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]
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]
- 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]
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]
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]
#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]
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]
- 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]
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]