- Servers can't/shouldn't use ExampleDeviceProfileSelector anyway.
- Can be useful for fine-grained settings on clients (e.g. detect bad drivers and downscale like Android does).
(Merging CL 2703510 to the main branch).
[CL 2704543 by Dmitry Rekman in Main branch]
#UE4 Disabled DistanceFieldAO on High settings. It currently scales poorly with resolution and can be re-enabled once optimizations have been added to make it faster at high resolutions.
#codereview Daniel.Wright
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2703080 by Bob.Tellez on 2015/09/23 15:17:20.
[CL 2703084 by Bob Tellez in Main branch]
Optionnal outputs are : CustomData, PreshadowFactors and Velocity (when enabled)
Controlled by ini file variable : r.SelectiveBasePassOutputs=true
#code_review: Brian.Karis
[CL 2702718 by Uriel Doyon in Main branch]
#UE4 Added weights to CPU/GPU perf index calculations. This will help distiguish between hardware that is faster/slower in ways that have a bigger impact on final framerate. A weight of 1 on a test is considered normal, <1 is considered less important and >1 is more important. I adjusted weights on existing tests according to current target PC hardware. Additionally I lowered the default "min spec" threshold to compensate for similarly performing low-end machines that are now better distiguished.
#rb Martin.Mittring
#platformnotify Josh.Adams
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2689035 by Bob.Tellez on 2015/09/11 17:59:01.
[CL 2692144 by Bob Tellez in Main branch]
- at the end, no change on the data because this guarantees frame independent.
- Added help and renamed variable to speed, so that it knows it is speed.
Merging
//depot/UE4-Orion/Engine/...
to //depot/UE4-Orion/Engine/...
[CL 2683714 by Lina Halper in Main branch]
ADDED thumbnail renderer for GeometryCache
ADDED BP creation from GeometryCache asset
ADDED de-registering of handlers during GeomCacheModule shutdown
FIXED bug with importing Materials, though recreating a clean scene in Maya also fixed it (bad Maya history)
[CL 2682433 by Jurre DeBaare in Main branch]
CL 2677907
optimized SSAO and exposed more low quality levels
also incldues som minor refarcot in Orion, will integrate into main
[CL 2678931 by Martin Mittring in Main branch]
Optimization is enabled by default but is an engine setting in case it needs to be disabled (bOptimizeAnimBlueprintMemberVariableAccess).
Expanded FExposedValueHandler to also contain an array of source & dest properties (copy records) to copy between. These are resolved to read/write addresses on init & a simple memcpy at runtime instead of calling the usual generated custom event.
Custom events are not added at all if all properties use copy records. The event may still be added & called however as mixed-mode access is still supported (i.e. a thunk and a memcpy to different pin properties).
Unfortunately this required initialization of all ExposedValueHandlers (as I didnt want to add the branch overhead of lazy init) so all the anim nodes have needed a small change to call their base class Initialize().
[CL 2678504 by Thomas Sarkanen in Main branch]
#UE4 - fixed client beacons not properly using both connection timeout values
- added UseShortConnectTimeout function to dictate when the actor is in the proper state to use a shorter timeout value
- fixed the socket state never being set to Open for beacons on clients
- tweaked some timeout values (don't forget you can always use -NoTimeouts in development)
-- party beacon should be much shorter timeouts
- added some logging to beacon control messages
#codereview ben.zeigler
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2675433 by Josh.Markiewicz on 2015/09/01 10:43:44.
[CL 2676858 by Josh Markiewicz in Main branch]