We don't actually support ISR on Mac yet, so disable this until we get this stood up
#jira UE-189718 UE-174004
#rb Zack.Neyland
#rnx
[CL 26734651 by robert srinivasiah in ue5-main branch]
Change summary:
- Added UBlueprintGeneratedClass::RequiresCompleteValueForPostConstruction (config). These members will not be further decomposed into sub property delta lists.
- Added a CVar to allow the BP property initialization fast path to more easily be disabled for testing (similar to the CVar that exists for fast path component instancing).
- Revised property list generation to avoid storing extra "placeholder" entries for array values that exceed the size of the native parent default container's value (perfmem).
#rb Ben.Hoffman
[CL 26547199 by phillip kavan in ue5-main branch]
- Added an Unrestricted.entitlements, an empty entitlements file
- Changed Programs to find the .ini for codesigning, without needing a .uproject
[CL 26527971 by Josh Adams in ue5-main branch]
Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene.
There are a few things that still missing: Dynamic mesh passes, static lighting
#rb ola.olsson, benjamin.rouveyrol
[CL 26354848 by marc audy in ue5-main branch]
- Made Simulator deice strings for IOS platforms, iPhone0,0 - AppleTV0,0 - VisionOS0,0, since before they were just "arm"
#rb adam.kinge
[CL 26353255 by Josh Adams in ue5-main branch]
Enable in BaseEngie.ini
[LowLevelTestsSettings]
bUpdateBuildGraphPropertiesFile=false
#rb Jerome.Delattre, Rob.Huyett
#jira UE-189825
[CL 26323717 by chris constantinescu in ue5-main branch]
- Disable COMPILER_SUPPORTS_WAVE_VOTE for Mac
- Fixed bug where Texture2DArray was flattened due to atomics, but bound as Texture2D
- Fixed bug where defines were read incorrectly in shader compiler
#rb Zack.Neyland, Jamie.Hayes
[CL 26291315 by carl lloyd in ue5-main branch]
For a very basic loc gather this can take the asset gather time from ~120 seconds to ~40 seconds
#jira
[FYI] Leon.Huang
[CL 26282229 by jamie dale in ue5-main branch]
#rb none
- If we want to use slate dialogs we cannot use LazyInitConnections, however slate dialogs only work on programs that a) support slate and b) are running in some interactive form. Commandline programs, or the editor runnning in unattended mode or running a commandlet cannot make use of the slate dialog.
- If this new flag 'DisableLazyInitIfInteractive' is set to true and 'LazyInitConnections' is set to true then the VA system will lazy init its connections unless we are running an interactive program that could make use of the slate dialogs, in which case 'LazyInitConnections' is disabled for safety.
- Ideally we'd merge these two values into a single enum but I am hoping that we can change how we connect in the near term in which case we will simple deprecate 'DisableLazyInitIfInteractive'. The use case is pretty niche at the moment so this will probably be easier for the next stage of work.
[CL 26230486 by paul chipchase in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26223564 by keaton stewart in ue5-main branch]
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26221679 by Josh Adams in ue5-main branch]