- This can be overriden per platform in the [ShaderCompiler] section of the platform's Engine.ini by adding "r.Shaders.KeepDebugInfo"
- Also add in support for exporting the debug info on platforms where it can be stripped and stored as separate files ("r.Shaders.ExportDebugInfo") and this is also per platform.
- Add "r.Shaders.ExportDebugInfoMode" to control how the exported files are stored, 0 for loose or 1 for an uncompressed archive.
#rb david.harvey
[FYI] luke.thatcher
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: anthony.bills
#ROBOMERGE-SOURCE: CL 4867756 via CL 4871614 via CL 4875479
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4875492 by anthony bills in Dev-VR branch]
Merge conflict.
jon.nabozny, please merge this change by hand.
More info at https://robomerge.epicgames.net#FORTNITE
/src/robomerge_ue4_main_01/Engine/Source/Runtime/Engine/Private/DataReplication.cpp - merging //Fortnite/Dev-EngineMerge/Engine/Source/Runtime/Engine/Private/DataReplication.cpp#5
/src/robomerge_ue4_main_01/Engine/Source/Runtime/Engine/Private/RepLayout.cpp - merging //Fortnite/Dev-EngineMerge/Engine/Source/Runtime/Engine/Private/RepLayout.cpp#9
/src/robomerge_ue4_main_01/Engine/Source/Runtime/Engine/Public/Net/RepLayout.h - merging //Fortnite/Dev-EngineMerge/Engine/Source/Runtime/Engine/Public/Net/RepLayout.h#2
--------------------------------------
Split RepState into a Base and Sending variant. This should help significantly reduce RepState overhead on clients.
[at]Ryan.Gerleve [at]Brian.Bekich [at]Bart.Hawthorne [at]Peter.Engstrom [at]Mattias.Hornlund [at]LouisPhilippe.Seguin
#rb Peter.Engstrom
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 4867735 via CL 4867736 via CL 4867737 via CL 4871611 via CL 4875054
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4875056 by jon nabozny in Dev-VR branch]
#rb mieszko.zielinski, michael.noland
[RN] fix general
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: jason.petersohn
#ROBOMERGE-SOURCE: CL 4867626 via CL 4867631 via CL 4869090 via CL 4874314
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4874554 by jason petersohn in Dev-VR branch]
Moved SubmitToDashboard into its own function to ensure derived classes don't accidentally skip it.
Renamed a few classes for future work
[at]ben.salem [at]clayton.langford
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 4861596 via CL 4867071 via CL 4868435 via CL 4873931
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4874093 by andrew grant in Dev-VR branch]
native plugin now marked as runtime so it's available in more builds.
android device now uses a path under the Gauntlet tempdir for pulling artifacts. Dir is also marked for cleanup.
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 4861589 via CL 4867069 via CL 4868434 via CL 4873925
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4874092 by andrew grant in Dev-VR branch]
[CODEREVIEW] michael.dupuis
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 4864511 via CL 4867574 via CL 4873856
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4873955 by richard malo in Dev-VR branch]
Merge conflict.
jon.nabozny, please merge this change by hand.
More info at https://robomerge.epicgames.net#FORTNITE
/src/robomerge_ue4_main_01/Engine/Source/Runtime/Engine/Private/RepLayout.cpp - merging //Fortnite/Dev-EngineMerge/Engine/Source/Runtime/Engine/Private/RepLayout.cpp#8
--------------------------------------
Add network memory tracking to FRepState and FRepLayout
#rb None
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 4861477 via CL 4863144 via CL 4865542 via CL 4873812
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4873832 by jon nabozny in Dev-VR branch]
* IntiViews
* Dispatch prepass parallel cmd list (flickering, as global buffers weren't committed).
* InitShadows.
* Commit global buffers (race condition and potential crash).
This was fixed by:
* Renamed FNiagaraGlobalReadBuffer to FGlobalDynamicReadBuffer and moved it out from Niagara.
* Removed all global buffer singletons and placed them inside appropriate renderers as static members.
* They are also separated into two - one for InitViews and one for InitShadows, so we can dispatch prepass while writing to the shadow global buffers.
* All global buffers are now passed as a parameter and/or through mesh collector.
#jira UE-69167
#rb Rolando.Caloca
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 4871865 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4871867 by krzysztof narkowicz in Dev-VR branch]
[CODEREVIEW] rolando.caloca,jeff.williams
Merge conflict.
rolando.caloca, please merge this change by hand.
More info at https://robomerge.epicgames.net#FORTNITE
/src/robomerge_ue4_main_01/Engine/Source/Runtime/RHI/Public/RHICommandList.h - merging //Fortnite/Dev-EngineMerge/Engine/Source/Runtime/RHI/Public/RHICommandList.h#6
--------------------------------------
FN - Some RHIs don't have support for FRHICopyTextureInfo::NumMips yet
#rb none
[CODEREVIEW] Michael.Dupuis
#rnx
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: rolando.caloca
#ROBOMERGE-SOURCE: CL 4859824 via CL 4864762 via CL 4865689
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4865707 by rolando caloca in Dev-VR branch]
#rb Yuriy.ODonnell
(peafour-eddy of //UE4/Dev-Core/[at]4864689 by Martin.Ridgers)
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: martin.ridgers
#ROBOMERGE-SOURCE: CL 4865510 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4865525 by martin ridgers in Dev-VR branch]