Commit Graph

906 Commits

Author SHA1 Message Date
zousar shaker
8ce527b4d2 Alter ZenDDC DDC1 backend graph to allow fetching results from the shared network folder if the content was not found in Zen.
#rb none
[FYI] matt.peters

#ROBOMERGE-SOURCE: CL 16876394 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16876401 by zousar shaker in ue5-release-engine-test branch]
2021-07-16 19:20:52 -04:00
jack cai
ff51ae57c5 Control Rig & Sequencer: 1. setup event now always runs from a determinstic initial state. 2. any changes to the control values prior to the setup event is saved before the event executes and reapplied to the rig right after setup event. 3. Pre-forward solve no longer runs before setup event 4. Similar logic on the sequencer side, save value first before calling control rig->initialize and avoid unnecessary reinitialization
#rb helge.mathee mike.zyracki max.chen

#ROBOMERGE-SOURCE: CL 16849069 via CL 16849078
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16849085 by jack cai in ue5-release-engine-test branch]
2021-07-14 08:53:25 -04:00
ben zeigler
58ff4a1959 Change default OSS polling interval to 20ms, this matches the faster value required by all internal games and several platforms
#rb rob.cannaday
#jira none

#ROBOMERGE-SOURCE: CL 16842691 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16842788 by ben zeigler in ue5-release-engine-test branch]
2021-07-13 17:17:11 -04:00
michael noland
ed82778544 Core: Made the verbosity of the unintialized reflected property check configurable via ini
- Issues with UObject* properties are upgraded from Warning to Error
- Other types remain the same for both engine and project modules (Display), but engine will soon change to Error as well

Settings can be overridden for either project or engine modules in DefaultEngine.ini (engine defaults are in BaseEngine.ini), e.g.,

[CoreUObject.UninitializedScriptStructMembersCheck]
EngineModuleReflectedUninitializedPropertyVerbosity=Error
ProjectModuleReflectedUninitializedPropertyVerbosity=Warning

#rb marc.audy

#ROBOMERGE-SOURCE: CL 16826159 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16826182 by michael noland in ue5-release-engine-test branch]
2021-07-12 11:49:57 -04:00
krzysztof narkowicz
2cdfb99ef8 Added per platform setting to toggle distance field support. If it's disabled then no distance data will be cooked and distance fields will be disabled on the target platform.
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.

#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams

#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-07-12 11:23:28 -04:00
guillaume abadie
b1eb10cb8e Replaces old grain jitter with a proper FilmGrain using tiled repeated texture.
Waiting on ITH-152309 to compress memory footprint of Marcie_Grain texture that is used by default.

#rb none
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 16824567 via CL 16824585
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16824594 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 09:11:35 -04:00
mark lintott
f3eae69577 #jira UE-110959
#rb trivial
Renamed UE5 reference to UE in BaseEngine.ini

#ROBOMERGE-SOURCE: CL 16824570 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16824574 by mark lintott in ue5-release-engine-test branch]
2021-07-12 09:08:59 -04:00
mark lintott
a6ca666f4b #jira UE-110959
#rb trivial
Removed references to UE4 in BaseEgnine.ini

#ROBOMERGE-SOURCE: CL 16824562 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16824573 by mark lintott in ue5-release-engine-test branch]
2021-07-12 09:08:48 -04:00
jordan hoffmann
d239122c46 Fix: RandomPointInBoundingBox is available globally but not available on the random stream
#jira UE-14027
#rb justin.hare

#ROBOMERGE-SOURCE: CL 16765056 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16765068 by jordan hoffmann in ue5-release-engine-test branch]
2021-06-23 19:01:07 -04:00
dan thompson
a71b2769eb Oodle TFO: Change EffortLevel INI parameter to use strings, so that we aren't tied to hard coded values oodletex.h claims can change.
#rb charles.bloom
#preflight 60d358b0be81e80001c2e476

#ROBOMERGE-SOURCE: CL 16759351 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16763562 by dan thompson in ue5-release-engine-test branch]
2021-06-23 18:00:30 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
matt hoffman
93d651925b Matinee/Editor: Removed Matinee bindings/settings from various ini files
#jira UE-105313
#rb Trivial

#ROBOMERGE-SOURCE: CL 16698664 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16698671 by matt hoffman in ue5-release-engine-test branch]
2021-06-16 19:29:19 -04:00
zousar shaker
c27625b056 Integrating //UE5/Dev-Cooker [at] 16678003 to //UE5/Main (Zousar.Shaker-YEG-0943-Quaternary)
Non-DevIteration_ShooterGame


#ROBOMERGE-SOURCE: CL 16678907 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16678928 by zousar shaker in ue5-release-engine-test branch]
2021-06-15 16:38:03 -04:00
paul chipchase
fc5a79d51b Add the default value for a config file option [Core.System]IgnoreInlineBulkDataReloadEnsures (set to false)
- This change was supposed to have been submitted with CL 16586071 but got missed out.

#rb trivial

#ROBOMERGE-SOURCE: CL 16676309 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16676313 by paul chipchase in ue5-release-engine-test branch]
2021-06-15 13:55:02 -04:00
dan thompson
a896c12885 Oodle: The number of bufers kept around for data decoding is now configurable in Engine.ini. Additionally, buffers are allocated on an as-needed basis to avoid memory costs if Oodle is not used. #rb charles.bloom #pf 60c3bec0e5979e0001e693d4
#ROBOMERGE-SOURCE: CL 16647627 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16647634 by dan thompson in ue5-release-engine-test branch]
2021-06-11 17:34:54 -04:00
Thomas Sarkanen
80872dc886 Improved and added optional limits around private members to Blueprint thread safety checks
Currently it is not 'safe' for external code/scripts to be able to 'poke' data that is ostensibly thread-safe. Restricting to only private data is one possible option to solve this.
Gated behind a config flag for now as most content does not obey these rules at the moment.

This change also covers a case with 'valid' UObject use on worker threads where those UObjects are returned from thread-safe functions (which can only be native given the BP-level checks). It is assumed that the native thread-safe fucntion returning a UObject 'knows' that the UObject should be safe to access (e.g. some sub-object like a linked anim instance).

#rb Phillip.Kavan

[CL 16569224 by Thomas Sarkanen in ue5-main branch]
2021-06-07 08:45:27 -04:00
sebastien lussier
412cf1d7a1 MaterialBaking - Use correct linear bake for all texture property by default
Providing a new flatten material with the correct texture samplers.
Retrieve texture properties from the default textures in the material (linear vs srgb, compression, vt enabled, lod group...)

Previously generated material instances are unchanged.
All MergeActor engine tests pass successfully.

#rb patrick.enfedaque

#ROBOMERGE-SOURCE: CL 16484038 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16484318 by sebastien lussier in ue5-main branch]
2021-05-27 10:31:36 -04:00
brett miller
9c13522d2c GeometryCollection
-- implemented deferred initialization using the existing SimulatePhysics property and SetSimulatePhysics blueprint function.
-- Cleaned out old caching code

#jira FROST-1065
#rb brice.criswell

#ROBOMERGE-SOURCE: CL 16461543 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)

[CL 16461679 by brett miller in ue5-main branch]
2021-05-25 22:01:05 -04:00
jason nadro
f1bed26dad [Memory] - Add rhi.DumpResourceMemory command to memreport.
#rb Christopher.Waters
[at]Christopher.Waters
#jira none

#ROBOMERGE-SOURCE: CL 16448167 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)

[CL 16448224 by jason nadro in ue5-main branch]
2021-05-25 10:31:12 -04:00
Thomas Sarkanen
3e92b56aa0 Animation: thread-safe execution and property access improvements
"Call function" anim node:
- Adds the ability to call functions at different points in the anim graph execution (and under different conditions, e.g. when a branch has started blending in). Only thread-safe functions are allowed to be called.
- Adds a thread-safe override point BlueprintThreadSafeUpdateAnimation, called on worker threads for the main instance and for linked instances when they are relevant in the graph (only one call per frame for linked layer instances).

Subsystems:
- Added new override points pre/post event graph(s) (moved override point for worker thread work to around the thread safe update function call).

Improves property access integration:
- Property access now shows (and allows the user to override) the call site of accesses. This is to allow users to see when their property access calls will be made, hopefully making its use less confusing for power users.
- Tweaked UX for property access nodes and dropdowns.
- Anim node pins now have property access bindings in-line on the pin.

Also adds the abilility for the anim graph to opt-in (via a config flag) to more stringent thread safety checks. Disabled by default for now as this requires content fixup.

#jira UE-115745 - Anim Blueprint Encapsulation
#rb Jurre.deBaare

[CL 16434092 by Thomas Sarkanen in ue5-main branch]
2021-05-24 04:47:52 -04:00
Alexis Matte
af18cd8cfa Pipeline workflows prototype. This is a first implementation of the interchange pipeline selection workflow when users import files with interchange.
- Interchange per project settings allow user to create pipeline stacks and to override the pipeline selector UI
- First draft of the generic pipeline selector UI dialog
- Pipeline settings are saved in the config ini files
- The importAssetData now contains the pipelines settings so we can reuse the same settings when we will do the re import

#jira UETOOL-3440
#rb julien.stjean

[CL 16416864 by Alexis Matte in ue5-main branch]
2021-05-21 08:44:26 -04:00
Florin Pascu
af11d40364 Opt out Encoded TextureCube out of package if the platform doesn't need EncodedData
#jira UE-115370
#rb none
#fyi Dmitriy.Dyomin

#ushell-cherrypick of 16346910 by Florin.Pascu
#preflight 60a26ae507285b0001d3abdc

[CL 16349116 by Florin Pascu in ue5-main branch]
2021-05-17 10:05:33 -04:00
charles bloom
4b1b5cb7f8 BaseEngine.ini nop comment TextureFormatOodle options
#rb none

[CL 16345667 by charles bloom in ue5-main branch]
2021-05-16 22:03:49 -04:00
Jurre deBaare
a1f73dae73 - Move AnimBlueprintLibrary to its own Module (out of AnimModifiers)
- Added FAnimPose, a script-friendly helper structure to generate/read/write evaluated anim poses
- Added API to populate AnimPose from AnimationSequenceBase, USkeleton (ref pose) and AnimBlueprint

#jira none
#rb Thomas.Sarkanen, Danny.Chapman
#preflight 609bb27f2032ee00016b253a

[CL 16297653 by Jurre deBaare in ue5-main branch]
2021-05-12 07:30:40 -04:00
paul chipchase
71b969d9c4 Cherrypicking Mirage code base (disabled) from Dev-Cooker
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.

#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight  608be50d870cf400013ff99d

[CL 16167285 by paul chipchase in ue5-main branch]
2021-04-30 08:14:54 -04:00