Commit Graph

8292 Commits

Author SHA1 Message Date
sara schvartzman
4619b7776d ControlRig: Breakpoints UI icons
#jira na
#rb helge.mathee

[CL 16143642 by sara schvartzman in ue5-main branch]
2021-04-28 10:36:07 -04:00
sara schvartzman
b97e560fce Control Rig Debugging: Breakpoints UI.
#jira na
#rb helge.mathee
#fyi jack.cai

[CL 16139504 by sara schvartzman in ue5-main branch]
2021-04-28 04:17:19 -04:00
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
charles bloom
05b4b19678 Float16Color use VectorStoreHalf/VectorLoadHalf
add SSE2 half conversions

#rb alexander.suvorov
#fyi rod.bogart

[CL 16135278 by charles bloom in ue5-main branch]
2021-04-27 20:41:39 -04:00
Julien StJean
547c7f160d Optimisation to the legacy texture import and improvement to texture wrapper
Minor change to FImageWrapperBase. GetRaw and GetCompressed now consume the array with the same name instead of having to do a copy of it.
I changed the api IImageWrapper::GetCompressed to return a TArray64<uint8> instead of returning a const TArray64<uint8>&.
Added the format RGBAF to the struct ERGBFormat. Changed the engine code using the EXR image wrapper to reflect that.
The EXR image wrapper now avoid doing an unessary copy of the compressed image when calling compress.

Improvement to the performence of the function UTextureFactory::ImportImage. We now use the magic bytes of the file for certains format to skip some tests.

Here is some performance metrics I captured on my desktop (6 core, 12 threads XEON)

Importing a folder of tiff files (22 files, 4.16 GB Total)
Before: 66.152738 seconds
After: 43.609245 seconds

#jira UEENT-3822
#rb Alexis.Matte

[CL 16128765 by Julien StJean in ue5-main branch]
2021-04-27 11:59:02 -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
ionut matasaru
ca34a14039 [Insights
- Browser: Added more logs to diagnose "Connect" functionality.
  - Browser: Added more trace metadata: Branch, BuildVersion and Changelist.
  - Session Info: Added info about Branch, BuildVersion and Changelist metadata and disabled Uri field.
  - Browser: Optimized the tooltips in Session list.
  - Added SLazyToolTip.

#rb Catalin.Dragoiu

[CL 16123428 by ionut matasaru in ue5-main branch]
2021-04-27 08:41:14 -04:00
sebastian nordgren
38d7063b2a Added AssetTypeActions for UForceFeedbackAttenuation.
#jira UE-114095
#review-16093489 @lauren.barnes

[CL 16122951 by sebastian nordgren in ue5-main branch]
2021-04-27 06:43:44 -04:00
Tim Smith
de9adfe9b0 Fix NonUnity build
#rb trivial
#rnx

[CL 16122938 by Tim Smith in ue5-main branch]
2021-04-27 06:40:20 -04:00
Helge Mathee
4cf6dc7f35 Control Rig: Variable Remapping
#rb sara.schvartzman, jack.cai
#jira UEA-564

[CL 16122169 by Helge Mathee in ue5-main branch]
2021-04-27 03:19:42 -04:00
Lukas Hermanns
2a6092c316 Replace custom Disassemble function in ShaderConductor interface with the one that was already there.
#rb Ryan.Vance
#fyi Carl.Lloyd
#jira none
#rnx

[CL 16118857 by Lukas Hermanns in ue5-main branch]
2021-04-26 17:13:29 -04:00
rob krajcarski
21572f4b70 Fix for Niagara velocity shaders being generated incorrectly, which would fail PSOs to be created.
Fixes issue where an array of non-indexed elements with custom semantics would have their 'optimized' code path generated as:
Local_Value = OptimizedValue;
Instead of the reverse.
#rb lukas.hermanns, rolando.caloca
#jira none

[CL 16116319 by rob krajcarski in ue5-main branch]
2021-04-26 13:43:03 -04:00
Tim Smith
5fb833c5c1 Added support for more arbitrary property changes to live coding.
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)

#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4

[CL 16115620 by Tim Smith in ue5-main branch]
2021-04-26 12:49:25 -04:00
Sebastien Lussier
15d802346a Fix objects being garbage collected while executing a "Fixup Redirectors" for redirectors referenced by multiple maps.
#jira FROST-2297

Would potentially lead to external actors packages being treated as "empty", being deleted from disk & marked for deletion in the SCC.
#rb francis.hurteau, jeanfrancois.dube

[CL 16115032 by Sebastien Lussier in ue5-main branch]
2021-04-26 11:57:15 -04:00
Martin Ridgers
8c25a5e19c Added a EventData.GetSize() method to report the size in bytes of a traced event to the curious.
#rb trivial
#rnx

[CL 16112307 by Martin Ridgers in ue5-main branch]
2021-04-26 03:35:01 -04:00
Martin Ridgers
ef3e0711d7 Added an EventTypeInfo.GetSize() to get the unadorned size of an trace event.
#rb trivial
#rnx

[CL 16112306 by Martin Ridgers in ue5-main branch]
2021-04-26 03:33:22 -04:00
Zousar Shaker
ce91cce583 Ensure that the DDC filesystem backend updates timestamps on files in GetCachedData (if within the last quarter of its cleanup lifetime), not solely from CachedDataProbablyExists.
#jira UE-112593
#rb devin.doucette
#preflight 6085a7400bdfbc0001c61a68

[CL 16110598 by Zousar Shaker in ue5-main branch]
2021-04-25 13:59:44 -04:00
Rune Stubbe
b12d29bddf Limit Nanite Auto precision to at least 1/16cm. The user now has to explicitly opt-in to the lower precision settings.
Changed attribute encoding alignment from 4 bytes to 1 byte. It saves a bit of space PC and is no longer worse on other platforms.
#rb none

[CL 16108167 by Rune Stubbe in ue5-main branch]
2021-04-24 10:56:11 -04:00
Ryan Vance
aacfa50a0d Initial shader compilation changes to support VKRT.
#rb Lukas.Hermanns, Rolando.Caloca

[CL 16098805 by Ryan Vance in ue5-main branch]
2021-04-22 17:38:43 -04:00
jeff newquist
5ea7789d60 Rename UE4CommandLine.txt to UECommandLine.txt and deal with all the related changes
#rb TBD
#jira UE-113713

[CL 16093056 by jeff newquist in ue5-main branch]
2021-04-22 10:29:26 -04:00
Steve Robb
bfddf3e267 TMethodPtr<U, ...> and TConstMethodPtr<U, ...> template aliases added to delegates to replace the T*Delegate_Const<U, ...>::FMethodPtr types.
#rb robert.manuszewski
#jira none

[CL 16092754 by Steve Robb in ue5-main branch]
2021-04-22 09:49:28 -04:00
danny couture
5d73170d2d Add possibility to group by memory page of 4KB until we can use the real virtual memory regions
- This is helpful in understanding allocation patterns that leads to many 4KB pages not being freed because they contain a single very small allocation

#rb Ionut.Matasaru

[CL 16092387 by danny couture in ue5-main branch]
2021-04-22 09:04:48 -04:00
Thomas Sarkanen
16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
ionut matasaru
634c8e8c75 Fixed deprecation warning.
#rb none

[CL 16090377 by ionut matasaru in ue5-main branch]
2021-04-22 04:45:27 -04:00
ionut matasaru
1fa4da7f5c [Insights] Added "Widget Reflector" in the main menu of Unreal Insights (viewer mode). The option is available when -DebugTools is used in cmd line (ex.: if the "Enable Debug Tools" option is choosen in Browser Mode).
#rb Catalin.Dragoiu

[CL 16090035 by ionut matasaru in ue5-main branch]
2021-04-22 04:18:58 -04:00