The tempoarary structure used by duplication has no owner, so doesn't need to report changes
#rb none
#jira UE-188234
[CL 25879219 by andrew rodham in ue5-main branch]
- Draw easing handles as rounded triangles sized to match the grip size, instead of the previous bitmap.
- Easing handles are bigger, with bigger hit-testing area.
- Expose key size through the section interface in addition to grip size
- Fix bug where small sections can result in negative time-to-pixel conversion
#jira UE-171407
#rb max.chen
#preflight 6476202b4b1ead7c7f1db4e0
[CL 25694826 by ludovic chabant in ue5-main branch]
The aim of this work is to improve overall CPU cost in 3 ways:
- to reduce the per-frame overhead of running ECS tasks
- to decrease latency between useful gamethread work being able to run
- to increase thread ultilization where many cores are available
In both single-threaded and multi-threaded mode this is showing a wall-clock speed improvement of ~25%, upon which other optimizations can now be made.
Previously, the Dispatch_ methods would construct tasks and filters for their work every frame. Tasks dispatched by downstream systems that were added as implicit dependencies would always depend on all the work of their upstream systems, even if they didn't necessarily need to be (for example, float properties would need to wait for *all* float channels to be evaluated and blended before they could be applied, even ones that only applied to transform properties).
The new approach introduces a new system phase (ESystemPhase::Scheduling) which is only run as part of the post-instantiation. This phase invokes a new method (OnSchedulePersistentTasks) which allows systems to define the task-structure for the current state of the ECS. Tasks defined here are stored inside the scheduler, and live for the duration of the instantiation - if the structure of the entity manager materially changes, the task graph is re-constructed.
Entity task builders are still used in this new method, but can only call Schedule_ and Fork_ functions for running tasks. These methods define serial and parallel behavior respectively that is to be run across the ECS (as should already be familiar). Crucially, each relevant entity allocation now gets its own task - the filter is run when the task graph is constructed, and a new task is created for each match. This allows us to interleave and/or distribute tasks across as many cores as possible, as soon as prerequisites are completed.
Tasks may also 'prelock' their component data - doing so will cache the location of the component data for each task (using a new type, TRelativePtr) so that it doesn't have to go hunting for component headers when the task is run.
Implementation details:
IMovieSceneTaskScheduler exists as the public front-end to the new routines, but allows us to keep all the implementation details private.
Tasks can be in one of two states: a single task can have multiple prerequisites and subsequents, a parent task can have many children which must be complete in order for the parent to be considered complete. This is used for depending on the results of forked and serial tasks that may be spawned multiple times.
When constructing the graph, we keep track of the read and write dependencies for each component type within each allocation. When a task reads from a component it must first depend on any tasks that write to the same component on the same allocation. When a task writes to a component it must depend on all upstream read and write dependencies for that component, on that allocation.
Moved TSparseBitSet to UE::MovieScene so I can use it for task dependencies
Introduced TRelativePtr which allows storage of pointers relative to another pointer using a smaller type than a raw ptr would, and isn't invalidated like a raw ptr would be if is pointing to an element in a dynamic array.
This is used for our prelocked component data, but may have uses elsewhere. Note that this is not a TRelativePtr that is relative to 'this' like some other relative pointer implementations (though one could easily be written that uses this implementation if necessary.
#rb Ludovic.Chabant, Max.Chen
#preflight 646e782e64351d76f3c508a2
[CL 25644373 by max chen in ue5-main branch]
In order to support incoming improvements to the selection API, it is required that we no longer allow implicit construction of view model ptr types.
FViewModelPtr itself has now become a template alias of TViewModelPtr rather than a base class.
Casting between model types is now implemented through a static type table structure for each instance that stores type IDs and class offsets for each type, and no longer requires any virtual interface on the base class.
Casting models measured ~30% faster using this approach in my tests.
This will later be used by the scripting API to provide type information as well.
A new sparse bit set type has been added that provides the foundation for storing type information with the minimal amount of memory.
#rb Max.Chen
#preflight 64514705c86798f650c007fb
[CL 25323078 by andrew rodham in ue5-main branch]
When a model was being (re)constructed after a change (in the case of the bug it was moving a sub-folder out of its parent) it was possible for the shared data of its children to be null, whilst its parent was non-null. This creates the issue that the parent recycling its children would not trigger hierarchy change notifications for those children (because there is no shared data to trigger the event on). For layerbars this means leaving a dangling ptr in FViewModelExtensionCollection.
Really this breaks the invariants of the shared data - it should not ever be possible for a child to have different shared data than its parent (and that invariant was reliable outside of these OnConstruct calls). To correct it we now assign all shared data before calling OnConstruct/OnDestruct. In order to prevent multiple OnConstruct calls we now have to track whether it models need construction.
Also fixed destruction of FScopedViewModelListHead not calling hierarchy changed events by explicity emptying the list on destruction. This technically is not required to fix the bug, but I think is good practice nonetheless to avoid future problems with models being destructed while they are still parented.
#jira UE-176865
#preflight 63fcda14dd78dd50f6928073
[CL 24425107 by Andrew Rodham in ue5-main branch]
The pinned track area was shared with the normal track area, resulting in much painting and user interaction happening simultaneously in both areas. Now we properly create a pinned track area.
This change highlighted a problem which existed before the mvvm refactor, but became worse with that refactor: a lot of code needing access to the track area would simply get the "normal" track area from the sequencer editor, instead of getting the actual track area they are related to. This mean a lot of code was getting the "normal" track area when they were instead operating on the pinned one. Regressions have been fixed, but incorrect code from before the refactor has also been fixed. There might still be more to fix.
Before the mvvm refactor, the active hotspot was stored on the sequencer itself. Now, it's stored on the track area, which means there's no one place to figure out where the current hotspot is -- we would have to know which track area the mouse cursor is currently over. To avoid that, we bubble up the current hotspot from any of our track areas up to the sequencer editor view model. So now any code needing to simply know what is the current hotspot can look that up on the view model.
#jira UE-175785
#preflight 63e6dfd5211c20974f0b3d27
#rb max.chen
[CL 24179637 by ludovic chabant in ue5-main branch]
- Expanded FDeprecateSlateVector2D to provide structs for parameters, return types and member variables that use FVector2f, while still allowing conversion to/from FVector2d with optional per-module deprecation mechanisms.
- Many of the high-traffic SlateCore types like FSlateBrush, FGeometry and FSlateLayoutTransform have been converted to use these deprecation mechanisms.
- Some legacy FGeometry::ToPaintGeometry and MakeChild overloads have been explicitly deprecated since they cause ambiguous overloads with FSlateLayoutTransform if it were to support implicit construction.
- Deprecated ULocalPlayer::GetPixelBoundingBox and GetPixelPoint to prefer FVector2f for OptionalAllotedSize parameter since this parameter is expected to come from FGeometry
- Exposed FVector2f members to blueprints
#jira none
#rb Andy.Davidson, Dave.Jones, Vincent.Gauthier, Patrick.Boutot
#preflight 63bc6fd068068a8bd6027c9f
[CL 23631073 by Andrew Rodham in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
This fixes a problem of pre-recycling state leaking through after an update
#rb max.chen, andrew.rodham
#jira none
#preflight 6328be3e6919ce39982d8266
[CL 22087360 by ludovic chabant in ue5-main branch]