Commit Graph

2142 Commits

Author SHA1 Message Date
thomas ross
3936af6978 Workaround fix for certain Android devices not correctly flipping to portrait mode as expected. Setting all devices to use r.Android.GLESFlipYMethod=2 instead of the new =1 method.
#rb swarm
#tests none

[CL 23172511 by thomas ross in ue5-main branch]
2022-11-17 00:29:16 -05:00
benjamin jillich
b8a25b6209 [UE-110638] Blend profiles in blend spaces
* Added support for using blend profiles for per bone overrides in blend spaces.
* Backward compatibility to previous blend space assets.
* Manual per bone overrides are remembered when changing between blend profiles and manual mode.
* Combo box to change between the modes with automatic hiding of the per bone or blend profile properties.

#jira https://jira.it.epicgames.com/browse/UE-110638
#preflight 6374c6a6953c19d435ee1d9d
#preflight 6374dccf8f4cb2e4dc3ca953
#preflight 6374e03c1d25fe8b9325bbb3

[CL 23153005 by benjamin jillich in ue5-main branch]
2022-11-16 08:29:46 -05:00
thomas ross
21a6535bc6 Changes to drastically speed up Android bulk build iteration when using InstallBundleManager with a large number of paks.
#rb swarm
#test Android Dev Build
#preflight 636d53a7a430c8fbeab4b377

[CL 23147940 by thomas ross in ue5-main branch]
2022-11-15 19:42:39 -05:00
krzysztof narkowicz
e68fad4a77 Fixed missing Lumen reflections on non foliage using subsurface mode.
Instead of a binary r.Lumen.Reflections.Foliage, use r.Lumen.MaxRoughnessToTraceForFoliage cutoff.This allows to skip reflections rays on foliage, but still trace those from very smooth ice surfaces.

[REVIEW] [at]daniel.wright
#rb Daniel.Wright
[FYI] Ben.Woodhouse

#localization none
#tests PC_editor_and_PS5_replay

[CL 23147830 by krzysztof narkowicz in ue5-main branch]
2022-11-15 19:40:11 -05:00
paul chipchase
8912b2a25c Add the option to note if the editor bulkdata is cooked or uncooked when logging about VA pull failures
#rb Sebastian.Nordgren
#jira UE-169622
#rnx
#preflight 636d118e361bbd3c0ae5e116

- Recently we have had several incidents where there has been confusion if a VA payload pull that failed was initiated by a uncooked editor bulkdata or a cooked one. Adding the option to postfix the log message with this info for selected projects will make debugging this sort of thing easier in the future.
- Enabled by changing '[EditorBulkData]LogCookedStatus=' to true in the Editor ini file.
-- As this is only useful for projects that allow cooked content in the editor, if not then it is just noise so the post fix is disabled by default.
- Note that the check in FEditorBulkData::PullData should also be removed but that has been added as its own work item in JIRA.

[CL 23101614 by paul chipchase in ue5-main branch]
2022-11-11 13:31:11 -05:00
Matt Peters
9a0837f98c MPCook: Tweak logging and configuration of CookDirector to fix incorrect logs and make it easier to configure.
#rb Zousar.Shaker
#rnx
#preflight 636d837c953c19d4350f4f7b

[CL 23089933 by Matt Peters in ue5-main branch]
2022-11-10 18:27:28 -05:00
Matt Peters
40185c7e66 WindowsPlatformMemory: Change the behavior of FGenericPlatformMemoryStats::GetMemoryPressureStatus on Windows; it now uses QueryMemoryResourceNotification instead of the generic implementation.
Cooker: In MPCook Collect garbage based on the Operating System's MemoryPressure event, so that Standby memory does not cause spurious garbage collection.
In all cook modes, tweak the output during garbage collection to have less duplicate information.
In all cook modes, add a cooldown for GC when garbage collection is not impactful.
#rn Minor, Core
#rb Zousar.Shaker, Danny.Couture
#preflight 636d69761c14fe4505163289

[CL 23088442 by Matt Peters in ue5-main branch]
2022-11-10 17:17:20 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
Chris Varnsverry
82ff058af0 - Make AuthScopeFlags configurable
- Make LexFromString for AuthScopeFlags support multiple flags in one string.

#jira UE-165478
#review-23050644 @Rob.Cannaday @Ryan.Hairyes @Sam.Zamani
#preflight 636d398ca430c8fbeaaaad58

[CL 23082985 by Chris Varnsverry in ue5-main branch]
2022-11-10 12:56:09 -05:00
ben hoffman
db9d155f2d Add per-platform input settings that let you specify Hardware Input devices that are available on each platform. This will also be where per-platform variables go for force feedback default values.
#jira UE-158883
#rb benjamin.fox
#preflight skip

[CL 23081738 by ben hoffman in ue5-main branch]
2022-11-10 12:10:40 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
guillaume abadie
4fe0f66275 Commits to TSR's grand history reprojection on Epic scalability settings
#rb none
#preflight trivial

[CL 23049089 by guillaume abadie in ue5-main branch]
2022-11-09 02:19:06 -05:00
krzysztof narkowicz
28125d98a2 Lumen - periodically refresh surface cache on all scalability levels
[CL 22986736 by krzysztof narkowicz in ue5-main branch]
2022-11-04 10:35:22 -04:00
Zousar Shaker
8b31a778bf Update ShooterGame, QAGame, and Lyra to use Zen for LOCAL DDC only.
#rb devin.doucette
#preflight 63643f6d882365b8596ce430

[CL 22970016 by Zousar Shaker in ue5-main branch]
2022-11-03 18:48:54 -04:00
daniel wright
42faeecff4 Revert to r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=1 on High GI settings, as disabling it causes too much instability for most projects
[CL 22937847 by daniel wright in ue5-main branch]
2022-11-02 23:05:27 -04:00
zack neyland
0eeb3732f1 Various misc fixes for Mac.
* Sets the Min/Max Wave Size
* Handles Vulkan headers and Mac a bit better
* Handles missing [shader] toolchains a bit better.

#preflight 63603e161622fbf582db4e07
#jira na

[CL 22920245 by zack neyland in ue5-main branch]
2022-11-02 13:10:22 -04:00
zousar shaker
5b9887e83e Reduce the iteratively cooked types to just sound and texture types until we've got more solid non-asset dependency tracking in place.
#rb none
[FYI] matt.peters

[CL 22918077 by zousar shaker in ue5-main branch]
2022-11-02 11:49:40 -04:00
Dmitriy Dyomin
6a01443b40 Bump ShadowQuality to 2 for a High bucket on Android/iOS to match quality between forward and deferred shading
#jira none
#rb none
#preflight config

[CL 22907513 by Dmitriy Dyomin in ue5-main branch]
2022-11-02 05:28:26 -04:00
mihnea balta
5d9583c49b Fix driver version checks not working for Nvidia GPUs.
The new driver detection method (using the setup API) did not set the UserDriverVersion in the same way as the other methods, so the function which extracted the number used for comparison didn't work correctly.

Also removed a bogus cvar from BaseEngine.ini while we're at it (r.DetectAndWarnOfBadDrivers has been removed from the code years ago).

#jira UE-168877
#rnx
#lockdown Michal.Valient
#preflight https://horde.devtools.epicgames.com/job/6361413fce68f7cbb68dd599
#rb Chris.Waters

[CL 22890134 by mihnea balta in ue5-main branch]
2022-11-01 16:01:40 -04:00
daniel wright
d02376c5e7 Disabled r.Lumen.ScreenProbeGather.FullResolutionJitterWidth on GI High settings to reduce cost (.13ms at 60% SP on PS5), as r.Lumen.ScreenProbeGather.StochasticInterpolation is already injecting noise which helps with temporal stability.
[CL 22888510 by daniel wright in ue5-main branch]
2022-11-01 15:06:08 -04:00
guillaume abadie
84f464f25a Enables TSR's anti-flickering on TSR high scalability settings to close the performance gap between medium and epic
#rb trivial
#preflight trivial

[CL 22879491 by guillaume abadie in ue5-main branch]
2022-11-01 07:01:41 -04:00
daniel coelho
ce735ead69 USD: Add LevelSequenceEditorSettings config to automatically bind stage actor Time tracks when binding them to the Sequencer.
#jira UE-158181
#rb Max.Chen, Anousack.Kitisa
#preflight none (just a config file)

[CL 22878511 by daniel coelho in ue5-main branch]
2022-11-01 04:59:34 -04:00
daniel wright
15df502fff Moved Distance Field AO out of ShadowQuality and into GlobalIllumination Quality scalability group, so that Medium GI gives DFAO
Moved Screen Space Reflection out of EffectsQuality and into ReflectionsQuality scalability group, so that Medium Reflections gives SSR
#rb Krzysztof.Narkowicz

[CL 22875523 by daniel wright in ue5-main branch]
2022-10-31 20:04:48 -04:00
krzysztof narkowicz
ff2f6c9b56 Lumen Reflections - Disable dedicated reflections on foliage on High (60hz) scalability settings.
Instead of tracing dedicated reflection rays from foliage, we now fallback to rough specular from the GI on High scalability settings (60hz). This isn't very noticeable on foliage, but gets us 1-2ms in foliage heavy scenes.

Details:
* Refactored all reflection alpha computations to use a single shared LumenCombineReflectionsAlpha function
* Refactored all reflection alpha parameters to use a single shared LumenReflections::FCompositeParameters
* Implemented r.Lumen.Reflections.Foliage which allows to disable reflection rays on foliage

#rb Daniel.Wright

[CL 22875482 by krzysztof narkowicz in ue5-main branch]
2022-10-31 20:03:26 -04:00