#rb PJ.Kack
#jira UE-136612
#rnx
#preflight 61e589b7904123989a1817cc
- If a perforce connection issue is encountered when starting up the editor we will now print an error to the message log and then on the first tick of the editor display a notification to get the users attention. It will no longer result in a fatal error.
- Add a new category "Asset Virtualization" to the message log so that we can start to improve the feedback we give to end users rather than only reporting problems via UE_LOG. This also introduces a new localization text name space.
-- I will need to go over a lot of the virtualization modules error handling and move it to use the message log instead.
- When the source control backend first starts up we now specifically check if the connection works and if not try to give the user feedback on how to fix it.
-- Ideally we'd provide a login dialog for the user to fix the problem in place but due to how early in the start up process we need to be able to access the virtualization backends this is quite tricky.
- In the future we will build the concept of a backends connection into a formalized concept in the system along with better error handling. At this point FSourceControlBackend::OnConnectionError should be moved to general use for all backends. this will allow us to provide much better status info to the user.
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18637036 in //UE5/Release-5.0/... via CL 18637043 via CL 18637054
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637614 by paul chipchase in ue5-main branch]
#rb Devin.Doucette
#rnx
#preflight 61307f101a52e20001978a10
- This backend replaces the plans for a backend that interfaces with Zen directly.
- The backend has no real context for each payload being pushed at the moment, for now we pass in a dummy string.
- Currently we make blocking calls to the cache. When making the initial push to local storage this is desired as it will take place during package save. However both pulling the payload and making the submission to persistent storage should be able to be made async in the future.
- The storage policy is currently exposed via the ini file for now. We might want to enforce policies for this at a later time.
[CL 17416948 by paul chipchase in ue5-main branch]
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.
#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight 608be50d870cf400013ff99d
[CL 16167285 by paul chipchase in ue5-main branch]