Commit Graph

51 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
andriy tylychko
6bf3101dcd deprecated FTicker and family and replaced by thread-safe FTSTicker
#jira UE-120090
#rb francis.hurteau


#ROBOMERGE-SOURCE: CL 17176325 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17176374 by andriy tylychko in ue5-release-engine-test branch]
2021-08-16 11:09:22 -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
David Harvey
cb5b6aab20 remove a lot of PLATFORM_XBOXONE from Engine code.
#jira UECON-543
#rb eric.mcdaniel

[CL 16073834 by David Harvey in ue5-main branch]
2021-04-21 10:59:25 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -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
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
danny couture
cb49b729ae Add missing FTaskScope on slate thread
#rb Arne.Schober

[CL 14490436 by danny couture in ue5-main branch]
2020-10-14 08:50:01 -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
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
graeme thornton
2e35d622ac Fix for crash when running clients and -nullrhi. Make sure the preload screen manager is running even though there is no window and we cannot render. There is logic in those systems which needs to execute even if we aren't rendering
#ROBOMERGE-SOURCE: CL 13167073 via CL 13167074 via CL 13167075 via CL 13167076 via CL 13167077
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v688-13145358)

[CL 13167078 by graeme thornton in Main branch]
2020-05-05 03:44:38 -04:00
nick darnell
199eff3f74 Slate - When using demo.ClientRecordAsyncEndOfFrame 1 to run replay recording concurrent with slate tick, there tend to still be wrting performed on replicated objects due to player input. Because of this, Slate Tick is now seperable dividing up the initial call to just Platform and Input ticking, which performs message pumping as well as some additional added slate input tasks - tasks which inhertently tend to have networking side effects if the user is performing some action like clicking a button, which might trigger something networking related. Then we run replay recording if that option is enabled alongside slate tick where we only advance time, and then tick and paint widgets, which is assumed to not perform any replication altering behavior, this fixes several networking related crashes.
[FYI] Matt.Kuhlenschmidt
#rb Matt.Kuhlenschmidt


#ROBOMERGE-OWNER: nick.darnell
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 12781294 via CL 12781354 via CL 12781355 via CL 12781356
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12782473 by nick darnell in Main branch]
2020-04-14 13:37:26 -04:00
justin marcus
a589bbbe60 FPreLoadScreenManager:
Tick PlatformApplication.  This is needed on some platforms to dispatch system events.

[at]Thomas.Ross




#ROBOMERGE-SOURCE: CL 11163533 via CL 11163538 via CL 11163540
#ROBOMERGE-BOT: (v640-11091645)

[CL 11167165 by justin marcus in Main branch]
2020-01-29 15:33:37 -05:00
justin marcus
77927a8c2e FPreLoadScreenManager::GameLogicFrameTick should call FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread). It's needed to properly finish Build Patch Services tasks.
[at]Leigh.Swift [at]Thomas.Ross


#ROBOMERGE-SOURCE: CL 10953569 via CL 10953576 via CL 10953578
#ROBOMERGE-BOT: (v632-10940481)

[CL 10953579 by justin marcus in Main branch]
2020-01-13 13:19:16 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
nick darnell
a8324a9e6a If the engine needs to exit, while the slate loading screen is running, stop processing new slate frames, everything is going to start shuttingdown and it wont be safe to continue to make draw requests.
#ROBOMERGE-SOURCE: CL 10499897 via CL 10499899 via CL 10499902 via CL 10499906
#ROBOMERGE-BOT: (v606-10482310)

[CL 10499911 by nick darnell in Main branch]
2019-12-03 15:09:56 -05:00
justin marcus
131c1eb348 Clean up Preload Screen init so that we only pass an analytics factory to fortnite early preload screens.
[at]Thomas.Ross [at]Daniel.Lamb


#ROBOMERGE-SOURCE: CL 9491053 via CL 9491055 via CL 9491057
#ROBOMERGE-BOT: (v519-9489664)

[CL 9491060 by justin marcus in Main branch]
2019-10-09 13:46:27 -04:00
justin marcus
073ea8e76a IInstallBundleManager:
Better handling of init error delegates.

PreloadScreen:
Allow an analytics factory to be passed in on Init.

[at]Daniel.Lamb [at]Thomas.Ross


#ROBOMERGE-SOURCE: CL 9480517 via CL 9480524 via CL 9480526
#ROBOMERGE-BOT: (v508-9471939)

[CL 9480533 by justin marcus in Main branch]
2019-10-08 16:33:58 -04:00
hongyi yu
dc9ac74cb1 Split PreInit() into PreInitPreStartupScreen() and PreInitPostStartupScreen() to add flexibility to engine preinit. This is useful on certain platforms which need to display a splash screen before preinit is completed.
The PostSplashScreen plugin can be used to show a custom splash screen during this time.
[REVIEW] Ben.Woodhouse,Thomas.Ross


#ROBOMERGE-SOURCE: CL 9379086 via CL 9379088 via CL 9386092 via CL 9386128 via CL 9386152
#ROBOMERGE-BOT: (v456-9359915)

[CL 9389466 by hongyi yu in Main branch]
2019-10-03 08:46:18 -04:00
michael kirzinger
27e7663ff1 remove FAST_BOOT_HACK that is no longer needed
[at]justin.marcus


#ROBOMERGE-SOURCE: CL 9160622 via CL 9161058 via CL 9161099
#ROBOMERGE-BOT: (v443-9013191)

[CL 9161167 by michael kirzinger in Main branch]
2019-09-26 16:21:31 -04:00