Commit Graph

1096 Commits

Author SHA1 Message Date
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
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
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
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
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
devin doucette
271b9555dc Added Unreal Cloud DDC to the base cache graphs
It is disabled by default outside of Epic, and can be enabled by configuring the Default key in the StorageServers section of the Engine config.

#rb Zousar.Shaker

[CL 22836839 by devin doucette in ue5-main branch]
2022-10-28 16:07:04 -04:00
Max Chen
f57db3e0fa Sequencer: Remove Master from Sequencer
- Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots
- Internally, remove Master - Master Tracks in the MovieScene can just be Tracks

Deprecations (Properties):
- UMovieScene:MasterTracks deprecated for Tracks
- UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks
- FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime
- UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary

Deprecations (Functions):
- UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack
- UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack
- FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack
- ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime
- UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime
- UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary
- UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber
- UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig
- UMovieSceneAudioTrack: IsAMasterTrack

Classes Renamed:
- FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage
- UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem
- ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting

Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs:
- Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks)
- masterclip in FCPXML since it's an industry standard term
- masteraudiosubmix in AudioCaptureProtocol
- mastersubmix in MoviePipelineAudioRendering
- masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline
- mastersequencetime, mastertime, mastername in LevelSequence

#jira UE-158660
#preflight 634645e48a0a7b2adc5722e7
#rb matt.hoffman, andrew.rodham

[CL 22739302 by Max Chen in ue5-main branch]
2022-10-24 18:22:10 -04:00
Rafa Lecina
4f97a71822 Fix some deprecations and issues found in OnlineSubsystemFacebook RESTful implementation
- Using bUsePopup=false was making very easy to break the login flow
 - Added some commands to test facebook login/logout/list friends
 - Removed deprecated permissions and fields
 - Fixed redirection parsing. It was not properly handling errors so login was kept unfinished
 - Fixed parsing user picture data

#jira UE-162599
#review @Sam.Zamani, @Bertrand.Carre, @Chris.Varnsverry
#preflight 6343f9f64062366babe7730f

[CL 22558156 by Rafa Lecina in ue5-main branch]
2022-10-17 03:38:23 -04:00
KXOC
3ba8ec5dde PR #9561: Remove FFR redirect from BaseEngine, should be in plugin (Contributed by KXOC)
#preflight 6345005f4062366bab3446c2
#rb Arciel.Rekman
#jira UE-163543

[CL 22466432 by KXOC in ue5-main branch]
2022-10-11 17:54:44 -04:00
brian bekich
5e354fa5ea Deprecating AES ECB packet handler component
Updated AES GCM packet handler to no longer be in beta

#jira UE-166532
#preflight 634078c3090af7205c1a6cc3
#lockdown julien.marchand

[CL 22412608 by brian bekich in ue5-main branch]
2022-10-07 19:39:56 -04:00
josh adams
b4b723bfa6 - More modernization of Xcode, focusing on Mac, IOS plist still needs a lot of work
- Premade "template" plist files for Mac, MacEditor, IOS, and added a PlistMode to choose between updating a template plist (from engine) or using a "baked" out plist that Xcode won't really mess with (this is still a work in progress, as it still needs thought on how to handle IOS premade vs Mac template, etc)
- Updating icons to using xcassets instead of .icns file
- Added post build step for UBT to write out build versions (increments each build) to a .xcconfig for Xcode to put into the .plist, but it reads previous value. Not terrible, but it still  needs work

#rb adam.king
#preflight 632c7e8ee23e50651b43139b

[CL 22137251 by josh adams in ue5-main branch]
2022-09-22 11:42:27 -04:00
dmytro vovk
74518c88ed Enable libc++_shared.so dependency validation of Android binaries.
#jira none
#rb trivial
[FYI] Chris.Babcock
#preflight 632b49e4d747fe52c8e7588e

[CL 22121007 by dmytro vovk in ue5-main branch]
2022-09-21 15:41:28 -04:00
jurre debaare
6adc0bd4cf Add missing property redirects related to CL 21790683
#jira UE-151123
#rb trivial
#preflight 632b0f2d9840225da2cf4cd7

[CL 22114125 by jurre debaare in ue5-main branch]
2022-09-21 11:40:48 -04:00
Ident
b709cb0217 PR #9564: Fixed typo in "Set Fade In" node of DecalComponent (Contributed by Ident)
Also adds core redirect for backward compatibility.

#preflight 6329c6c1f87253e0210fef80
#rb jeremy.moore

[CL 22092013 by Ident in ue5-main branch]
2022-09-20 10:20:17 -04:00
axel riffard
b701c98a7e Set Metal minimum flow for iOS and MacOS
#jira UE-163352
#rb adam.kinge
#preflight 632954d3fc7f1efbdf238155

[CL 22089354 by axel riffard in ue5-main branch]
2022-09-20 03:10:30 -04:00
michael atchison
24a54f78f8 Integrate schema into lobbies.
[REVIEW] [at]rob.cannaday [at]eric.day [at]chris.varnsverry [at]alejandro.aguilar
#jira OI-3779
#preflight 6317bdbdb069eea9ab163c51

[CL 22087334 by michael atchison in ue5-main branch]
2022-09-19 22:27:36 -04:00
axel riffard
4b07986399 Change minimum metal version in base engine
#jira UE-163352
#rb trivial
#preflight none

[CL 21979663 by axel riffard in ue5-main branch]
2022-09-13 02:57:36 -04:00
axel riffard
c64aa2de93 Catalina, iOS 14 removal
Metal 2.3 removed, Metal 3.0 added for Mac

#jira UE-163352
#rb adam.kinge bertrand.carre
#preflight 631ea7eb94758d0bf2008668

[CL 21960671 by axel riffard in ue5-main branch]
2022-09-11 23:47:08 -04:00
ludovic chabant
0a5208c137 Rename UMatineeCameraShake to ULegacyCameraShake
#rb matt.hoffman
#jira UE-105313
#preflight 6317b8c4ec45fbf3d7d44a02

[CL 21861993 by ludovic chabant in ue5-main branch]
2022-09-07 16:51:29 -04:00
Alexis Matte
dbe309dcdb Interchange: Add missing default value for the GenericPipelineClass
#jira none
#rb none
#rnx
#preflight skip

[CL 21742153 by Alexis Matte in ue5-main branch]
2022-09-01 11:36:36 -04:00
dmytro vovk
314efb631c Include libc++_shared.so in Android packages by default due to EOSSDK dependency on it
#jira UE-160831
#rb trivial
#preflight 630cc6a1556fc14dce464f5a

[CL 21677129 by dmytro vovk in ue5-main branch]
2022-08-29 10:11:10 -04:00
David Hibbitts
23b7051f68 Moved cine camera lens and filmback presets from the CineCameraComponent to a new CineCameraSettings class that appears in the project settings. This allows users to view and edit their own presets easily without needing to edit an INI file
#rb matt.hoffman, ludovic.chabant
#preflight 63079ac80968fbaf691e0b23

[CL 21566885 by David Hibbitts in ue5-main branch]
2022-08-25 12:30:57 -04:00
ben zeigler
9ea9312867 Fix broken redirects discovered by running -DebugCoreRedirects on the engine
Some of these needed full paths after the path lookup changes, some were out of date, and some were typos
#jira UE-161345
#rb matt.peters
#preflight 6306824e5a5d4e462465eaf7

[CL 21566281 by ben zeigler in ue5-main branch]
2022-08-25 11:56:33 -04:00