Commit Graph

58 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
jeremy moore
474afea8dc Tidy use of RuntimeVirtualTexture::IsSceneReadyToRender().
Part of fix for low frame rate when selecting an RVT map in content browser.
#rb none
#jira none
#preflight 6131157b1a52e20001b44ecc

#ROBOMERGE-SOURCE: CL 17407714 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17407734 by jeremy moore in ue5-release-engine-test branch]
2021-09-02 15:43:49 -04:00
yangke li
5fb9374d13 Add a Mobile friendly RVT MaterialType BaseColor_Normal_Roughness with basecolor in RT0, NormalXY and roughness in RT1, NormalZ is considered always a positive number( which is the situation for local space normal)
Add A  flag bUseLowQualityCompression to BaseColor_Normal_Roughness, which fakes compression by 16bit format(RGB565)

#rb Dmitriy.Dyomin

#ROBOMERGE-SOURCE: CL 16977982 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16977984 by yangke li in ue5-release-engine-test branch]
2021-07-27 22:07:02 -04:00
Zousar Shaker
80cdb54f19 Avoid overhead from access tracking on wrapped object pointers during high frequency operations related to materials at cook time.
Also go back to using Cast/CastChecked/ExactCast as these have now been made more efficient for use with wrapped object pointers.

#rb ben.ingram
#preflight 6075d5d70a49b7000126f5b3

[CL 15993517 by Zousar Shaker in ue5-main branch]
2021-04-13 15:47:11 -04:00
Zousar Shaker
a79239f69d Avoid excessive access tracking overhead during cook caused by TObjectPtr accesses in the material code.
#rb ben.ingram
#preflight 606e2db48c8140000112e318

[CL 15948055 by Zousar Shaker in ue5-main branch]
2021-04-07 19:08:58 -04:00
Kevin Ortegren
9a1c3066b4 Split up "Materials & Textures" built in asset category. All texture and render target assets are now under the "Texture" category and all material assets + subsurface profile under "Materials".
The category had grown significantly over time and splitting it up makes it easier to find things.

#review @matt.kuhlenschmidt
#jira none
#preflight 606575c59162e50001978e93

[CL 15886879 by Kevin Ortegren in ue5-main branch]
2021-04-01 04:13:37 -04:00
Emil Persson
4516b985df Name all resources and make naming mandatory
#rb yuriy.odonnel, kenzo.terelst

[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Zousar Shaker
12d60feecc Bulk pass to address PVS warnings due to use of a TObjectPtr in the result clauses of a ternary operator.
#jira UE-107532
#jira UE-107530
#rb none

[CL 15276391 by Zousar Shaker in ue5-main branch]
2021-02-01 19:17:54 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Jeremy Moore
11b6560ac9 Use RenderPagesStandAlone() when building RVT and VHM MinMax textures.
Plays correctly with GPUScene and stops ensure() firing.
#rb none

[CL 15100429 by Jeremy Moore in ue5-main branch]
2021-01-14 20:15:23 -04:00
Jeremy Moore
ebba8166a1 Fix regression after PVS fix.
Fixes bad data produced by building streaming virtual texture.
#rb none
#fyi tim.smith

[CL 15099488 by Jeremy Moore in ue5-main branch]
2021-01-14 19:42:15 -04:00
Tim Smith
19dbfb1f07 Fixing PVS 7.7 Issues:
warning V1028: Possible overflow. Consider casting operands, not the result.

#rb trivial
#jira UE-91644

[CL 15068181 by Tim Smith in ue5-main branch]
2021-01-13 12:38:04 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Ola Olsson
69d2af54aa Refactored GPU-Scene to store per-view dynamic primitives (for all views) in the one and primitive data buffer, after the regular primitives.
- Added step after dynamic primitives are gathered to allocate a range in GPU scene for the dynamic primitives.
- Moved more GPU-Scene functionality to member functions to clean up references to internal data
- Removed the PrimitiveShaderDataBuffer/Texture from FSceneViewState
- Removed OneFramePrimitiveShaderDataBuffer/Texture from FViewInfo
- Encapsulated the collection of dynamic primitive data for upload to avoid uploading twice and prepare for parallel upload.

#rb Krzysztof.Narkowicz,graham.wihlidal

[CL 14785776 by Ola Olsson in ue5-main branch]
2020-11-19 05:23:44 -04:00
zach bethel
2bc88676d6 Converted virtual texture system and GPU lightmass to RDG.
#rb yujiang.wang, jeremy.moore
#jira none

[CL 14581416 by zach bethel in ue5-main branch]
2020-10-26 16:44:44 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
robomerge
344b94db87 Move bounds copy functionality into UBoundsCopyComponent for reuse
#ROBOMERGE-SOURCE: CL 12911537 via CL 12911540 via CL 12911542
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12911543 by robomerge in Main branch]
2020-04-19 15:49:19 -04:00
josh gross
71a4703acc [Engine] - Add the possibility to arrange the slots top-to-bottom in the DynamicEntryBox and the WrapBox widgets instead of only supporting left-to-right.
#RNX
#rb [at]Ghislain.Theriault

#ROBOMERGE-OWNER: josh.gross
#ROBOMERGE-AUTHOR: maxime.vaillancourt
#ROBOMERGE-SOURCE: CL 12869792 via CL 12872658 via CL 12872659 via CL 12872660
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12872663 by josh gross in Main branch]
2020-04-16 17:02:30 -04:00
jeremy moore
66f3fcb592 Fix RVT being marked modified when it shouldn't be on building streaming mips
Fix incorrect asset name being shown in progress when building streaming mips
Fix RVT volume bounds actor not being set for actors outside of current package

#ROBOMERGE-SOURCE: CL 12800514 via CL 12800562 via CL 12800582 via CL 12800589
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12800599 by jeremy moore in Main branch]
2020-04-15 10:23:37 -04:00