Commit Graph

37 Commits

Author SHA1 Message Date
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
marc audy
311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds

After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds

#jira
#preflight

[CL 22173263 by marc audy in ue5-main branch]
2022-09-24 13:57:58 -04:00
alexis matte
862785cc6e Interchange: Move files out of experimental
#jira none
#rb jeanmichel.dignard
#rnx
#preflight 631b7b3cec45fbf3d7807ee1

[CL 21927016 by alexis matte in ue5-main branch]
2022-09-09 16:13:32 -04:00
alexis matte
0047e0dcf4 Move all interchange code files under experimental folder.
#jira UE-133267
#rb Julien.StJean
[FYI] richard.talbotwatkin
#rnx

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18018188 in //UE5/Release-5.0/... via CL 18018406 via CL 18018624
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v885-17909292)

[CL 18018864 by alexis matte in ue5-main branch]
2021-11-02 10:31:06 -04:00
JeanMichel Dignard
e9b5d2f566 Interchange scene import
- Support different types of lights.
- Set the scene components mobility in the pipeline.
- Made a generic macro to apply an attribute to a FProperty where the attribute and property names can be different. Supports nested script structs.
- Renamed ApplyAllCustomAttributeToAsset to ApplyAllCustomAttributeToObject.
- Added support for Camera physical attributes (focal length, sensor width & height) from FBX.

#rb Alexis.Matte, Julien.StJean, Richard.TalbotWatkin
#preflight 615cb7b1bb992a0001e1ecc4

[CL 17728564 by JeanMichel Dignard in ue5-main branch]
2021-10-05 17:50:09 -04:00
JeanMichel Dignard
5a7f4ac2c8 Interchange scene import: Set mesh on static and skeletal mesh components
- Renamed Target Asset Uids to Target Node Uids and used it bidirectionaly.
- Target Node Uids is mutable so that a const node graph (translated nodes) can still track which factory nodes its being used by.
- Only register the actor components in the Interchange completion task so that we know that the assets are ready.
- Added transform compensation for FBX cameras and lights.

#rb Alexis.Matte

[CL 17317045 by JeanMichel Dignard in ue5-main branch]
2021-08-26 09:39:29 -04:00
JeanMichel Dignard
4a09508a5b InterchangeBaseNode: rename GetAssetClass to GetObjectClass
#rb Alexis.Matte

[CL 16853666 by JeanMichel Dignard in ue5-main branch]
2021-07-14 15:15:19 -04:00
Alexis Matte
9fc25d96ca In Interchange, add skeleton and physics asset import options to the generic pipeline. Those option allow the user to specify if we create or use an existing asset for skeleton and physics.
#jira UETOOL-3603
#rb richard.talbotwatkin

[CL 16841336 by Alexis Matte in ue5-main branch]
2021-07-13 15:37:01 -04:00
Richard TalbotWatkin
20431c53cd Fixed static analysis warning.
#rb none

[CL 16825387 by Richard TalbotWatkin in ue5-main branch]
2021-07-12 10:44:04 -04:00
Richard TalbotWatkin
177525dba9 First pass implementaiton of a message passing system for Interchange. This permits messages, warnings and errors to be output from translators, pipelines and factories, as well as from external processes via the Interchange dispatcher.
Implemented UI tab widget for dislaying import results.
Implemented basic static mesh import, excluding collision import.
Various API tweaks, to accomodate the message passing, plus various bugfixes.
#rb Alexis.Matte

[CL 16822676 by Richard TalbotWatkin in ue5-main branch]
2021-07-12 05:32:06 -04:00
Alexis Matte
af18cd8cfa Pipeline workflows prototype. This is a first implementation of the interchange pipeline selection workflow when users import files with interchange.
- Interchange per project settings allow user to create pipeline stacks and to override the pipeline selector UI
- First draft of the generic pipeline selector UI dialog
- Pipeline settings are saved in the config ini files
- The importAssetData now contains the pipelines settings so we can reuse the same settings when we will do the re import

#jira UETOOL-3440
#rb julien.stjean

[CL 16416864 by Alexis Matte in ue5-main branch]
2021-05-21 08:44:26 -04:00
Alexis Matte
eecf9189e4 Add generic pipeline options: "BakeMeshes", "ImportStaticMeshes", "CombineStaticMeshes", "ImportSkeletalMeshes", "CombineSkeletalMeshes".
Create a pipeline meshes utilities that allow the user to query all meshes (static, skeletal, both) and also query combined meshes (static and skeletal)
#jira UETOOL-3461, UETOOL-3462
#rb richard.talbotwatkin

[CL 16247773 by Alexis Matte in ue5-main branch]
2021-05-10 09:34:00 -04:00
Alexis Matte
febf96d0e1 Refactor Interchange graph nodes to follow the new design. We now have translated nodes and factory nodes. The translated node are the source description and the factory nodes are the pipeline description telling the factory how to import the translated source nodes.
#rb richard.talbotwatkin
#jira UE-TOOL-3246

[CL 16144565 by Alexis Matte in ue5-main branch]
2021-04-28 11:34:07 -04:00
Alexis Matte
cfa83cb746 Create a graph inspector pipeline to be able to debug interchange graph
#jira UETOOL-3246
#rb richard.talbotwatkin

[CL 16004527 by Alexis Matte in ue5-main branch]
2021-04-14 09:34:33 -04:00
Zousar Shaker
d9ee6d9aab Prototype Wrapped Object Pointers (ObjectHandle/ObjectPtr)
Call-site changes for non-scalar wrapped object pointer upgrades in Engine + Shootergame

#rb devin.doucette

[CL 15201149 by Zousar Shaker in ue5-main branch]
2021-01-26 02:45:20 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Alexis Matte
6119acdacb Add a generic mesh pipeline for Interchange, it allow to add meshes import options
#rb richard.talbotwatkin
#jira UEENT-3853

[CL 15012363 by Alexis Matte in ue5-main branch]
2021-01-07 13:32:07 -04:00
Zousar Shaker
fc2ad21a5e Prototype Wrapped Object Pointers (ObjectHandle/ObjectPtr)
Call-site changes for non-scalar wrapped object pointer upgrades in Engine + Shootergame

#rb devin.doucette

[CL 14996467 by Zousar Shaker in ue5-main branch]
2021-01-05 19:16:25 -04:00
Julien StJean
8925e506a1 Using a compilation error instead of a runtime error for the unsuported attribute types.
#rb Alexis.Matte

[CL 14991099 by Julien StJean in ue5-main branch]
2021-01-05 10:53:34 -04:00
Alexis Matte
0a2f02bea3 Use FString instead of FName for the attribute storage key
#rb richard.talbotwatkin
#jira none

[CL 14946713 by Alexis Matte in ue5-main branch]
2020-12-17 10:22:56 -04:00
Alexis Matte
159a98adf2 Interchange skeletalmesh import now support morph target import.
#rb richard.talbotwatkin
#jira UEENT-3853

[CL 14897475 by Alexis Matte in ue5-main branch]
2020-12-10 09:40:26 -04:00
Alexis Matte
0457b6a489 Fix datasmith crash importing texture name none
#rb benoit.deschenes
#jira none

[CL 14780918 by Alexis Matte in ue5-main branch]
2020-11-18 15:16:06 -04:00
Alexis Matte
99f45612db Back out changelist 14756104
#rb none
#jira none

[CL 14756933 by Alexis Matte in ue5-main branch]
2020-11-16 15:02:53 -04:00
Alexis Matte
42d5d4f180 Fix an assert when importing texture named "None"
#jira none
#rb benoit.deschenes

[CL 14756104 by Alexis Matte in ue5-main branch]
2020-11-16 13:26:26 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00