#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-OWNER: alexis.matte
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18558758 in //UE5/Release-5.0/... via CL 18558826
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18558834 by alexis matte in ue5-release-engine-test branch]
[FYI] Alexis.Matte
Original CL Desc
-----------------------------------------------------------------
Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18548323 in //UE5/Release-5.0/... via CL 18548343
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18548359 by alexis matte in ue5-release-engine-test branch]
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18545668 in //UE5/Release-5.0/... via CL 18545691
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18545711 by alexis matte in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
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]
- Moved source models related classes and implementation into separate files.
- Created a new UObject wrapper for holding mesh description bulk data; this is created as a transactable object inside a UStaticMesh.
- The cached mesh description is now an inner object of the bulk data wrapper; this allows transactions on the bulk data to affect the cached mesh.
- The static mesh SourceModels array can no longer be accessed directly: FStaticMeshSourceModel requires extra initialization before it should be used, so new LODs should be added through the static mesh API.
- Undo/redo is now fixed within the geometry tools
- Fixed regression where mesh description was being unpacked unnecessarily during transactions
- MeshDescription bulk data and its cached MeshDescriptions are now emptied prior to removing the UObject reference, in order to immediately free memory instead of needing to wait for garbage collection
- No more deadlocks when clearing or committing mesh descriptions during garbage collection
- Bulk data UObjects are constructed, where possible, at startup, in order to prevent it from happening during critical moments, e.g. during garbage collection or package saving.
#rb Danny.Couture, Alexis.Matte, Ryan.Schmidt
[CL 15420827 by Richard TalbotWatkin in ue5-main branch]