#ue4
#android
#rb Guilherme.Iscaro
#ROBOMERGE-SOURCE: CL 5691593 via CL 5691602 via CL 5691603 via CL 5691604 via CL 5695670
[CL 5695735 by chris babcock in Main branch]
#rb trivial
#ROBOMERGE-SOURCE: CL 5594733 via CL 5594761 via CL 5594767 via CL 5594773 via CL 5594777 via CL 5600385
[CL 5600583 by peter sauerbrei in Main branch]
Stop using a define to determine whether launch engine loop should mount paks and load shaderlibs. Instead, see if bundle manager is going to do it.
Fix shader binaries not being fully cached on Android because cache was being opened too early.
#rb none
#ROBOMERGE-SOURCE: CL 5432919 via CL 5437672
[CL 5437750 by allan bentham in Main branch]
-This fix breaks the ddc build, which is more important.
#rb build
#jira UE-67120
#ROBOMERGE-SOURCE: CL 5423419 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5423420 by jeff fisher in Main branch]
#rb build
#jira none
#ROBOMERGE-SOURCE: CL 5423311 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5423312 by jeff fisher in Main branch]
UE-67297 ShaderCompiler crash when opening the editor with Morpheus plugin and project setting enabled
-Moved this shader file out of platform shader directory into the plugin shaders (it isn't actually for use on that platform, its used in the editor). Sadly we still need to use it from engine code if the shader file exists because a postprocesspass cannot be defined in a plugin and I couldn't find a way to pull the shader from the plugin and use it in the pass so I had to hardcode the shader path mapping for this plugin in launchengineloop. A rendering refactor is coming along that will make postprocess passes more like other passes, so it makes sense to defer refactoring this until after that.
#jira UE-67120 UE-67297
#rb Ryan.Vance
#ROBOMERGE-SOURCE: CL 5417701 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5417707 by jeff fisher in Main branch]
-If we skip a window create because a window destroy event came in before we could process it we now destroy the window and pause rendering so that when a window is created it builds up all state fresh. Previously we sometimes ended up with the frame buffer oriented incorrectly or some undiagnosed problem which resulted in an all black screen.
#jira UE-65414
#rb Ryan.Vance
#ROBOMERGE-SOURCE: CL 5371838 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5371841 by jeff fisher in Main branch]
Allows spawning multiple OSS instances for debug contexts
Can login individual accounts with their own XMPP connection for each context
Added debug party member entries to Fort developer settings to specify: login credentials, cosmetic loadout, crossplay settings, etc
Current supported Exec usage/commands in debug tools:
"SOCIAL DEBUG CONTEXT=<Name> <COMMAND> <PARAMS>"
Commands:
"LOGIN <Id> <Auth>"
"LOGOUT"
"JOINPARTY <Id> <Auth> <optional FriendName>"
"LEAVEPARTY"
"AUTOACCEPTFRIENDINVITES"
"AUTOACCEPTPARTYINVITES"
"HELP"
Fortnite cheat command to populate with party member data and spawn into party:
"TestPartyMember <Context> <optional FriendName>"
This will use the debug contexts for party member data to spawn via developer settings.
Fixed online code assuming INSTANCE portion of <OSS>:<INSTANCE> must correspond to a World name
[at]rob.cannaday, [at]don.eubanks, [at]dan.hertzka
#ROBOMERGE-SOURCE: CL 5352803 via CL 5354817
[CL 5354938 by sam zamani in Main branch]
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people
#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024
[CL 5226277 by Josh Adams in Main branch]
- Input time is sampled just before slate polls/process the input, this is value is then passed to the render thread which passes it to the rhi thread.
- The RHI thread can then measure the end to end time from sampling the input until the flip on supported platforms.
- This is a step towards easier debug of flip tracking.
#rb david.harvey
[FYI] luke.thatcher
#ROBOMERGE-SOURCE: CL 5189089 via CL 5189597
[CL 5189613 by anthony bills in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 5096744 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5096748 by nick shin in Main branch]
- Move call to SwitchGameWindowToUseGameViewport to happen right after EngineInit instead of after first tick of GameEngine. Fixes cases where we are capturing video and trying to get viewport settings earlier in the process.
- Clean up moved to only happen on the first GameEngine tick isntead of checking for the PreLoadScreenManager every tick
#tests windows editor, windows editor client, ios client
#rb none
#ROBOMERGE-SOURCE: CL 4976275 via CL 4977561
[CL 4978220 by thomas ross in Main branch]