Commit Graph

8616 Commits

Author SHA1 Message Date
Matt Hoffman
a3de5f99ff Undo //UE5/Main/Engine/Source/... changelist 16613917
#jira None
#rb None

[CL 16615633 by Matt Hoffman in ue5-main branch]
2021-06-09 19:25:26 -04:00
Matt Hoffman
b90dd76823 Matinee: Changes required to delete matinee editor module. Removes the Interp edit mode and UnrealEds dependency on the Matinee editor module.
#rb Max.Chen, Ludovic.Chabant
#jira UE-105313

[CL 16613917 by Matt Hoffman in ue5-main branch]
2021-06-09 18:02:53 -04:00
Tim Smith
33bff91361 If re-instancing is enabled in a process using LiveCoding, disable the "Quick Restart" button until we can resolve the issues.
#rb jonathan.adamczewski
#rnx
#jira UE-115743
#preflight 60c1136cb68c700001a25659

[CL 16613414 by Tim Smith in ue5-main branch]
2021-06-09 17:32:41 -04:00
alexander suvorov
b1283179d9 #jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
#fyi charles.bloom
#preflight 60ba698e884c6300012adbac

[CL 16609377 by alexander suvorov in ue5-main branch]
2021-06-09 14:23:35 -04:00
zahra nikbakht
15c53402af - Upgraded Widget Reflector UI to UE5
#RB Patrick.boutot
#jira none
#preflight 60c0dd9b9e139d0001d10589

[CL 16608655 by zahra nikbakht in ue5-main branch]
2021-06-09 13:46:20 -04:00
Tim Smith
c21dd493c5 Fixed global delegate functions to support changes when doing live coding.
Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint.
Changed the API of the deferred registry to be more inline with UE coding standards.

#rb ben.marsh phillip.kavan
#rnx
#jira UE-113662
#preflight 60c0c0fdc61264000190e16a

[CL 16606206 by Tim Smith in ue5-main branch]
2021-06-09 11:42:43 -04:00
sebastien lussier
3b94495593 World Partition HLODs - Rely on FISMComponentDescriptor to perform batching for Instanced HLODs
#rb richard.malo, jeanfrancois.dube, patrick.enfedaque


#ROBOMERGE-SOURCE: CL 16603616
#ROBOMERGE-BOT: (v828-16531559)

[CL 16605096 by sebastien lussier in ue5-main branch]
2021-06-09 10:39:48 -04:00
Nick Darnell
f94f305865 Fixing redefinition, checked in old header with the same class name.
[CL 16604673 by Nick Darnell in ue5-main branch]
2021-06-09 10:12:55 -04:00
Nick Darnell
5a02ee338e IWYU - Build fix
[CL 16604163 by Nick Darnell in ue5-main branch]
2021-06-09 09:37:44 -04:00
Nick Darnell
19eecbd0c5 Project Settings - Adding a way to easily introduce per platform settings objects that are correctly saved outside the game ini, and instead store their configuration to each platform's NDA'ed location, if they're a confidential platform. These platform options are kept in sync with what platforms you have enabled for your project (though a restart is required to see that reflected in the settings).
The base class of any per platform settings.  The pattern for using these is as follows.

Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.

Step 2) For your system should already have a UDeveloperSettings that you created so that
        users can customize other properties for your system in the project.  On that class
        you need to create a property of type FPerPlatformSettings, e.g.
        UPROPERTY(EditAnywhere, Category=Platform)
        FPerPlatformSettings PlatformOptions

Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this,
        PlatformOptions.Settings = UPlatformSettings::GetAllPlatformSettings<UMyPerPlatformSettings>();
        This will actually ensure that you initialize the settings exposed in the editor to whatever
        the current platform configuration is for them.

Step 4) Nothing else needed.  In your system code, you will just call
        UMyPerPlatformSettings* MySettings = UPlatformSettings::GetSettingsForPlatform<UMyPerPlatformSettings>()
        that will get you the current settings for the active platform, or the simulated platform in the editor.

#review-16603960 Josh.Adams, Michael.Noland, Daren.Cheng
#fyi Josh.Adams, Michael.Noland, Daren.Cheng

[CL 16603959 by Nick Darnell in ue5-main branch]
2021-06-09 09:14:21 -04:00
Martin Ridgers
822c99f7f6 Shifted the store frontend to another port so as to avoid collision with old-school Unreal Insightses.
#rnx

[CL 16603796 by Martin Ridgers in ue5-main branch]
2021-06-09 08:50:18 -04:00
Martin Ridgers
1495ddab0d Removed the self-hosted Trace stores in plugins and Unreal Insights. They can assume that the trace store is already running and therefore need to just attempt to connect to it.
#rb im

[CL 16603794 by Martin Ridgers in ue5-main branch]
2021-06-09 08:50:02 -04:00
Martin Ridgers
7c160ebaa3 Tweaked the trace store client/server protocol to be more HTTP-like.
#rb honk
#rnx

[CL 16602541 by Martin Ridgers in ue5-main branch]
2021-06-09 07:01:48 -04:00
luc eygasier
4def091199 Adds Offline files to Uncontrolled Changelists
* Adds Offline files to Source Control Changelist Window
* Use TSet.Remove return value to update state.

#rb Sebastien.Lussier

#changelist validated

[CL 16593836 by luc eygasier in ue5-main branch]
2021-06-08 17:12:06 -04:00
Helge Mathee
b1e31fb327 Control Rig: Support description for functions
#jira UE-116428
#rb audit

[CL 16588324 by Helge Mathee in ue5-main branch]
2021-06-08 12:10:13 -04:00
ionut matasaru
ac6e0a1609 [Insights]
- TraceServices: Added IModuleService::GetAvailableModulesEx(..), IModuleService::GetEnabledModules(..) and IModule::ShouldBeEnabledByDefault().
  - TraceServices: Fixed analysis to use only the enabled modules (to correctly use the state set by ShouldBeEnabledByDefault + SetModuleEnabled API).
  - SessionInfo: Added "!" in front of name for modules that are registered, but not enabled.
  - Changed FTraceServicesModule::StartupModule() to allow registration of all modules.
  - Changed the Memory, Tasks and LoadTimeProfiler modules to report that should be disabled by default in editor.
  - Fixed Insights unit tests (UE-116865). Re-enabled the LoadTimeProfiler module for unit tests even if it is disabled by default for editor.

#jira UE-116865
#rb Catalin.Dragoiu

[CL 16587640 by ionut matasaru in ue5-main branch]
2021-06-08 11:19:34 -04:00
Helge Mathee
4747134263 Control Rig: Catch nullptrs during rename of pins
#jira UE-116907
#rb audit

[CL 16586397 by Helge Mathee in ue5-main branch]
2021-06-08 09:36:54 -04:00
jeanfrancois dube
18c51757df Optimize FAssetRenameDataWithReferencers by changing an array with a set.
Results for breaking a Level Instance with ~10K actors: ~810s down to ~256s.

#rb patrick.enfedaque


#ROBOMERGE-SOURCE: CL 16586087
#ROBOMERGE-BOT: (v828-16531559)

[CL 16586102 by jeanfrancois dube in ue5-main branch]
2021-06-08 08:49:20 -04:00
Helge Mathee
a4fc72fc71 Control Rig: Collapse / expand node action to filter injected nodes correctly
#jira UE-115103
#rb sara.schvartzman

[CL 16585913 by Helge Mathee in ue5-main branch]
2021-06-08 08:02:35 -04:00
Rolando Caloca
3475ca5434 UE5 - Fix Vulkan missing dual blending annotation; move it to be platform agnostic
#fyi Brian.White, Dmitriy.Dyomin
#rb Will.Damon
#jira UE-117253
#rnx

[CL 16574688 by Rolando Caloca in ue5-main branch]
2021-06-07 14:30:42 -04:00
charles derousiers
b402ba8720 Fix vulkan compilation issue with new ShaderPrint coloring.
Vulkan/DXC does not support initialization of static const variable having complex type. This change lines change the initialization to some simple define instead.

#rb none


#ROBOMERGE-SOURCE: CL 16574414
#ROBOMERGE-BOT: (v828-16531559)

[CL 16574416 by charles derousiers in ue5-main branch]
2021-06-07 14:15:34 -04:00
Catalin Dragoiu
44522f59cd [Insights] Fix crash when a session is opened via drag and drop whilst task relations are drawed.
#rb none

[CL 16572233 by Catalin Dragoiu in ue5-main branch]
2021-06-07 12:16:05 -04:00
jeanfrancois dube
12e850ac12 Reduce the impact of wrapped pointers by 75% from material code.
For example, texture streaming spikes drops from 26.7ms to 16.6ms in PIE.

#rb zousar.shaker


#ROBOMERGE-SOURCE: CL 16571356
#ROBOMERGE-BOT: (v828-16531559)

[CL 16571408 by jeanfrancois dube in ue5-main branch]
2021-06-07 11:35:07 -04:00
Devin Doucette
c1c9a493c0 CompactBinary: Added validation to LoadCompactBinary and removed asserts from the other load functions
#rb Zousar.Shaker
#rnx
#preflight 60bc53b70249c30001c6a20e

[CL 16570338 by Devin Doucette in ue5-main branch]
2021-06-07 10:28:39 -04:00
Johan Berg
e2d01de1a5 [Insights] Always return a valid callstack, even if it's not found.
Instead of returning a nullptr, return a  placeholder callstack when an unknown callstack has been requested.

#rb ionut.matasaru
#rnx
#preflight 60bdfeed29082d00015d3ac6

[CL 16569026 by Johan Berg in ue5-main branch]
2021-06-07 08:18:57 -04:00