Commit Graph

141 Commits

Author SHA1 Message Date
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
alexis matte
6865ce62e6 Remove original reduction data. Use the source data and the build instead.
#jira UE-123770
#rb richard.talbotwatkin, danny.couture
#rnx
#preflight 614a2277b4b2fb0001a3e833

#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 17587301 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17587359 by alexis matte in ue5-release-engine-test branch]
2021-09-21 16:06:32 -04:00
josie yang
742d1c2a03 Morph target engine modifications for 3rd party plugin
[FYI] alexis.matte, brian.white, christopher.waters, mihnea.balta, rolando.caloca, will.damon, halfdan.ingvarsson, kevin.ortegren

#ROBOMERGE-AUTHOR: josie.yang
#ROBOMERGE-SOURCE: CL 17444191 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17444481 by josie yang in ue5-release-engine-test branch]
2021-09-07 10:20:14 -04:00
kenzo terelst
b6bdbd8452 Fix build for Max & Linus platforms
#rb none
#preflight skip

#ROBOMERGE-SOURCE: CL 17314750 via CL 17315753
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17315952 by kenzo terelst in ue5-release-engine-test branch]
2021-08-26 07:41:28 -04:00
kenzo terelst
c730c76f8f Add support for Nanite coarse mesh streaming (vertex data + BLAS):
- Cook side extra low lod coarse mesh will be created at 1/8th of the original coarse mesh if mesh streaming or editor data is available for the platform
- Nanite static meshes with streamable LODs are registered to a Nanite::CoarseMeshStreamingManager which will handle the stream in/out requests for these assets in fixed memory budget (memory budget is part of the total mesh streaming budget)
- Nanite proxy needs to handle different raytracing proxy LOD indices now for dynamic and cached indices
- What to stream is driven by what's used in the TLAS build - each deferred render pass all used streamable meshes are collected and forwarded to the CoarseMeshStreamingManager
- CoarseMeshStreamingManager is updated after all views are rendered and will make stream in/out requests depending on the TLAS usage
- When LODs of UStaticMeshes renderdata is loaded or unloaded then a rebuild of the cached render data is requested to make sure the correct LOD & RT BLAS is used (to do this the UStaticMeshComponent are registered to the UStaticMesh so a request for rebuild can be made for all the proxies on the scene)

#preflight 612659e872e9eb00010a27d9

#ROBOMERGE-SOURCE: CL 17314263 via CL 17315687
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17315942 by kenzo terelst in ue5-release-engine-test branch]
2021-08-26 07:40:55 -04:00
alexis matte
310440fdef Fix a collect garbage issue when loading skeletalmesh DDC. The repro step are simple but not repro easily, The issue happen when we load a map which load all asset and then unload the current map which trig a GC. At this point its possible all async SK cache not done.
#rb danny.couture
#preflight 6101a2cf0bf6fc0001387791

#ROBOMERGE-SOURCE: CL 16986908 via CL 16987928
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16987996 by alexis matte in ue5-release-engine-test branch]
2021-07-28 17:24:40 -04:00
ben ingram
02a8483152 Fix usage of embree with LWC for mesh distance fields and cards
#jira UE-117476
#rb Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 16624221 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)

[CL 16624232 by ben ingram in ue5-release-engine-test branch]
2021-06-10 11:46:40 -04:00
luke thatcher
0a5c7401bf Make IMeshBuilderModule functions pure virtual and fix missing implementation on some platforms that was causing broken skeletal meshes in cooked builds.
#jira MH-3898
#rb Yuriy.Odonnell
#lockdown cristina.riveron

#ROBOMERGE-OWNER: luke.thatcher
#ROBOMERGE-AUTHOR: luke.thatcher
#ROBOMERGE-SOURCE: CL 16355587 in //UE5/Release-5.0-EarlyAccess/... via CL 16356141
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16356160 by luke thatcher in ue5-release-engine-test branch]
2021-05-17 14:31:24 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Richard TalbotWatkin
591cc432a6 Fix for Nanite building with reordered section material indices.
This involves a change to the DDC key format for static meshes with multiple sections in LOD0.
#jira UE-112945
#rb Graham.Wihlidal, Alexis.Matte

[CL 16127723 by Richard TalbotWatkin in ue5-main branch]
2021-04-27 10:50:58 -04:00
richard talbotwatkin
b4d72dd359 When importing / building Nanite static meshes, always disable removal of degenerate tris. For clarity, this option is also disabled in the import UI and the Build Settings UI in the Static Mesh Editor, when Nanite is enabled.
#jira UE-108752
#lockdown Simon.Tourangeau
#rb Brian.Karis, Alexis.Matte

#ROBOMERGE-SOURCE: CL 15992767 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 15992775 by richard talbotwatkin in ue5-main branch]
2021-04-13 14:54:07 -04:00
Marc Audy
0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -04:00
ryan schmidt
43c0893054 Support using HiRes SourceModel to generate Nanite rendering data in Static Mesh Build. If HiRes exists, it will be used instead of LOD0, in local function BuildNaniteFromHiResSourceModel(). Refactored several blocks out of FStaticMeshBuilder::Build() into standalone functions so they could be called in multiple places.
This CL also updates the bounding box computation, previously the bounds were computed on LOD0 render data, ie after the nanite cut. Now the bounds of either the HiRes SourceModel, or high-res LOD0, are combined with the final LOD0 bounds.

#rb brian.karis, richard.talbotwatkin, jimmy.andrews, david.hill
#rnx
#jira none

#ROBOMERGE-SOURCE: CL 15485739 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15485742 by ryan schmidt in ue5-main branch]
2021-02-21 13:20:29 -04:00
danny couture
6929adbfaa Skeletal Mesh Async Compilation Framework (Phase 1)
Phase 1 adds the async compilation without introducing any higher-level awareness.
  This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
  multiple threads but stalls are expected to occur before the level has finished loading as soon as
  properties of skeletal meshes are accessed by the game-thread.

  - Make skeletal mesh reduction and renderdata building thread-safe where needed
  - Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
  - Modify both PostLoad and Build to be async when the feature is enabled
  - Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
  - Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
  - Add an experimental setting options to enable the feature (disabled by default for now)

DEBUGGING
 - Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
 - Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll

BENCHMARKS
  Tested on AMD TR 3970X with 256GB RAM
  - 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
  - 3m10s to 39s for importing 299 SK with the Interchange framework

TESTS
 - Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
 - Opened all 102 SK from QAGame
 - Opened P_Construct, Apollo_Terrain, LumenTest, P_World
 - Imported 299 SK with and without Interchange activated
 - Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
 - Run all FBX import test in EngineTest
 - Cook / Run ShooterGame Client

#rb Alexis.Matte

[CL 15452895 by danny couture in ue5-main branch]
2021-02-18 11:19:19 -04:00
Alexis Matte
cb0bb41e64 If migration is not able to reconnect a skeletalmesh skeleton, the engine will crash when loading the skeletalmesh and the user will not be able to re-assign the proper skeleton.
#jira none
#rb laurent.delayen

[CL 15397499 by Alexis Matte in ue5-main branch]
2021-02-12 10:15:20 -04:00
ionut matasaru
a90718a7fb Fixed usage of TRACE_CPUPROFILER_EVENT_SCOPE macro(s) in various places.
Common mistakes:

a) TRACE_CPUPROFILER_EVENT_SCOPE("Foo") or TRACE_CPUPROFILER_EVENT_SCOPE("FClass::Foo")
    --> results in a timer named "Foo" or "FClass::Foo" (the quotes will be included in the name)

b) TRACE_CPUPROFILER_EVENT_SCOPE(TEXT("Foo"))
    --> results in a timer named L"Foo" (L and quotes will be included in the name)

c) TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(TEXT("Other Foo")) or TRACE_CPUPROFILER_EVENT_SCOPE_TEXT("Foo")
    --> Slow! It will use dynamic string matching that adds an unnecessary overhead.

Correct usage:
    TRACE_CPUPROFILER_EVENT_SCOPE(Foo)
    TRACE_CPUPROFILER_EVENT_SCOPE(FClass::Foo)
    TRACE_CPUPROFILER_EVENT_SCOPE_STR("Other Foo") // when timer name has spaces
    TRACE_CPUPROFILER_EVENT_SCOPE_TEXT(*Foo.ToString()) // only if a dynamic name is really needed

#rb Catalin.Dragoiu
#fyi Marc.Audy, Krzysztof.Narkowicz, Rune.Stubbe, Michal.Valient

[CL 15134822 by ionut matasaru in ue5-main branch]
2021-01-19 06:29:15 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
danny couture
4797b6f721 Add Insights tag in Skeleton Simplifier
#rb Alexis.Matte

[CL 14815856 by danny couture in ue5-main branch]
2020-11-26 10:04:22 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -04:00
Krzysztof Narkowicz
4229937db8 Removed FMeshBuilder::Build(UStaticMesh* StaticMesh, TArray<FStaticMeshBuildVertex>& Verts, TArray<uint32>& Indexes, TArray<FStaticMeshSection>& Sections, uint32& NumTexCoords, bool& bHasColors). It's somewhat danegous as it leaks mesh descriptors and isn't used anymore.
#rb Brian.Karis

[CL 14602726 by Krzysztof Narkowicz in ue5-main branch]
2020-10-28 15:52:00 -04:00