Commit Graph

108 Commits

Author SHA1 Message Date
robert millar
f7fe4f49b6 Update redirector references: Change context menu in asset context menu to match folder context menu
[CL 31731045 by robert millar in ue5-main branch]
2024-02-22 14:48:29 -05:00
robert millar
396fb96f1d Fix up redirectors flow update
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain

#rb brooke.hubert

[CL 31699181 by robert millar in ue5-main branch]
2024-02-21 17:10:19 -05:00
alex kahn
4f00bd4dab [Backout] - CL31691763 - CIS Compile Error
#rnx
[FYI] robert.millar
Original CL Desc
-----------------------------------------------------------------
Fix up redirectors flow update
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain

#rb brooke.hubert

[CL 31696448 by alex kahn in ue5-main branch]
2024-02-21 16:07:05 -05:00
robert millar
872b6adee6 Fix up redirectors flow update
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain

#rb brooke.hubert

[CL 31691912 by robert millar in ue5-main branch]
2024-02-21 14:16:54 -05:00
euan carmichael
1981b12af5 Fix for issue where anim streamable couldn't be created directly from anim sequence asset
#changelist validated
#virtualized

[CL 31219984 by euan carmichael in ue5-main branch]
2024-02-06 12:41:55 -05:00
richard malo
14620f45a3 External Data Layer V1
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL

[CL 31015614 by richard malo in ue5-main branch]
2024-01-30 14:18:27 -05:00
phillip kavan
ec2b914fdf Fix the EditorUtilityWidget Blueprint asset definition to match what the Widget Blueprint asset definition does on open for edit.
Both are initializing a Widget Blueprint editor context, which does not support defaults-only mode.

#jira UE-201810, UE-149464
#rb logan.buchy

[CL 30272851 by phillip kavan in ue5-main branch]
2023-12-12 14:51:56 -05:00
ben zeigler
6e81a09c2a Remove broken blueprint performance tracking code now that Insights works well:
BlueprintCompileAndLoadTimerData has been wrong ever since the compilation manager was added
FScopedCompilerEvent was broken because there are two active compilation logs in many cases
Delete unused stats and replace a few with trace scopes
#rb dan.oconnor

[CL 29996340 by ben zeigler in ue5-main branch]
2023-11-29 14:53:02 -05:00
charles bloom
7c4efc11ac TextureAssetAction new action : resize to nearest power of two
#rb fabian.giesen

[CL 29901088 by charles bloom in ue5-main branch]
2023-11-22 18:08:33 -05:00
charles bloom
40b8177bef TextureAssetActions compress with JPEG action
#rnx

[CL 29833495 by charles bloom in ue5-main branch]
2023-11-18 17:08:36 -05:00
charles bloom
a889cf442a TextureAssetActions UI improvements
fix TextureCube icon being used but doesn't exist
TextureSourceDataUtils no need to use the complicated bulkdata init api, just init from image
verify that Compress is called as expected

#rnx

[CL 29832763 by charles bloom in ue5-main branch]
2023-11-18 14:03:24 -05:00
charles bloom
b55836bd5e TextureAssetAction to convert texture source to 8 bit
#jira UE-181912
#rnx
#rb fabian.giesen

[CL 29788580 by charles bloom in ue5-main branch]
2023-11-16 15:36:39 -05:00
charles bloom
3979c11d90 Asset Action to resize texture sources
shrinks sources above threshold size to make uassets smaller
tries to change LODBias to keep output size the same, but that is in no way guaranteed

#rb dan.thompson
#rnx

[CL 29527423 by charles bloom in ue5-main branch]
2023-11-07 13:52:43 -05:00
jamie dale
9ba9436ad1 Null guard parent class for BP action menu
[FYI] Angela.Wu
#rnx

[CL 29500905 by jamie dale in ue5-main branch]
2023-11-06 16:50:37 -05:00
sebastien lussier
8de687ddce Added CanLocalize() override that return FAssetSupportResponse::NotSupported() for
* UAssetDefinition_HLODLayer
* UAssetDefinition_DataLayer
* UAssetDefinition_DataLayerInstance
[FYI] vincent.beauchemin

[CL 29487497 by sebastien lussier in ue5-main branch]
2023-11-06 09:47:31 -05:00
sebastien lussier
3f984ab5b3 Removed AssetTypeActions for HLOD Layer & Data Layer assets
* Rely on UAssetDefinitions instead
* Add to correct "World" category
#rb vincent.beauchemin

[CL 29486031 by sebastien lussier in ue5-main branch]
2023-11-06 08:29:52 -05:00
tiantian xie
1772ab328b Add neural post processing (experimental).
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).

#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano

[CL 28569169 by tiantian xie in ue5-main branch]
2023-10-07 11:23:58 -04:00
richard malo
dcf113a2fb WorldPartition: Added option in WorldDataLayers actor to save each DataLayerInstances in their own file (disabled by default)
#rb patrick.enfedaque, jeanfrancois.dube
#jira UE-196867

[CL 28546065 by richard malo in ue5-main branch]
2023-10-06 13:03:20 -04:00
dave belanger
9c9c30297b Remove AssetVersePath asset tag (motivation is that having a full path written within an asset makes it less portable and changing the root of the verse path involves resaving and revisioning lots of assets)
Bonus: Improve "Create Blueprint/C++ Class" menus to only show if they can be performed (instead of being grayed out)
#rb Steve.Robb,YiLiang.Siew,Justin.Marcus
#rnx

[CL 28539147 by dave belanger in ue5-main branch]
2023-10-06 10:23:06 -04:00
aleksander netzel
55a54ee800 [Backout] - CL28467774
[FYI] Tiantian.Xie
Original CL Desc
-----------------------------------------------------------------
Add neural post processing (experimental).
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).

#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano

[CL 28506280 by aleksander netzel in ue5-main branch]
2023-10-05 13:25:55 -04:00
tiantian xie
9dadc7bcb5 Add neural post processing (experimental).
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).

#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano

[CL 28494917 by tiantian xie in ue5-main branch]
2023-10-05 08:26:23 -04:00
aditya ravichandran
a90d73d766 Asset Editors: Add support for opening cooked assets in a new "Read Only" mode for asset editors, starting with the Static Mesh Editor and Texture Editor.
#jira UE-187048
#rb jason.stasik

[CL 27595048 by aditya ravichandran in ue5-main branch]
2023-09-05 10:01:26 -04:00
louisphilippe seguin
36c722f3c4 Fix wrong printf parameters in checkf & ensuremsgf found in engine code
#rb Fabian.Giesen, Kirill.Zorin
#rnx

[CL 27519547 by louisphilippe seguin in ue5-main branch]
2023-08-31 08:56:30 -04:00
tim smith
5252c1e1b3 1) Removed the bUseVerse UBT setting.
2) Removed usage of WITH_VERSE and UE_USE_VERSE_PATHS
3) Modified UBT to always set WITH_VERSE and UE_USE_VERSE_PATHS to one until the setting is completely removed.

#rb Andrew.Scheidecker

[CL 27199531 by tim smith in ue5-main branch]
2023-08-18 08:09:29 -04:00
timothy daoust
02d5939008 Added the ability to run find replace on mirror data tables for an existing table. This functionality is useful if you have new bones or have changed your find / replace expressions for the table.
#rb thomas.sarkanen

[CL 26744117 by timothy daoust in ue5-main branch]
2023-08-01 12:55:59 -04:00