Commit Graph

295978 Commits

Author SHA1 Message Date
pierre ung
d01d068c16 GameActivity.java.template: Update deviceScreenOrientation onConfigurationChanged to make sure we can detect the real/allowed device orientation.
AndroidApplication.cpp: Update widgets safezone when the window size changes (i.e the device orientation changed)


[REVIEW] [at]Maxime.Vaillancourt, [at]Maxime.Zobenbueler, [at]Guillaume.Danel, [at]Francis.Langlais

#review-doc https://docs.google.com/document/d/1TncNAWdBNpJvK9M7qk9jkqDTItiogtJhGrJoP_7jn2U/edit

#rnx

#rb daren.cheng, francis.langlais, guillaume.danel, velin.tchalakov, Wei.Liu

[CL 34706098 by pierre ung in ue5-main branch]
2024-06-27 09:18:45 -04:00
ben marsh
7c6d905387 Horde: Include an ACL scope name in log objects so we can (in the future) explicitly authorize access to them without requiring hooks into the job system.
#rnx

[CL 34706088 by ben marsh in ue5-main branch]
2024-06-27 09:18:35 -04:00
kenzo terelst
ce4fd5a536 Use ShaderBindingLayout for all RayTracing shaders used by the Material, Lumen and Debug RTPSOs (disabled by default via DDPI)
#jira UE-215868
#rb tiago.costa

[CL 34705974 by kenzo terelst in ue5-main branch]
2024-06-27 09:11:05 -04:00
ben marsh
86b8d4828f Horde: Allow authorizing against ACL scope names from IAclService.
#rnx

[CL 34705916 by ben marsh in ue5-main branch]
2024-06-27 09:06:35 -04:00
wyatt marvil
7931299de4 [PCG] Allow data visualizations to override ALV double-click behavior
* SplineDataVisualization ALV double-click focuses control point in viewport

#rb julien.lheureux, Patrick.Enfedaque
#jira UE-218853

[CL 34705898 by wyatt marvil in ue5-main branch]
2024-06-27 09:06:05 -04:00
flo schar
7d6556b4a1 DMX: Fix the GDTF exporter to set the correct GDTF mode name again
[CL 34705857 by flo schar in ue5-main branch]
2024-06-27 09:04:35 -04:00
charles derousiers
78e122e543 Fix Substrate render target binding with compute material.
The top layer buffer had incorrect format causing shader compiler to fail.

[FYI] sebastien.hillaire, christopher.waters

[CL 34705828 by charles derousiers in ue5-main branch]
2024-06-27 09:03:39 -04:00
zohaib javed
5b25fbf419 Fixed issue: Moving the Blur node causes the link between the scalar node and the Radius parameter to be lost
Temp fix - Commenting this code for now. Calling UpdateInputPinsVisibility on selection is causing disconnection of the pins. Disabling this code will cause the UE-215729 bug. But that only affects the details panel so for now this is fine.

#jira UE-217909
#rb zulfiqar.malik

[CL 34705784 by zohaib javed in ue5-main branch]
2024-06-27 08:59:05 -04:00
guillaume danel
d26cd6508b EngineLoading screen: support screen size changes before showing the engine loading screen
[REVIEW] maxime.vaillancourt, [at]mathieu.chamberland
#review-doc https://docs.google.com/document/d/1_X71d4jNttOyoQMWVh5AK6Oo37FzN0YfwWHPHLFZooc
#rnx
#rb daren.cheng, Maxime.Vaillancourt

[CL 34705574 by guillaume danel in ue5-main branch]
2024-06-27 08:50:09 -04:00
jeremy moore
415278dd55 Add mesh paint texture to return of GetUsedTextures on static component.
#rnx

[CL 34705505 by jeremy moore in ue5-main branch]
2024-06-27 08:45:35 -04:00
ionut matasaru
de0f403b6e Fixed missing copyright boilerplate (extra empty line on the top of the header file).
#rnx
#rb Ionut.Matasaru

[CL 34705450 by ionut matasaru in ue5-main branch]
2024-06-27 08:43:14 -04:00
kevin macaulayvacher
b71395f685 Removes expensive call to the deprecated function GetSelectedObjects which may load the selected objects. Previously right-clicking items in the Content Browser -- even if they were not types derived from URigVMBlueprint -- would result in the selected asset being loaded so we may add a menu context item to create a asset variant.
The new approach leverages the FAssetData which provides the answer to most questions needed to conditionally create the menu context item while avoiding loading the entire selected asset. Since we need the asset loaded for duplication, we only perform the load just before performing the duplication. This also avoids possible issues with passing around UObject ptrs that may have later been cleaned by the GC.

#rnx
#rb Helge.Mathee, sara.schvartzman

[CL 34705444 by kevin macaulayvacher in ue5-main branch]
2024-06-27 08:43:09 -04:00
daniel coelho
0a20be80cf USD: Fix asset cache always making an UsdAssets folder next to itself regardless of AssetDirectory because it checked its property value before PostLoad().
#rb Anousack.Kitisa

[CL 34705442 by daniel coelho in ue5-main branch]
2024-06-27 08:43:05 -04:00
fredrik lindh
f3bf0394d4 * Fixes a deadlock during program shutdown
* Fixes an issue where low level SDK data was not properly populated in some situations.
* Fixed an issue where a failed API call to get user display names could lead to a crash.

#jira BFS-266
#rb Chris.Varnsverry

[CL 34705439 by fredrik lindh in ue5-main branch]
2024-06-27 08:42:55 -04:00
jeremy moore
79bdb11132 Fix up some function naming/comment wording.
#rnx

[CL 34705372 by jeremy moore in ue5-main branch]
2024-06-27 08:38:44 -04:00
markus boberg
1dc9dbc9ad [NetPhysics] Manual propagation of CL 34542878
Removing unused callbacks to AActor::AsyncPhysicsTickActor which can cause a crash if the actor is registered for those while being in garbage collection.

#rb cedric.caillaud

[CL 34705306 by markus boberg in ue5-main branch]
2024-06-27 08:29:35 -04:00
patrick enfedaque
78ca6f561e [PCG] Fix crash when creating a Dummy transaction on top of an existing transaction, Cancelling a non index 0 transaction isn't supported
- Still need to figure out a way for those actors to be properly referenced as dirty so they don't get GCed before getting saved

#rb julien.lheureux, wyatt.marvil
#rnx

[CL 34705273 by patrick enfedaque in ue5-main branch]
2024-06-27 08:23:04 -04:00
jeanfrancois dube
8588f1851b [World Partition Sequencer] Properly handle the case where we are unable to set data layers from tracks due to authority.
Also changed logs to verbose to avoid logging them in shipping builds.

#rb ludovic.chabant


#p4v-cherrypick 34705125

[CL 34705217 by jeanfrancois dube in ue5-main branch]
2024-06-27 08:21:05 -04:00
pete bliss
4247a1f485 Remove editor setting for "Show Oscilloscope On Audio Pin Mouse Over" and make the feature always enabled.
#jira UE-218940

[CL 34705137 by pete bliss in ue5-main branch]
2024-06-27 08:15:35 -04:00
jeanfrancois dube
4f25527700 [World Partition HashSet LHGrid]
- When selecting the hierarchical level of objects from their bound's maximum extent, allow objects to stay a level below if they don't exceed more that a quarter of the cell size on a single axis.
- This allow objects that would normally go a level higher to stay lower in the grid hierarchical level while respecting the rule that cells can't grow more that half a cell size in each axis.

#rb Richard.Malo
[FYI] jeansebastien.guay, pedram.navin

[CL 34705102 by jeanfrancois dube in ue5-main branch]
2024-06-27 08:10:34 -04:00
ionut matasaru
a1810e8063 [Insights]
- Enabled deprecation warnings for API moved in another namespace.
  - Fixed the deprecation warnings in the Insights plugins.

#rb Catalin.Dragoiu

[CL 34705000 by ionut matasaru in ue5-main branch]
2024-06-27 08:02:40 -04:00
jeanfrancois dube
e25c986070 [World Partition Sequencer] Properly handle the case where we are unable to set data layers from tracks due to authority.
Also changed logs to verbose to avoid logging them in shipping builds.

#rb ludovic.chabant

[CL 34704995 by jeanfrancois dube in ue5-main branch]
2024-06-27 08:02:34 -04:00
tim doerries
322888a516 Implemented native support for rendering first person geometry with an (effectively) different FOV and a smaller scale as to minimize the chance of clipping with the scene. The feature is enabled with the new r.FirstPersonRendering.ProjectEnabled project setting. It is controlled by the FirstPersonFieldOfView and FirstPersonScale properties on the camera component (or alternatively directly on the FMinimalViewInfo). Primitives can be tagged as first person by ticking the "IsFirstPerson" checkbox on the primitive component. Should support most primitives, including Niagara systems.
The different FOV and scale is achieved with a 3x3 matrix multiplication that is applied in the shader after WPO. This matrix scales the geometry towards the camera and also scales the XY components in view space to cancel out the scene FOV and to achieve the intended first person FOV.
This means that the first person geometry is modified in world space before any projection, so the rest of the renderer doesn't need to deal with a separate projection matrix (and related matrices), but it also means that we're lighting fairly small and slightly deformed geometry. In practise, the morphing seems to be acceptable. The scaling appears to be mostly inconsequential for for lighting and reflections, but scene shadows cast onto the first person geometry are a bit more binary.
self-shadows and casting shadows onto the scene are problems that will be solved in separate CLs. For now it is probably best to untick "Cast Shadows" on the first person geometry.

#rb Kevin.Ortegren, Jeremy.Moore, Brian.Karis, Charles.deRousiers, Jon.Cain
#rnx

[CL 34704780 by tim doerries in ue5-main branch]
2024-06-27 07:41:38 -04:00
tim doerries
0a28498a2a Fixed r.water.waterinfo.rendermethod 2 being broken due to CRP rendertargets being set to external access before being consumed as RDG inputs by subsequent water CRPs. Fixed by moving UseExternalAccessMode() calls from the end of each CRP to the OnEndPass() function of scene capture CRPs. CRPs are generic and their rendertarget is a RDG pointer that is initialized by each CRP implementation, so it makes sense that the implementation should be responsible for potentially setting external access mode.
#rb jason.hoerner
#rnx

[CL 34704739 by tim doerries in ue5-main branch]
2024-06-27 07:35:38 -04:00
daniel coelho
d86648e1ef USD: Translate transform and property animations via Interchange.
#jira UE-218085
#rb Anousack.Kitisa, Danny.Kabrane

[CL 34704631 by daniel coelho in ue5-main branch]
2024-06-27 07:28:35 -04:00