Commit Graph

10581 Commits

Author SHA1 Message Date
helge mathee
20e66dc9a8 RigVM: Fix non-unity build fallout from 19384087
#rb na
#preflight trivial

Merging 19384449

#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 19384946 via CL 19388878 via CL 19398143 via CL 19398233
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19403201 by helge mathee in ue5-main branch]
2022-03-16 03:29:38 -04:00
halfdan ingvarsson
00579ea89f RigvM: Bracket Uobject / Uinterface functionality
Added new define as an overall toggle - defaults to off.
If turned on the functionality can be disabled using a console variable

#rb sara.schvartzman
#jira UE-145106
#preflight https://horde.devtools.epicgames.com/job/6230657b306f46da147a3188

#ROBOMERGE-OWNER: halfdan.ingvarsson
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 19384087 via CL 19384325 via CL 19385988 via CL 19397856 via CL 19397869
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19403124 by halfdan ingvarsson in ue5-main branch]
2022-03-16 03:28:36 -04:00
andy sonnenburg
beb33b0faf Add OptionalFwd.h for TOptional
#rb andrew.scheidecker
#rb markus.breyer
#rb michael.noland
#rb steve.robb

#preflight 622f75c1223365469e3b9a4f


#ROBOMERGE-AUTHOR: andy.sonnenburg
#ROBOMERGE-SOURCE: CL 19376614 via CL 19378292 via CL 19381215 via CL 19393896 via CL 19394130
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19402380 by andy sonnenburg in ue5-main branch]
2022-03-16 03:07:13 -04:00
brandon schaefer
5141cd3106 Add initial support for Deploying Windows games to the SteamDeck through .ini entries
#jira UE-145123
[REVIEW] [at]Josh.Adams
#rb Josh.Adams, David.Harvey
#preflight 6230b118f33750e39249d834

#ROBOMERGE-OWNER: brandon.schaefer
#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 19389680 in //UE5/Release-5.0/... via CL 19391874
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19402230 by brandon schaefer in ue5-main branch]
2022-03-16 03:01:51 -04:00
charles bloom
04ffabc485 ImageWrapper and import/export refactor
FImage is now the standard preferred type for a bag of pixels
FImageView can point at pixels without owning an allocation
ERawImageFormat (FImage) converts to ETextureSourceFormat
FImageUtils provides generic load/save and get/set from FImage
major cleanup in the ImageWrappers
new preferred API is through ImageWrapperModule Compress/Decompress
SetRaw/GetRaw functions cleaned up to not have undefined behavior on unexpected formats
ImageWrapper output added for HDR,BMP,TGA
RGBA32F format added and supported throughout import/export
EditorFactories import/export made more generic, most image types handled the same way using FImage now
Deprecate old TSF RGBA order pixel formats
Fix many crashes or bad handling of unusual pixel formats
Pixel access functions should be used instead of switches on pixel type

#preflight 6230ade7e65a7e65d68a187c
#rb julien.stjean,martins.mozeiko,dan.thompson,fabian.giesen

[CL 19397199 by charles bloom in ue5-main branch]
2022-03-15 18:29:37 -04:00
carl lloyd
3b34233233 Fix for OpenGL ES depth fetch when used without deferred rendering.
#rb Jack.Porter
#jira UE-143196
#preflight 6230ab5ae348fe2ada68a495
#lockdown Mitchell.Wilson

#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 19387078 in //UE5/Release-5.0/... via CL 19387832
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19390359 by carl lloyd in ue5-main branch]
2022-03-15 14:33:37 -04:00
philippe deseve
8218e80ef1 UDataLayer deprecated in favor of UDataLayerInstance & UDataLayerAsset
UDeprecatedDataLayerInstance allows to boot level using deprecated UDataLayers
Worlds using DataLayer can run the DataLayerToAssetCommandlet to transition their existing DataLayers
FActorDataLayer interface is deprecated.
DataLayers Blueprint referencers should now use DataLayerAsset to retrieve DataLayerInstances.
DataLayer Code referencers should now use DataLayerAssets or DataLayerInstance FName to retrieve DataLayerInstances.
DataLayerLabels now only used for display/UI purpose
Relabeling DataLayers is not permitted anymore on new DataLayerInstances (allowed on UDeprecatedDataLayerInstance)
Added Changelist Validation for DataLayers
Added a column to the datalayer outliner showing any data layer errors.

#rb richard.mal jeanfrancois.dube
#preflight 623098c2050dc69468b6a297 (errors only related to lyra, which do not exist in this stream)

#ROBOMERGE-OWNER: philippe.deseve
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19385808 via CL 19387392
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19389077 by philippe deseve in ue5-main branch]
2022-03-15 13:52:28 -04:00
Catalin Dragoiu
f10f0edcf5 [Insights] Fix crash when receiving allocations without callstacks due to late connect.
#rb Johan.Berg
#preflight 6230b4d64134af5cef7f3092

[CL 19387355 by Catalin Dragoiu in ue5-main branch]
2022-03-15 12:14:28 -04:00
brian karis
dc4771ff54 Allow auto screen size for LODs to be over 1. This is required for high poly meshes where simplifying causes only a small deviation.
Change mesh simplifier settings to match closer to what they used to be to prevent large changes in LOD distances from ue4 to ue5.

#rb michal.valient
#jira UE-144622
#preflight 622bf219902b7ca699eb7c53

#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 19378057 in //UE5/Release-5.0/... via CL 19379381
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19379859 by brian karis in ue5-main branch]
2022-03-14 18:40:56 -04:00
christopher waters
d122308b2d Adding Min/Max FeatureLevel configs for Windows D3D11, D3D12 and Vulkan.
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]
2022-03-14 16:32:20 -04:00
Devin Doucette
6c0885e988 DDC: Fixed the async cache hierarchy to advance to the next node when nodes are async
#preflight 622f9ce380715dc6dadebf59
#rb Zousar.Shaker
#rnx

[CL 19377851 by Devin Doucette in ue5-main branch]
2022-03-14 16:15:03 -04:00
Zousar Shaker
692627df4a Lowering log severity of unexpected results coming back from the Horde Storage server to avoid causing failures for operations that treat warnings as errors.
#rb devin.doucette
#preflight 622f878ace577e3ab2cc5102

[CL 19375750 by Zousar Shaker in ue5-main branch]
2022-03-14 14:29:11 -04:00
Helge Mathee
a4e3d7d603 Control Rig: Enable template nodes
#rb trivial
#jira UE-125892
#preflight https://horde.devtools.epicgames.com/job/622f4ffe19287beb2c3372d1

[CL 19373769 by Helge Mathee in ue5-main branch]
2022-03-14 12:19:10 -04:00
paul chipchase
60c578a4b8 Reduce the time spent checking if virtualized payloads already exist in source control storage or not.
#rb Sebastian.Nordgren
#rnx
#preflight 622f645a19287beb2c359176

- Use the SetRequireDirPathEndWithSeperator option with the FUpdateStatus operation as we are checking depot file paths. If we do not use this option they can be seen as network paths and will be checked against the file system which can take some time to time out.
- Wrapped this up in a utility function so that it can be more easily updated in the future.

[CL 19373558 by paul chipchase in ue5-main branch]
2022-03-14 12:03:48 -04:00
charles bloom
07d079e290 fix multiple asset importers registered at same priority creates random inconsistency
ImgMedia and normal texture import both registered for EXR
would randomly import one or the other on different runs of Editor
adjust priorities so they are not ambiguous
also add detection and logging to prevent this

#rb Julien.StJean
#preflight 622f441c6131e07703a04ed5

[CL 19373316 by charles bloom in ue5-main branch]
2022-03-14 11:34:50 -04:00
paul chipchase
bcdf6ba3b9 Fix typo in method name
#rb trivial
#rnx
#preflight 622f580e344901ad192a0cdd

- Fix incorrect spelling in the method name.
- Oddly enough this was spelt correctly for both the member and in the comments.

[CL 19373079 by paul chipchase in ue5-main branch]
2022-03-14 11:14:19 -04:00
Catalin Dragoiu
904ba67d2a [Insights] Fix Sorting an Allocs Table before a compute is finished will forget expansion state
#jira UE-135584
#rb Ionut.Matasaru
#preflight 622f50ef6131e07703a19e08

[CL 19372906 by Catalin Dragoiu in ue5-main branch]
2022-03-14 10:58:25 -04:00
Helge Mathee
63e119a364 Control Rig: Further template node workflows
Implemented unresolve as well as re-resolve node on already typed pins
Added UI in contextual menu to re-type pins

#rb sara.schvartzman
#jira UE-125892
#preflight https://horde.devtools.epicgames.com/job/622f488f505788e09ffffbe4

[CL 19372564 by Helge Mathee in ue5-main branch]
2022-03-14 10:19:31 -04:00
danny couture
a648ad798d Add Insight trace to audio encoders
#rnx
#rb Francis.Hurteau
#preflight 622f3bea0a342dea04e5c084

[CL 19372113 by danny couture in ue5-main branch]
2022-03-14 09:36:35 -04:00
paul chipchase
14b6c6fc6a Allow the caller to decide if FUpdateStatus will check for directy paths based on the path itself (terminating in a seperator) or if the file system should be used instead.
#rb Patrick.Laflamme
#jira UE-145721
#rnx
#preflight 622f0358752729a2ad448e16

- The problem we have is if a p4 depot path is used when requesting filestates (to see if the file exists in p4 for example) it will be treated as a networkpath due to it starting with // so calling the filesystem to check if it is a directory or not can get very expensive.
- Other operations just check the end of the path for '/' or '\' which is what this operation used to do, but that was changed at some point to check the file system, presumably to fix another problem and as we don't really know how 3rd party code is using this system we cannot just change the behavior without risking breaking existing code bases.
- This fix allows the caller to opt in to the old behavior of just checking the end of the path to determine if it is a directory or not.
- This fix is not very good, future work for a better fix will be tracked in the attached jira.

[CL 19371141 by paul chipchase in ue5-main branch]
2022-03-14 05:25:55 -04:00
Jerome Delattre
76a96a81bb Gauntlet - Horde Automated Test Session report
* Introduce Automated Test Session data model for Horde TestData
* Introduce Suite and Type to UnrealTestNode to have better control over Session naming
* Add PreflightChange option to discriminate Session that are not official run
* Add test Duration and DateTime to UE json report model
* Accomodate for posting New and Old report models

#jira UEENGQA-29178
#preflight 622bb8ec46679d56c323f49a
#rb Chris.Constantinescu

[CL 19367745 by Jerome Delattre in ue5-main branch]
2022-03-12 10:03:43 -04:00
Josh Adams
c564febc2f - Added FDDPIRegistry::GetAllSortedPlaformInfos which returns fake and disabled platforms, while GetSortedPlatformInfos will now only return "concrete/usable" platforms (independent of SDK status, etc)
- Changed the SupportedPlatforms dialog to show all DDPI platforms, not just the ones that are compiled in currently
#rb chris.waters
#preflight 622bc87546679d56c32545cd

[CL 19361979 by Josh Adams in ue5-main branch]
2022-03-11 17:28:48 -05:00
Devin Doucette
05a15d862b Texture: Fixed the texture build function to stop allocating double the required memory for the source texture
#preflight 622bb99c46679d56c324116e
#rb Zousar.Shaker
#rnx

[CL 19360852 by Devin Doucette in ue5-main branch]
2022-03-11 16:28:02 -05:00
martins mozeiko
d81a5dfe82 Faster texture mip generation.
Make inner loops to use vector instructions and avoid per pixel conditional jumps.
Unrolls kernel inner loop for 8x8 case.

#rb charles.bloom
#preflight none

[CL 19360384 by martins mozeiko in ue5-main branch]
2022-03-11 15:52:08 -05:00
Josh Adams
ed1fb28a68 - New CreateBuild Turnkey command to interactively create builds that can be run now, or saved for later (exposed to Editor Platforms menu)
- Started moving the code that turns ProjectPackagingSettings into BuildCookRun commandline from editor to C# so that we can run scripts without needing to bake out the commandline
- Updated ExecuteBuild to handle some new variables and such (like the new one for importing ProjectPackagingSettings into the commandline dynamically)
- Added ability to update a Default config file in C# (with limited functionality - set value and add array entry, with an enum we can extend later)
- Minor cleanup here and there
#rb david.harvey
#preflight 622b581ddf3960e506cf9a27
#preflight 622bb3f046679d56c3239a8c

[CL 19360380 by Josh Adams in ue5-main branch]
2022-03-11 15:51:57 -05:00