[FYI] james.doverspike
Original CL Desc
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Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24373261 by james doverspike in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24331735 by james doverspike in ue5-main branch]
[FYI] james.doverspike
Original CL Desc
-----------------------------------------------------------------
Cosmetic bulk asset streaming
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24253381 by bob tellez in ue5-main branch]
Adds support for marking skeletal meshes and textures as optional files that stream from the cloud, typically used for cosmetics. Meshes and textures will now upload all of their non-inlined LODs as optional bulk files to the cloud, removing them from the pak files. The client will download into the VirtualFileCache in PersistentDownloadDir/VFC, which evicts least recently used LODs. These assets will have a longer delay to update to the higher quality LOD when their LODs are not in cache because they are now downloaded on-demand.
[CL 24251508 by james doverspike in ue5-main branch]
#rb swarm
#swarm 18391661
#preflight 61aece940e3f453820506dae
#tests Android / Switch preflight
#ROBOMERGE-AUTHOR: thomas.ross
#ROBOMERGE-SOURCE: CL 18449824 via CL 18449842 via CL 18449853 via CL 18449862 via CL 18450175 via CL 18450186
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18450195 by thomas ross in ue5-release-engine-test branch]
Fix InstallBundleDefinition Startup Regex not being loaded correctly in C#
Fix GetChunkIndexForFileFromInstallBundles not returning the correct chunk
Checking in disabled until I can verify its OK with a preflight.
[at]Hongyi.Yu
#ROBOMERGE-SOURCE: CL 11098879 via CL 11098888 via CL 11098899
#ROBOMERGE-BOT: (v640-11091645)
[CL 11098917 by justin marcus in Main branch]
Automation changes
#rb [at]Hongyi.Yu [at]Daniel.Lamb
#ROBOMERGE-SOURCE: CL 11073519 via CL 11073571 via CL 11073585
#ROBOMERGE-BOT: (v637-11041722)
[CL 11073595 by justin marcus in Main branch]
Fix FConfigCacheIni::GetSectionNames returning names in reverse order.
Make sure build scripts properly respect bundle order.
change 2/2 - everything not internal
[at]Daniel.Lamb [at]Hongyi.Yu
#ROBOMERGE-SOURCE: CL 11047646 via CL 11047649 via CL 11047656
#ROBOMERGE-BOT: (v637-11041722)
[CL 11047666 by justin marcus in Main branch]
[at]Daniel.Lamb [at]Thomas.Ross
#ROBOMERGE-SOURCE: CL 8129730 via CL 8129735 via CL 8133455
#ROBOMERGE-BOT: (v401-8057353)
[CL 8159454 by justin marcus in Main branch]
Added new content only build node and now generates pak patch files for pak files not in original build.
Also merges manifest with original build
Also posts build to gamedev and prod
GenerateChunkDBs now takes in two additional parameters specifying how many rollback labels to process and which ones to optimize (preparation for future change where we process more chunkdbs).
Added support for generating buildinfo.ini for ps4.
#ROBOMERGE-SOURCE: CL 6278253 via CL 6287210
[CL 6287835 by daniel lamb in Main branch]