Replaced with FTargetPlatformControlsBase/FTargetPlatformSettingsBase, TTargetPlatformControlsBase/TTargetPlatformSettingsBase and TNonDesktopTargetPlatformControlsBase
#jira UE-206488
#rb Josh.Adams
[CL 32151592 by florin pascu in ue5-main branch]
Setting UToolMenu::bSearchable to false in a menu delegate will now disable the search field completely for that menu (hidden and non-functional even if the user types into the menu). However, menu entries from this unsearchable menu will still show if a parent menu is searched.
#jira UE-208812
#rb brooke.hubert
[CL 32081852 by sebastian arleryd in ue5-main branch]
If a pid can not be found when finding a matching desired/effective port, keep looking if any other state has a matching port.
Hardened and added logging to NativeIsProcessRunning.
Run of Low Level Tests in Main here: https://horde.devtools.epicgames.com/job/65e81c5d156d6df40d304906
#jira UE-207039
#rb Zousar.Shaker
#ushell-cherrypick of 31938454 by swarm
[CL 32068216 by zousar shaker in ue5-main branch]
- Renamed the command to access the tool from DrawPrimitiveDebugger.Open to PrimitiveDebugger.Open
- Fixed access violations and crashes that occurred when opening and using the tool.
- Fixed issue where the debugger table would not populate until filter text was entered when using it in-game.
- Fixed an issue causing the server to crash if the console command cheat DrawPrimitiveDebugger.Open is used
- Added support for skeletal meshes and other primitives.
- Added a details panel for the currently selected row to declutter the table view and provide more in depth information such as the materials and textures used and the number of available LODs. The data displayed will refresh automatically and display the active location, LOD, and triangle count of the primitive.
- The details panel can force LOD levels, force disable nanite, display bounds, and show skeletal bones. Bounds and bone displays only work in development or debug builds.
- Note that any changes to primitives made by the debugger, as well as pinned and hidden entries, will be reset when the debugger is closed.
- Fixed communication between the game and render threads when handling frame captures.
- Enhanced search functionality. You can now search by primitive name, primitive class, actor name, actor class, material name, and texture used.
#rb daniele.vettorel
[FYI] elizabeth.bunner, nicolas.mercier, bryce.lumpkin
#tests FNTEST-128602
[CL 32064534 by zach harris in ue5-main branch]
- fix line number mismatches caused due to multiline macro arguments by keeping leading/trailing whitespaces in cases of multiple lines encountered in a single macro argument (single line macro args still have whitespace trimmed as this is needed for token pasting)
- avoid early out preventing parsing of "defined" builtin macro outside of #if conditions; this allows using defined in #define directives (among other places)
#rb Yuriy.ODonnell
[CL 32051438 by dan elksnitis in ue5-main branch]
This avoids crashes from a logging attempt during static destruction in the test runner, which can happen as the test runner only manually tears down a subset of things that the standard LaunchEngineLoop handles
#jira UE-208856
[FYI] chris.constantinescu
#rnx
[CL 32031506 by jamie dale in ue5-main branch]
The fix is theorycrafted by reasoning about the code - I was not able to actually reproduce this.
The callstack suggests a nullptr exception, indicating that the Find() in AssetDataCache failed. The AssetDataToFetch container is populated in two places:
- AddAssetInformationEntry()
- OnUpdateHistoryComplete()
The AddAssetInformationEntry() method populates the AssetDataCache and optionally the AssetDataToFetch container.
The OnUpdateHistoryComplete() assumes the entry in AssetDataCache exists and populates the AssetDataToFetch container.
The ClearPendingTasks() removes pending entries from the AssetDataCache container.
However, it doesn't wait for any pending FUpdateStatus task to be finished.
Thus, if the ClearPendingTasks() method is called after GetFileHistory() queues an FUpdateStatus operation but before that operation returns, the OnUpdateHistoryComplete() would queue an entry in AssetDataToFetch while there is no accompanying entry in AssetDataCache. This will result in the crash. The ClearPendingTasks() is called on shutdown, when the source control provider changes or when the source control dialog is shown - the latter being the most likely thing to have happened.
#rb luc.eygasier, manuel.lang
[CL 32014349 by wouter burgers in ue5-main branch]
* Updated dropdown text color for dates
* Added missing icon(s) for project size
* When a Snapshot is expanded, the background color now remains dark
* When two adjacent Snapshots are expanded, there is now a separation between the expanded areas
#rb wouter.burgers
[CL 32007002 by marco anastasi in ue5-main branch]
Tested cooked build diff for sanity as this should only ever affect in-memory editor values.
#jira UE-149124
#rb fabian.giesen
[CL 31997496 by dan thompson in ue5-main branch]
Break cyclic dependency on DerivedDataCache module to utilize DDC2 API to cache compressed chunks.
The declarations moved from the public header are considered private and are not really usable outside of the IoStoreUtilities/UnrealPak context.
#rb per.larsson
#rnx
#tests BuildCookRun Lyra with pak/container files
[CL 31986007 by pj kack in ue5-main branch]
This avoids crashes from anything that logs during static destruction in the test runner, which can happen as the test runner only manually tears down a subset of things that the standard LaunchEngineLoop handles
[FYI] chris.constantinescu
#rnx
[CL 31977137 by jamie dale in ue5-main branch]
Fixes warning "Warning: [CookWorker 2]: Skipping subprocess environment variable UE-ZenSubprocessDataPath=d:/build/++Fortnite/Sync/ZenData due to an invalid path" caused by a race condition between multiple cook workers.
See https://horde.devtools.epicgames.com/log/65dc47bbdd128eaa49c6cc13?lineindex=90207
#jira UE-208562
#rb Zousar.Shaker
[CL 31941714 by dan engelbrecht in ue5-main branch]
- AssetTools.cpp add a case to only copy the selected assets and ignore the dependencies (usecase for automation)
- Added BP example that implements the scripted asset action with the new migrationOption
#rb Julien.StJean, Takashi.Kuribayashi
[FYI] Michael.Lentine
#tests
[CL 31930249 by yafes sahin in ue5-main branch]
make DownscaleOptions Default pass through without changing to SimpleAverage for new filters
map DownscaleOptions to better resize filters
#rb Dan.Thompson, fabian.giesen
[CL 31916433 by charles bloom in ue5-main branch]
Also removed some uneeded code and removed some unessary copy of a SharedPtr in the construction of the frontend filters.
#jira UE-208480
#rb JeanLuc.Corenthin
[CL 31911508 by julien stjean in ue5-main branch]