Gamepad id would always increment from 0 per device. PixelStreaming now keeps track of all of the connected gamepads and will assign a new id for every controller that connect
#fyi william.belcher
#jira UE-180012
#preflight none
[CL 24686181 by brian smith in ue5-main branch]
-new functions added to API and SDK
-added connection rules for processes by type
-fixed several sync glitches
-fixed multithread deadlock bug
-improved sync logic: run missed sync steps; add the missing sync steps to the settings from framesync().
-added fix texture formats from 5.1.1. The default format has also been changed to 32-bit (to avoid data loss).
-reworked part of PP in nDisplay related to TextureShare
-added resource type for cross adapter
-redesigned and improved debug logs; managed from .cs files for all 3 modules.
-added CPU\GPU profiler.
#jira UE-174756, UE-172036, UE-174463
#rb Alejandro.Arango, Vitalii.Boiko,
#preflight 6412347e3c2db400295ba185
#lockdown Alejandro.Arango
[CL 24666180 by alejandro arango in ue5-main branch]
* Added "Generate Assembly" menu option that asks UBT to compile a single file and generate an assembly file.
* Upgraded UnrealVS.vsix to version 1.84.3
#jira none
#rb Joe.Pribele
#preflight
[CL 24559407 by LouisPhilippe Seguin in ue5-main branch]
#rb ben.marsh
#fyi Josh.Adams
#preflight 640771defb10f393c2faf1f2
- When built via build graph job 'Build P4VUtils' we now produce a self contained version of the tool which will allow it to work on machines that have no yet installed .NET 6.0
[CL 24555512 by paul chipchase in ue5-main branch]
changed to output to a file so that the output is not combined with UE_LOG lines
https://p4-swarm.epicgames.net/reviews/24413087
#rb devin.doucette
#preflight 63fe5113ac6c61e2b54d297b
[CL 24448086 by joe pribele in ue5-main branch]
#rb Sebastian.Nordgren
#jira UE-151641
#preflight 63ea05bbde74ffbae5db898b
- Pass the project path as the first parameter. We already sort the packages by project and invoke the tool once per project so we might as well tell the tool which project to use. If we don't then UVT will need to find the project file and then relaunch itself which is a waste of time.
- Add quotes around the filepaths we pass into UnrealVirtualizationTool so that paths with spaces in them are correctly parsed.
[CL 24172446 by paul chipchase in ue5-main branch]