* When enabled, translucent surfaces are rasterized again to create a minimal translucency GBuffer, using depth writes and tests to only capture the frontmost layer
* Lumen Reflections are run on the translucency GBuffer, without denoising to reduce overhead (forced to mirror)
* Finally the translucent base pass depth-tests against the frontmost layer depth and applies the high quality reflections. Subsequent layers continue to use the Radiance Cache based reflections.
* Disabled by default due the constant overheads when any translucent surface is on-screen
* New Post Process Volume and Project setting to enable
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19387917 via CL 19387985
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19391295 by daniel wright in ue5-main branch]
*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*) 'RayTracingLODOffset` shows RT LOD index offset from raster LOD index
#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755
[CL 19383862 by Josie Yang in ue5-main branch]
This unifies a few Performance Mode settings together and now allows a project to restrict D3D12 to SM6 only.
#rb mihnea.balta, josh.adams
#preflight 622f83adc51b66df4c210b1e
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 19376538 via CL 19376631
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19378054 by christopher waters in ue5-main branch]
Improved UX For Device Tree and CVar Conditions
- Clean up Niagara Device Tree
- new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets.
- Improved tooltips and colouring on device tree to better show what is enabled/disabled and why.
- Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text.
PlatformSet Redirect feature =
- Can redirect usage of device profiles to other device profiles or CVar conditions.
- Allows fixup of content referncing legacy device profiles.
- Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup.
Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level.
CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default.
Misc Fixes
- Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value.
- Data Driven CVars are now updated correctly when default is modified in project settings.
- Console Manager now has a callback when CVars are unregistered.
- Utility function for calling a functor on all platform sets in a Niagara system.
- Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars.
#rb Stu.Mckenna, Josh.Adams
#preflight 6228bc3a1f1ec97d4e89a3c4
#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348289 by josh adams in ue5-main branch]
If a game would like to implicitly upload set this to true
#jira none
#rb none
#preflight none
#fyi Rob.Thompson, Michael.Sartain
[CL 19286015 by Brandon Schaefer in ue5-main branch]
Support Vulkan by default
Disable Vulkan on Adreno 5xx
#jira UE-142735
#rb Dmitriy.Dyomin
#preflight None
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 19243809 in //UE5/Release-5.0/... via CL 19248218
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)
[CL 19262878 by jack porter in ue5-main branch]
Not all functions have been modified to reduce scope, but the intent is to generally improve what is needed to support larger double range without touching some more complex functions at this time.
#jira UE-143457
#rb Andy.Davidson, Dave.Jones
#preflight 62187ab7783beeaf8af81231
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 19159126 in //UE5/Release-5.0/... via CL 19159914
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19161657 by zak middleton in ue5-main branch]
- Added option 'DisableStreaming' in the World Partition convert commandlet to allow disabling streaming for converted maps.
- Added flag 'bEnableStreaming' for partitioned worlds that can be used to disable streaming but keep key features such as OFPA and Data Layers.
- In this mode, the streaming generation acts as standard level streaming and can be enabled at any time by the user.
- This mode is enabled by default for new partitioned maps created from the empty template or the open world template.
- The World Partition convert commandlet will now duplicate the default HLOD layers setup.
- Show a hint in the World Partition window that streaming is disabled.
- When disabling streaming from the UI, show a dialog to warn the user about the implications of the change.
- When enabling streaming for the first time, show a dialog to warn the user that the world is about to be set up for streaming.
- When saving a map, don't duplicate its HLOD setup unless it's a template map.
- Includes changes from MattK: `Allow external object details customizations to hide the root object node`.
- TODO: Convert all template maps from the Games project to use World Partiton with streaming disabled using the new 'DisableStreaming' commandlet option.
#rb patrick.enfedaque, richard.malo
#jira UE-143719
#preflight
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 19149766 in //UE5/Release-5.0/... via CL 19150115
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19160979 by jeanfrancois dube in ue5-main branch]
Previously, vector types were using the single precision variants for their make&break functions. As a result, the split vectors would be floats, which led to precision loss. Going forward, we want to ensure that we use double precision variants of these functions. The single precision functions no longer serve any use, and will be deprecated.
Additionally, FVector_NetQuantize and friends can go back to using the default FVector make&break functions. We don't need to deprecate these functions since they only existed in 5.0. However, some content has already been saved with these functions, so we need to still setup redirects in BaseEngine.ini.
Finally, AssertMacros.h was missing several variants of GET_FUNCTION_NAME_CHECKED_NParams. Without these, GET_FUNCTION_NAME_CHECKED would fail to compile since KismetMathLibrary would have overloads of MakeVector and BreakVector.
#jira UE-141652
#preflight 6216b51e647bb7debf6dbf76
#rb phillip.kavan
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 19122243 in //UE5/Release-5.0/... via CL 19123441
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19154373 by dave jones2 in ue5-main branch]
On consoles adds ~0.1ms overhead on static frames, and ~0.03ms on frames where we already recapture something
#jira none
#preflight 6216aaec22019f882b1d9a40
#lockdown Juan.Canada
#rb Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 19111010 in //UE5/Release-5.0/... via CL 19111084
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19152743 by krzysztof narkowicz in ue5-main branch]
Fixed artifacts with r.Lumen.ScreenProbeGather.TracingOctahedronResolution 4
* THREADGROUP_SIZE was less than IRRADIANCE_PROBE_WITH_BORDER_RES
Disable r.Lumen.ScreenProbeGather.StochasticInterpolation on Epic Scalability and above due to noise with clean materials
Reduce r.Lumen.ScreenProbeGather.FullResolutionJitterWidth to .5 on Cine Scalability, or when Lumen Final Gather Quality is high
Editor viewport shows Scalability warning for anything other than Epic (previously was shown only for levels less than Epic) since Cinematic runs at a lower framerate
Lumen Radiosity uses less memory when r.LumenScene.Radiosity.ProbeOcclusion=0
CitySample use r.LumenScene.Radiosity.ProbeSpacing=8 to get in line with previous lowered defaults
#jira UE-141204
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#preflight 620bf8ef4353dc61c7faaeed
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19075501 in //UE5/Release-5.0/... via CL 19094394
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19136373 by daniel wright in ue5-main branch]