#rb johan.torp
GetLinkerUE4Version renamed to GetLinkerUEVersion
#ROBOMERGE-SOURCE: CL 15859222 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15859586 by mark lintott in ue5-main branch]
LIMITATIONS:
1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.
KNOWN ISSUES:
1) Changes to enumerations and structures will not be reflected in existing blueprints. However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.
CHANGES:
1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.
2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API
3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.
Robert did the review on the changes covered by Part 2. Remaining changes are all straightforward.
#rb robert.manuszewski
#jira UE-74493
[CL 15736777 by Tim Smith in ue5-main branch]
Use the Super default implementation instead of copy pasting the same string everywhere
#rb Devin.Doucette
[CL 15513109 by danny couture in ue5-main branch]
- Add protection against async property accessed during async build and postload.
- Split PostLoad into 3 steps with the most part now being made async.
- Make Build/BatchBuild API async when the feature is activated.
- Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
- Skip RenderState creation for any static mesh component still being built so they only show up when ready.
- Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
- Dynamic priorisation for building and updating static meshes nearest to the viewport.
- Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
- Add a new generic interface for assets being built (still a WIP).
- Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
- Prevent auto-save while textures and static meshes are being built (same as shaders)
- Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.
General Optimizations
- Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
- Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll
BENCHMARKS
- 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
- 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
- 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC
TESTS
- Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
- Content browser interactions while still under heavy compilation
- Importing with Datasmith / Dataprep
- Working with the new Mesh Modeling Tool
- Shutting down the editor while loading
- Most of EngineTest Test Suite
REFERENCES
- Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
- Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10
#rb Francis.Hurteau
[CL 14688146 by danny couture in ue5-main branch]
Addition of ANavigationDataChunkActor, external actors used to hold navdata chunks
Addition of UWorldPartitionBuildNavigationDataCommandlet, commandlet to generate world partition navigation data
At the moment steps to generate a partitioned world with navmesh per cell are:
1) convert world to WP (WorldPartitionConvertCommandlet)
2) generate navigation data chunk actors (WorldPartitionBuildNavigationDataCommandlet)
3) pre cook (WorldPartitionPreCookCommandlet)
4) cook
#review @Yoan.StAmant
#rb Yoan.StAmant
[CL 14396364 by Aris Theophanidis in ue5-main branch]
Lightweight instances allow a low memory representation of objects. Instances can be converted into full actors when necessary. Actors can also be reduced down to light weight instances when the full representation is no longer needed.
Hit results now return a handle that may refer to either an actor or lightweight instance.
#rb Michael.Noland
[CL 14369221 by Fred Kimberley in ue5-main branch]