Commit Graph

2061 Commits

Author SHA1 Message Date
Richard Wallis
5f67dcf13c Apply patch from Apple. Enable WaveOps for macOS - tested on Vega 56 Monterey 12.5.1
#jira none
#rnx
#preflight 6310b4d7ea685939704c090a
#review-21739599 @zack.Neyland
#rb zack.Neyland

[CL 21756741 by Richard Wallis in ue5-main branch]
2022-09-02 04:26:05 -04:00
Alexis Matte
dbe309dcdb Interchange: Add missing default value for the GenericPipelineClass
#jira none
#rb none
#rnx
#preflight skip

[CL 21742153 by Alexis Matte in ue5-main branch]
2022-09-01 11:36:36 -04:00
David Lesage
4bd7767f52 Add CVar description in ConsoleVariables.ini
#rb jeanluc.corenthin
#preflight none
#fyi flavien.picon, andre.stdenis

[CL 21727168 by David Lesage in ue5-main branch]
2022-08-31 16:06:20 -04:00
David Lesage
aaa5fc11db Fix default CVar value in ConsoleVaraibles.ini
#rb none
#preflight none

[CL 21719043 by David Lesage in ue5-main branch]
2022-08-31 07:58:45 -04:00
Florin Pascu
6b3c1469ba Preview Shader Platform using different ShaderMaps and the DDPI/Cvar values of the Previewable Actual Platform
NumPlatforms limit changed from 64 to 65536, limited by NumBits
#jira UE-120561
#rb Chris.Waters, Jack.Porter, Mihnea.Balta
#preflight 630f1604f92416fb92b373ab

[CL 21718179 by Florin Pascu in ue5-main branch]
2022-08-31 04:38:34 -04:00
daniel wright
7b675d612a Disabled Octahedral Irradiance format for Screen Probe Gather on Epic GI scalability settings as it doesn't handle gradients well.
[CL 21716454 by daniel wright in ue5-main branch]
2022-08-30 23:03:53 -04:00
David Lesage
6eac71a1e6 #jira UE-144389: Fix crash due to a null pointer
#rb trivial
#preflight 630e341f501b64ba33444894

[CL 21703206 by David Lesage in ue5-main branch]
2022-08-30 12:13:08 -04:00
dmytro vovk
314efb631c Include libc++_shared.so in Android packages by default due to EOSSDK dependency on it
#jira UE-160831
#rb trivial
#preflight 630cc6a1556fc14dce464f5a

[CL 21677129 by dmytro vovk in ue5-main branch]
2022-08-29 10:11:10 -04:00
guillaume abadie
461c3253f0 Fixes crash in TSR when the GPU doesn't support wavesize=32
#rb none
#jira UE-159120
#preflight 63077f19f853cb3b91212fb2

[CL 21572613 by guillaume abadie in ue5-main branch]
2022-08-25 17:06:23 -04:00
David Hibbitts
23b7051f68 Moved cine camera lens and filmback presets from the CineCameraComponent to a new CineCameraSettings class that appears in the project settings. This allows users to view and edit their own presets easily without needing to edit an INI file
#rb matt.hoffman, ludovic.chabant
#preflight 63079ac80968fbaf691e0b23

[CL 21566885 by David Hibbitts in ue5-main branch]
2022-08-25 12:30:57 -04:00
ben zeigler
9ea9312867 Fix broken redirects discovered by running -DebugCoreRedirects on the engine
Some of these needed full paths after the path lookup changes, some were out of date, and some were typos
#jira UE-161345
#rb matt.peters
#preflight 6306824e5a5d4e462465eaf7

[CL 21566281 by ben zeigler in ue5-main branch]
2022-08-25 11:56:33 -04:00
justin marcus
8d46ed5074 Virtual Asset Fixes for CookedEditor targets
- Set VA.DisableVirtualization CVar for CookedEditor targets
- Use UE_VIRTUALIZATION_CONNECTION_LAZY_INIT for [redacted] CookedEditor targets
- setup FLinuxDeviceProfileSelectorModule so Linux CookedEditor use the right device profile
- Fix bLazyInitConnections not being set by UE_VIRTUALIZATION_CONNECTION_LAZY_INIT and fix logging
- Add AllowVirtualAssets to automation scripts for [redacted]


[REVIEW] [at]Josh.Adams [at]Eric.Knapik [at]Paul.Chipchase

#preflight https://horde.devtools.epicgames.com/job/630664c1516bef57ffef3c24

[CL 21553248 by justin marcus in ue5-main branch]
2022-08-24 17:38:49 -04:00
Josh Adams
f9d61b7246 - Fixed a bug with stub IPAs
- Re-disabled automatic code signing
#rb trivial
#preflight skip

[CL 21547157 by Josh Adams in ue5-main branch]
2022-08-24 14:11:33 -04:00
JeanMichel Dignard
5d6387bc55 Interchange
- Allow different pipelines per asset type so that we don't show all the asset options when importing simple assets likes textures and materials.
- Allow to choose to display the config dialog per asset type so that we can skip it for things like textures.

- Added default stack overrides per asset type.
- Added show config dialog overrides per asset type.
- Added a DefaultTexturePipeline asset which is the Generic Texture Pipeline with the "Import Textures" option hidden.
- Added a DefaultMaterialPipeline asset which is the Generic Material Pipeline with the "Import Materials" option hidden.
- Generic Material Pipeline: Split the import materials option from the type of material to import as so that we can configure their visibility independently.
- Moved the generic texture pipeline from the generic asset pipeline to the generic material pipeline so that we can use the generic material pipeline on its own.

#rb jeanluc.corenthin, alexis.matte
#preflight 63057a415a5d4e4624424ac9

[CL 21529451 by JeanMichel Dignard in ue5-main branch]
2022-08-23 21:27:28 -04:00
Jeff Fisher
773631b6f9 UE-147894 Delete WMR
-Remove the deprecated WindowsMixedReality and AzureSpatialAnchorsForWMR plugins.
#jira UE-147894
#review-21507768
#rb Robert.Srinivasiah
#preflight 630554dc5a5d4e46243727f3

[CL 21523822 by Jeff Fisher in ue5-main branch]
2022-08-23 18:49:58 -04:00
Josh Adams
2060045e96 - More work on "modern xcode" mode (automatic signing works well, xcode can generate plists/entitlements, shared settings between Mac/IOS/TVOS). Needs the bUseModernXcode ini setting (see BaseEngine.ini) to activate
- Indexing improvements
- No longer asks to auto-create schemes, since we create all schemes needed
- Sped up the run-only project generation to skip a lot of cruft

#preflight 63041e960061f895d0fe3ccf
#rb ian.fox,roman.dzieciol (i am submitting without their final sign-off)
#preflight 63051c23516bef57ffb5b1c2

[CL 21517539 by Josh Adams in ue5-main branch]
2022-08-23 15:40:10 -04:00
paul chipchase
dc4779a5e3 Add a number of ways for the VA backend connections to be changed to lazy initialize on first use.
#rb Devin.Doucette
#jira UE-161599
#rnx
#preflight 6303c8d65a5d4e4624e7bf52

- There are some use cases that require the VA system to be initialized and configured correctly but would prefer that the backend connections only run if absolutely needed (usually when a payload is pulled or pushed for the first time), this change provides four different ways of doing this:
-- Setting [Core.VirtualizationModule]LazyInitConnections=true in the Engine ini file
-- Setting the define 'UE_VIRTUALIZATION_CONNECTION_LAZY_INIT' to 1 in a programs .target.cs
-- Running with the commandline option -VA-LazyInitConnections
-- Setting the cvar 'VA.LazyInitConnections' to 1 (only works if it is set before the VA system is initialized, changing it mid editor via the console does nothing)
--- Note that after the config file, each setting there only opts into lazy initializing the connections, setting the cvar to 0 for example will not prevent the cmdline from opting in etc.

- In the future we will allow the connection code to run async, so the latency can be hidden behind the editor loading, but for the current use case we are taking the minimal approach.
-- This means we only support the backend being in 3 states. No connection has been made yet, the connection is broken and the connection is working.
-- To keep things simple we only record if we have attempted to connect the backends or not. We don't check individual backends nor do we try to reconnect failed ones etc. This is all scheduled for a future work item.
- If the connections are not initialized when the VA system is, we wait until the first time someone calls one of the virtualization methods that will actually use a connection: Push/Pull/Query
-- We try connecting all of the backends at once, even if they won't be used in the call to keep things simple.
- Only the source control backend makes use of the connection system. The horde storage (http) backend could take advantage too, but it is currently unused and most likely going to just be deleted so there seemed little point updating it.
- If we try to run an operation on an unconnected backend we only log to verbose. This is to maintain existing behaviour where a failed backend would not be mounted at all. This logging will likely be revisited in a future work item.

[CL 21511855 by paul chipchase in ue5-main branch]
2022-08-23 13:01:15 -04:00
Florin Pascu
27c31840c5 Shader Complexity fixed for Preview ES31
Quad Complexity support code added for Preview ES31
Quad Complexity temporary disabled for Preview ES31
#rb Jack.Porter
#jira UE-159389, UE-151566
#preflight 6303af46a45b007ea244525a

[CL 21485564 by Florin Pascu in ue5-main branch]
2022-08-22 12:36:59 -04:00
dmitriy dyomin
370b62b502 Android: Do not backtrace vulkan memory allocations by default
[CL 21468195 by dmitriy dyomin in ue5-main branch]
2022-08-19 19:36:32 -04:00
dmytro vovk
5bad8f37b7 Removed legacy Android Project Settings
#rb Chris.Babcock

[CL 21467626 by dmytro vovk in ue5-main branch]
2022-08-19 19:18:13 -04:00
paul chipchase
fc827406e2 Add a number of ways for the VA system to be changed to lazy initialize on first use.
#rb Per.Larsson
#jira UE-161296
#rnx
#preflight 62fe3ce73d3fb466b229bcc0

- There are some usecases that require the VA system to initialize the first time it is accessed (usually the first time we attempt to pull a virtualized payload) rather than be initialized in the program start up. This change provides three different methods to achieve this:
-- Setting the define 'UE_VIRTUALIZATION_SYSTEM_LAZY_INIT' to 1 in a programs .target.cs
-- Setting [Core.ContentVirtualization]LazyInit=true in the Engine ini file
-- Running with the commandline option -VA-LazyInit

- If we detect that the source control backend is being initialized on a background thread we do not try to run the FConnect operation. The backend will still work but this does reduce the potential error checking on initialization. This is done because the FConnect operation currently only works on the main thread and to change this would be a bigger work item than we can schedule at the moment.
- UE::Virtualization::Initialize functions now take a EInitializationFlags enum as a parameter. This enum allows the call to ignore all lazy init settings and force the initialization immediately. This is useful for programs like the Virtualization standalone tool which just needs to start the system when needed.
-- The call to ::Initialize in LaunchEngineLoop passes in None and does not ignore lazy initialization.
-- Calls to ::Initialize in the UnrealVirtualizationTool however all use EInitializationFlags::ForceInitialize and ignore lazy initialization settings.
- Fixed an odd bug in UE::Virtualization::Initialize where the error path (if the config file cannot be found) was using a different start up code path.
- Add asserts when assigning to GVirtualizationSystem to make sure that it is null. This is not 100% safe but should catch some potential threading issues, if any.
- Add an assert after lazy initialization (IVirtualizationSystem::Get) to make sure that GVirtualizationSystem was assigned a valid object.
- Improve how we check for legacy values in [Core.ContentVirtualization]. We now support multiple allowed values.
- Added a way to poll if a VA system has been initialize yet or not, this allows us to avoid initializing a VA system if one has not yet been created and we try to:
-- Dump VA profiling stats after cooking
-- Send VA stats to studio analytics
- Note that currently using lazy init loading will probably cause the VA statistics panel not to work, this will be fixed in future work where we will allow the panel to register for a callback when the system is initialized.

[CL 21467510 by paul chipchase in ue5-main branch]
2022-08-19 19:15:42 -04:00
Jerome Delattre
945ce767d9 Add support for Blueprint Editor Utilities in UE functional tests
#jira UE-125126
#preflight 62ffd247fa1ac183e5937758
#rb Chirs.Constantinescu

[CL 21461273 by Jerome Delattre in ue5-main branch]
2022-08-19 14:17:37 -04:00
francis hurteau
da0eb39b3c Disable optional object automatic generation of Niagara types again while new issues are investigated
#rb trivial
#preflight skip

[CL 21444867 by francis hurteau in ue5-main branch]
2022-08-18 13:02:56 -04:00
dmytro vovk
dedc835a67 Enhanced UBT to check all Android libs for libc++_shared.so dependency
#rb Chris.Babcock
#jira UE-131966

#ushell-cherrypick of 21441862 by dmytro.vovk
#preflight 62fe4c78200ff87e07be431f

[CL 21442825 by dmytro vovk in ue5-main branch]
2022-08-18 11:20:43 -04:00
Guillaume Abadie
dd0382b57c Implements anamorphic lens' squeeze factor and post desqueeze aspect ratio crop on the cinecamera
Notes:
* Model used for the squeeze factor is HorizontalFocalLength = LensFocalLength / SqueezeFactor; VerticalFocalLength = LensFocalLength;
* The renderer renders the desqueezed image directly because of not wanting to add support to maintain non squared pixel.
* Squeeze factor is only hooked in to DOF's CoC.
* Squeeze factor currently also affects depth blur which it shouldn't in theory, requires dual CoC shader permutations in DOF algorithm to do that correctly.
* Crop's model fits an aspect ratio directly into the desqueezed full sensor image.
* Crop settings are directly applied to the camera's FOV calculation of the camera to avoid rendering extra pixels.
* Custom crop aspect ratios can be added into the project's DefaultEngine.ini

#rb colin.benoit, rod.bogart, pat.tubach
#fyi colin.benoit, rod.bogart, pat.tubach
#jira none
#preflight 62fcefe51e39eb26a08cede2

[CL 21424608 by Guillaume Abadie in ue5-main branch]
2022-08-17 10:08:42 -04:00