Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Before:
Total CPU Time: 53783.640625 s
Total time in Parallel executor: 558.66 seconds
After:
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
#jira
[CL 22173145 by bryan sefcik in ue5-main branch]
#rb trivial
#jira UE-164210, UE-164236
#preflight 632a15d1826e0c2fe962a399
[Backout] - CL21983605
[FYI] Jason.Nadro
Original CL Desc
-----------------------------------------------------------------
Fix bug where we were not blocking on shader compilation before executing a material update context.
- Depending on timing could cause issues with missing shaders where we would update the component before its shaders were complete.
- By default just make the function that submits jobs always block.
- Renable some tests, which this change should fix.
#rb Arciel.Rekman, Chris.Kulla
#jira UE-155888
#preflight 631f7368f927bf0cbaf4e378
[CL 22105123 by jason nadro in ue5-main branch]
- Depending on timing could cause issues with missing shaders where we would update the component before its shaders were complete.
- By default just make the function that submits jobs always block.
- Renable some tests, which this change should fix.
#rb Arciel.Rekman, Chris.Kulla
#jira UE-155888
#preflight 631f7368f927bf0cbaf4e378
[CL 21989440 by jason nadro in ue5-main branch]
The code had a hardcoded 5 frame delay. All this patch does is expose a setting to control this value (with the default being 5 for backwards compatibility).
The logic is unchanged, first the time based delay is checked, then the frame based delay is checked. You can set either delay to 0 to only use one of them.
This new feature will be used in path tracing related tests to ensure proper convergence regardless of the speed of the machine running the test and without having to set overly lengthy time delays which slow down faster machines without providing guarantees on slower machines.
I have verified that the feature works as expected on all the path tracing tests, including the ones that were frequently failing due to being on the threshold of running too slowly to accumulate enough samples by the time delay.
#jira UE-159434
#rb Jerome.Delattre
#preflight 630fb989556fc14dce9f35a5
[CL 21726693 by chris kulla in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598
#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182053 by bryan sefcik in ue5-main branch]
+ support backcomp from functional test exclude list
+ support exclude test fallback when RHI options are specified
#preflight 62d06020a6141b6adffe0656
#jira none
#rb Chris.Constantinescu
[CL 21110753 by Jerome Delattre in ue5-main branch]
- Ported remaining ISceneViewExtension calls to RDG.
- Removed several empty override passes being added to the graph.
- Merged two graphs into one.
#preflight 62c4c61a2a05d4f55bd5912f
#rb luke.thatcher
[CL 20971717 by zach bethel in ue5-main branch]
This is a resubmit of 20675159, which changed the inputs to const ref. However, that can break BP nodes that rely on using default values. Instead, we just drop the superfluous 'const' instead.
#rb justin.hare
#preflight 62bf1669ed35ee71a76e4b18
#jira none
[CL 20917189 by dave jones2 in ue5-main branch]
#fyi dave.jones2
Original CL Desc
-----------------------------------------------------------------
Added missing tests for various core types. Also cleaned up const and reference usage in the function declarations.
#rb justin.hare
#preflight 62a93a76054bb5c04e1b0020
#jira none
[CL 20678517 by dave jones2 in ue5-main branch]
* the test aren't stop correctly. So the second time you run it, it give you the error that the test is already running.
* it does not stop PIE even if it started it. But the automation controller manager finishes all the test, then it stops correctly PIE.
#ROBOMERGE-AUTHOR: maxime.mercier
#ROBOMERGE-SOURCE: CL 20519358 via CL 20519368 via CL 20519373
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20521157 by maxime mercier in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
Maps and functional test actors needs to be resaved.
#jira UE-151432, UE-145986
#rb richard.malo
#preflight 628f7234f622d972b5d7d752
[CL 20378197 by JeanFrancois Dube in ue5-main branch]