Add a CVar to control the size of the generated resource cache.
Modify the generated resource cache IDs to include the root address and save time and boilerplate on resource generation.
Cleanup streamers by splitting reader and writer.
[REVIEW] [at]pere.rifa
[REVIEW] [at]gerard.martin
#rnx
[CL 26229303 by jordi rovira in ue5-main branch]
- Warn about uncompiled CO and missing parameters.
- Small changes in naming some variables to keep them consistent between methods.
#rnx
#rb alexei.lebedev
#rb gerard.martin
[FYI] [at]daniel.broder
[CL 25927467 by pere rifa in ue5-main branch]
- Changed API to make clear when bUseCompactDescriptor is true, and its implications.
- Improved documentation.
[REVIEW] [at]alexei.lebedev
#rnx
[CL 25868900 by gerard martin in ue5-main branch]
Honor "disable layouts" flag in debugger.
Fallback to ensure full mipmap chain reaches Unreal in case Mutable fails.
Bypass mipmap operation if all mips are already there.
#preflight 6476210b0d55081f541d44b6
#rnx
[REVIEW] [at]pere.rifa
[CL 25697771 by jordi rovira in ue5-main branch]
Some additional portability and indentation cleanups.
#preflight 6470e2be6f68dafa2f4214e8
#rnx
[REVIEW] [at]pere.rifa
[CL 25650591 by jordi rovira in ue5-main branch]
This CL solves two main issues:
- Texture Parameters where choosing the incorrect texture. Solved by not reusing ids.
- Texture Parameter were released to early. Solved by added a reference counter system.
Changes:
- Image Provider now cache the images automatically when there is an update. The user still can force to cache/uncache images at any given time.
- Add Core FString serialization functions.
- Changed the type of EXTERNAL_IMAGE_ID.
- Used changed hardcoded types to EXTERNAL_IMAGE_ID.
- Removed SetTextureParameterSelectedOptionT from CO API.
Lifetime of a Texture Parameter:
1. UpdateSkeletalMeshAsync called
2. All Texture Parameters inside Parameters are cached (System reference = 1)
3. MIP Data Provider is created (System reference = 2)
4. FinishGlobalUpdate (System reference = 1)
5. MIP Data Provider is destoryed (System reference = 0). Uncaches Texture Parameters.
[REVIEW] [at]alexei.lebedev, [at]jordi.rovira, [at]daniel.broder
#preflight 64663452ca2c3d1f2e5ed73f
[FYI] [at]genis.sole
#rnx
[CL 25541872 by gerard martin in ue5-main branch]
- Created a new FMutableTaskGraph holding all functoins and members related to the Mutable tasks system.
- Added new Low Priority Mutable Tasks.
- Allow canceling low priority tasks.
- Moved ClearMutableTaskIfDone from AdvanceCurrentOperation to System's Tick.
[REVIEW] [at]alexei.lebedev
#preflight 6461e223cf788a25580de9a2
#rnx
[CL 25470981 by gerard martin in ue5-main branch]
+ Addapt MutableMeshPreviewUtils and related classes to use the new BoneMaps structure.
+ Remove the need to specify a reference skeletal mesh to generate the meshes in the debugger.
+ Fix MutableMeshViewport FOV.
+ Change the naming of some variables to follow the UE standards.
#rnx
#rb jordi.rovira
[CL 25402031 by pere rifa in ue5-main branch]
Created a private helper function FCustomizableObjectInstanceDescriptor::AddUncompiledCOWarning(...), which makes sure the System exists, is valid, and isn't being destroyed before calling to AddUncompiledCOWarning on the System.
SetIntParameterSelectedOption(FString ParameterName,...) now ensures and calls to AddUncompiledCOWarning (which logs an error, makes an on-screen display, and sends a notfiication in Editor) if the CO that the descriptor is associated with is not compiled. If it is compiled, but the named parameter is not found, it ensures (in non-shipping builds only) and logs an error (in all builds).
SetIntParameterSelectedOption((const int32 IntParamIndex, ...) now also ensure and calls AddUncompiledCOWarning as the string version does if its CO is not compiled. If it is compiled, but the IntParamIndex is invalid, it logs an error and bails.
(We should make similar ensure/logging changes to all other parameter type setters.
I'll investigate that in the near future.)
#RB Joel.Anderson, Pere.Rifa
#UE5
[CL 25219708 by daniel broder in ue5-main branch]