Add command line arg to set GIgnoreDebugger
Remove GIgnoreDebugger from UE_BUILD_SHIPPING
Fix up naming convention and deprecate _DebugBreakAndPromptForRemote
=== Notes ===
Sometimes it's useful to run a process with a debugger attached, but knowing you get the same behavior as if it weren't, including how the assert system behaves
Such situations include:
* Tight timing of assert and exceptions in different threads
* When rarely reproducable ensure()s fire before or between breakpoints set in the debugger
=== Hashtags ===
#jira none
#rb steve.robb
#preflight 6182e64d924922000186366e
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 18045343 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
[CL 18045348 by geoff evans in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Serialization and the FBuildDefinition type of derived data have not been implemented yet. This version is functional in the editor when used with buffers or unstructured cache keys.
#rb Zousar.Shaker
#preflight 614cdb35c2ef060001f6425b
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 17614269 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)
[CL 17614332 by devin doucette in ue5-release-engine-test branch]
Only return true from FIoDispatcher::IsInitialized() when the script objects chunk exists to keep its behavior consistent. Later, this function will be deprecated in favor of a function on IAsyncPackageLoader.
#rb Zousar.Shaker
[FYI] CarlMagnus.Nordin
#preflight 614541e1bf494a0001bd76bc
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 17570905 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)
[CL 17570916 by devin doucette in ue5-release-engine-test branch]
This is a defensive change to more uniformly gate conditions of various pathways that want to "nice" CPU consumption when the application is not the foreground application (doesn't "Have Focus"). In benchmarking scenarios we don't want a focus-grabbing application to cause change in behavior while taking performance measurements. This could be in local workstation benchmarking where other foreground apps will naturally come to the front or in data center build where antics that might otherwise be completely unknowable could impact benchmark measurements.
This change was formulated after finding some "nice" CPU conditionals that were instrumented, but not all of them are. This change aims to prevent having to instrument, profile, and mitigate each condition separately.
#rnx
#jira none
#rb francis.hurteau, brandon.schaefer
#preflight 611ec9248ff55400018d5018
#ROBOMERGE-AUTHOR: geoff.evans
#ROBOMERGE-SOURCE: CL 17463345 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17463757 by geoff evans in ue5-release-engine-test branch]
This fixes blueprint projects not booting on platforms that set LLM_AUTO_ENABLE=1.
This was the sequence of events that led to the problem:
FLowLevelMemTracker::Get().ProcessCommandLine(CmdLine) triggers a call to FGenericPlatformMisc::ProjectDir() too early, before FPaths::IsProjectFilePathSet(). ProjectDir() ends up as ../../../engine/ instead of e.g. ../../../tp_firstperson/. This only happens for blueprint projects because code projects set GInternalProjectName and ProjectDir() follows a different path if FApp::HasProjectName().
In contrast, platforms that set LLM_AUTO_ENABLE=0 early out from the FLowLevelMemTracker function call so they don't trigger the problem.
This leads to ../../../*engine*/Content/Paks/ being created, instead of e.g ../../../*tp_firstperson*/Content/Paks/, making the engine believe there are no paks and fall back to reading from a normal file.
#jira UE-122150
#rb josh.adams
#ROBOMERGE-SOURCE: CL 17316912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)
[CL 17316940 by nuno leiria in ue5-release-engine-test branch]
The new API uses exported functions and cannot be included with the old API without compile errors in existing code that has an include-only dependency on DDC.
#rb Zousar.Shaker
#rnx
#preflight 610c01e3aeb05700011dc5ab
#ROBOMERGE-SOURCE: CL 17071263 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17071271 by devin doucette in ue5-release-engine-test branch]
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
#ROBOMERGE-SOURCE: CL 16879404 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16879428 by charles bloom in ue5-release-engine-test branch]
- This will be cleaned up further when FVirtualizationManager is moved into the Virtualization module and we do a pass on the initialization.
#rb Per.Larsson
#rnx
#preflight 60d57e67925f1400012be5af
#ROBOMERGE-SOURCE: CL 16783910 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16783916 by paul chipchase in ue5-release-engine-test branch]
Updating FVirtualizedUntypedBulkData and textures to use the BulkDataRegistry.
BulkDataRegistry: Add get/put accessors for the cached BulkDataList of packages.
EditorDomain: Move ClassDigests into a global variable that can be shared with BulkDataRegistry.
EditorDomain: Improve performance of GetFileSize by fetching metadata only.
Tickable Cook Objects, for systems used by the cooker that need to be ticked.
Implementation of the the BulkDataRegistry that uses the DDC cache for persistent storage of the BulkDataList.
#rb Devin.Doucette, Paul.Chipchase, Zousar.Shaker
#ROBOMERGE-SOURCE: CL 16768772 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16768778 by matt peters in ue5-release-engine-test branch]