* 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]
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]
#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]
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]
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]
- 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]
[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]
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]
* 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]
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]
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]
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]