Commit Graph

21 Commits

Author SHA1 Message Date
justin marcus
fafa5ef21b [Backout] - CL27070697
Allow loading bundle config from editor INI file.

[CL 27140552 by justin marcus in ue5-main branch]
2023-08-16 11:07:14 -04:00
justin marcus
e00bf5329c Fix bad merge
- see 27072463

#jira

[CL 27073909 by justin marcus in ue5-main branch]
2023-08-14 12:17:43 -04:00
justin marcus
c76e72c0de Allow loading bundle config from editor INI file.
#rb James.Doverspike, Peter.Sauerbrei, PJ.Kack

[CL 27072509 by justin marcus in ue5-main branch]
2023-08-14 11:53:29 -04:00
justin marcus
557b02454e Add UseDetailedInstallSizes to generate size metadata even if UseChunkDBs is false. UseDetailedInstallSizes defaults to true.
[REVIEW] [at]Eric.Knapik [at]Thomas.Ross

[CL 26856550 by justin marcus in ue5-main branch]
2023-08-04 15:11:18 -04:00
james doverspike
2ebe5e964e Adds bStageLoose to pakfilerules which stages loose files and gathers them up into a new ondemand pak.
[CL 24868106 by james doverspike in ue5-main branch]
2023-03-31 02:58:47 -04:00
james doverspike
90c0ddf9ba [Backout] - CL24328738
[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 24373261 by james doverspike in ue5-main branch]
2023-02-22 19:19:46 -05:00
james doverspike
6a8a19a4b7 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 24331735 by james doverspike in ue5-main branch]
2023-02-20 20:22:07 -05:00
bob tellez
79d7201510 [Backout] - CL24230614
[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]
2023-02-16 04:15:55 -05:00
james doverspike
4e78faf0de 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 24251508 by james doverspike in ue5-main branch]
2023-02-16 01:47:06 -05:00
thomas ross
a49434ceea Add and Utilize UseChunkDB setting on bundle config to no longer generate chunkDBs on any flagged bundles
#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]
2021-12-13 18:32:58 -05:00
Ben Marsh
6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
justin marcus
07f61b1bf6 Install bundles - move platform specific bundle config into platform specific INIs.
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]
2020-01-23 16:01:27 -05:00
justin marcus
81141810d1 Using InstallBundle.ini to generate chunks on PS4 if the PlayGo bundle source is enabled.
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]
2020-01-21 12:09:57 -05:00
justin marcus
b434d4c28e Make InstallBundleConfig a hierarchical INI.
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]
2020-01-17 12:25:29 -05:00
Ryan Durand
9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00
justin marcus
60610d1b81 Optional paks are now contained in their own install bundles instead of using optional tag sets.
[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]
2019-08-21 09:27:39 -04:00
daniel lamb
381c48fb44 Added "build Content Only Patch" to ec jobs list.
#ROBOMERGE-SOURCE: CL 6914931 via CL 6919071
#ROBOMERGE-BOT: (v366-6836689)

[CL 6919157 by daniel lamb in Main branch]
2019-06-10 18:07:17 -04:00
graeme thornton
62d8b7ee15 Added copyright boilerplate to new source file
[FYI] daniel.lamb


#ROBOMERGE-SOURCE: CL 6365092 via CL 6365325

[CL 6365331 by graeme thornton in Main branch]
2019-05-08 06:54:55 -04:00
daniel lamb
04d57e57cf Content build label update now errors if the build is not on prod, instead of trying to upload it again.
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]
2019-05-03 17:47:05 -04:00