ue5-main branch]
- Fixed issue when we could en up showing 100% Updating status when there was still Finishing work being done while waiting to receive GetBundleProgress. Now if ProgressPercent is 1.0f we will correctly show Finilizing progress if applicable.
- No longer track 0 weight bundles as they have no meaningful reason to be tracked and can lead to errors.
#rb Swarm
#tests Android Dev Client
[CL 25157574 by thomas ross in ue5-main branch]
- This change was made due to the Lazy notification was sent too early
#tests Android Test Client
#preflight 6440fc2cf61b80bcf7a6f7c6
[CL 25124486 by joakim trossvik in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24373261 by james doverspike in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24331735 by james doverspike in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24253381 by bob tellez in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24251508 by james doverspike in ue5-main branch]