Commit Graph

12415 Commits

Author SHA1 Message Date
henrik karlsson
ea8ea49aa2 [UBT]
* Changed lots of modules to use IWYUSupport instead of bEnforceIWYU (which is being deprecated)

#preflight 63bc8486c45a2c81e0b14fe8
#rb none

[CL 23641460 by henrik karlsson in ue5-main branch]
2023-01-11 01:32:59 -05:00
christopher waters
625952f82e Fixing compile errors from running IWYU on the entire engine.
#preflight 63bdd7d60b7fcef8b01058bd
#lockdown marc.audy

[CL 23635962 by christopher waters in ue5-main branch]
2023-01-10 19:06:13 -05:00
julien stjean
547e401ec2 Added the auto save flag to the package migration to avoid some asset from generating stuff on save.
#rb none

[CL 23635342 by julien stjean in ue5-main branch]
2023-01-10 18:11:49 -05:00
daren cheng
4187de1509 Backout CL 23600931. Breaks pick painted widgets.
#jira UE-173455
#rb trivial
#preflight skip

[CL 23633947 by daren cheng in ue5-main branch]
2023-01-10 16:41:02 -05:00
nick darnell
b81efdcf63 AssetDefinition - Upgrading several sound asset actions.
AssetDefinition - Fixing a regression where we needed to load assets on right click to check a 'can we create a blueprint from this asset' option.
AssetDefinition - Making the dynamic entries for GetAssetActions nameless so that they don't stomp eachother on accident.
AssetDefinition -

#jira UE-165574

[CL 23632575 by nick darnell in ue5-main branch]
2023-01-10 15:49:07 -05:00
bob tellez
971983eb65 [Backout] - CL23624045
[FYI] christopher.waters
Original CL Desc
-----------------------------------------------------------------
RHI header dependency cleanup
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.

#preflight 63bca752577437afe604b097

[CL 23631957 by bob tellez in ue5-main branch]
2023-01-10 15:28:15 -05:00
christopher waters
3df5dae685 RHI header dependency cleanup
- Reducing other header dependencies from RHIDefinitions.h
- Moved a few functions to the new RHIStrings.h
- Uniform buffer layout initializer moved to its own file to reduce RHI dependency on MemoryLayout.

#preflight 63bca752577437afe604b097

[CL 23631946 by christopher waters in ue5-main branch]
2023-01-10 15:27:33 -05:00
dj schilens
f346caac06 Compile AR filter only once when getting Advanced Copy sources/dependencies
- Using Advanced Copy on assets with lots of dependencies spent most of the time just compiling the AR filter
- I kept the original IAssetRegistry::UseFilterToExcludeAssets() (using an FARFilter) as it is blueprint callable

[REVIEW] [at]*matt.peters [at]jay.nakai [at]brooke.hubert

[CL 23631854 by dj schilens in ue5-main branch]
2023-01-10 15:25:00 -05:00
Andrew Rodham
4ff7bab147 Slate: Initial phase of FVector2D deprecation
- Expanded FDeprecateSlateVector2D to provide structs for parameters, return types and member variables that use FVector2f, while still allowing conversion to/from FVector2d with optional per-module deprecation mechanisms.
  - Many of the high-traffic SlateCore types like FSlateBrush, FGeometry and FSlateLayoutTransform have been converted to use these deprecation mechanisms.
  - Some legacy FGeometry::ToPaintGeometry and MakeChild overloads have been explicitly deprecated since they cause ambiguous overloads with FSlateLayoutTransform if it were to support implicit construction.
  - Deprecated ULocalPlayer::GetPixelBoundingBox and GetPixelPoint to prefer FVector2f for OptionalAllotedSize parameter since this parameter is expected to come from FGeometry
  - Exposed FVector2f members to blueprints

#jira none
#rb Andy.Davidson, Dave.Jones, Vincent.Gauthier, Patrick.Boutot
#preflight 63bc6fd068068a8bd6027c9f

[CL 23631073 by Andrew Rodham in ue5-main branch]
2023-01-10 14:46:43 -05:00
Alex McAdams
19983ba5a7 Use the "FullGrid" option when generating LevelSet physics assets.
Chaos cloth (the primary user of level sets) can penetrate arbitrarily deep inside the collider and still needs a good Phi and Normal value, rather than only having accurate values within a narrow band. This makes calculating the levelset more expensive (a one time cost), but in practice, it's not really noticeable.

#preflight 63bcaae80b7fcef8b094135d
#rb tyson.brochu

[CL 23630951 by Alex McAdams in ue5-main branch]
2023-01-10 14:41:05 -05:00
paul chipchase
7c4a834261 Change TryVirtualizePackages/TryRehydratePackages to return the corresponding results structure rather than an enum value.
#rb Per.Larsson
#jira UE-169626
#rnx
#preflight 63bd670a71079a8d1c0e837b

- Since the API was forcing the caller to pass in a results structure to be filled in, we might as well make it the return value.
- Added a ::WasSuccessful method to the results structures that can be used instead of checking if the result had errors or not.
- Remove the reset method from FVirtualizationResult/FRehydrationResult as they no longer need it.
- The older deprecated methods still use the results enum, so we cannot easily deprecate those enums yet.

[CL 23626072 by paul chipchase in ue5-main branch]
2023-01-10 09:15:11 -05:00
Helge Mathee
b9cc2b8a69 Control Rig: Set of fixes to re-enable all rigs in ControlRigExample
#rb sara.schvartzman
#jira na
#preflight https://horde.devtools.epicgames.com/job/63bd6688c45a2c81e0fabda4

[CL 23625895 by Helge Mathee in ue5-main branch]
2023-01-10 08:46:32 -05:00
massimo tristano
9e4720a5bd Undo changelist 23624757.
#preflight 63bd624ad862fdd347d9fda2

[CL 23625729 by massimo tristano in ue5-main branch]
2023-01-10 08:18:49 -05:00
paul chipchase
66b32a743f Add a new overload to IVirtualizationSystem::TryRehydratePackages, which takes additional options (via a bitfield enum) and returns more info about the resulting process. The original version has been deprecated.
#rb Per.Larsson
#jira UE-169626
#rnx
#preflight 63bd0ebfd862fdd347bce1fe

### VA System
- This allows us to provide the user with more ways to customize the rehydration and return more detailed info about it if the calling code wishes to log additional info. In both cases we can extend the options and the data returned without changing the API.
- At the moment the only flag we support is 'Checkout', which requests that the rehydration process checkout any package that it needs to modify rather than giving an error. This means that the user does not need to check packages out from revision control before running the rehydration process.
-- We still check if packages can be modified and warn the user if they can't, as package files could be locked in other ways.
- The rehydration process will now long the time taken if verbose logging is set for the category 'LogVirtualization'

### UnrealVirtualizationTool
- The virtualize command now reports how many packages were checked out if the flag was set.
- The rehydration command now supports a '-Checkout' commandline flag, which when enabled will use the new api to checkout the packages that need to be checked out when rehydrated.

[CL 23625132 by paul chipchase in ue5-main branch]
2023-01-10 06:27:20 -05:00
massimo tristano
98e8affa58 Added check that reports errors if a parameter is added in a Material bound to different values. This should not be allowed.
Code now checks for this occurrences and reprorts an error message instead of siliently trying to compile the material anyway.

This was causing a crash when two material functions containing the same parameter bound to different values (e.g. different textures) are used in the same material.

#jira UE-150412
#rb jeremy.moore
#preflight 63bc4896bf54fa7b36f61ea5

[CL 23624757 by massimo tristano in ue5-main branch]
2023-01-10 04:45:56 -05:00
Alexis Matte
9d316ac34d Fix assert when showing alternate skinning
#jira UE-169693
#rb halfdan.ingvarsson
#rnx
#preflight 63bc7ff4763c6c10644743d1

[CL 23619555 by Alexis Matte in ue5-main branch]
2023-01-09 16:08:03 -05:00
julien stjean
8b4de387d0 The migration can now change the writing permissions temporally to save the migrated assets.
The migration also now report in its callback the dependencies that where not exported because of the new filtering of the assets that can be migrated.
Fixed some other issues like a crash and a bad event broadcast.

#preflight 63bc235c763c6c10641898bb
#rb JeanLuc.Corenthin

[CL 23617167 by julien stjean in ue5-main branch]
2023-01-09 13:51:05 -05:00
massimo tristano
a8dc32e175 Undo changelist 23611477
#preflight 63bc20b068068a8bd6e6cca0

[CL 23611763 by massimo tristano in ue5-main branch]
2023-01-09 09:24:30 -05:00
sara schvartzman
f0e5ee8250 Control Rig: Fix issue with renaming function
#jira UE-173278
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/63bc109ad862fdd3474975fc

[CL 23611603 by sara schvartzman in ue5-main branch]
2023-01-09 09:04:36 -05:00
massimo tristano
755e6df654 Added check that reports errors if a parameter is added in a Material bound to different values. This should not be allowed.
Code now checks for this occurrences and reprorts an error message instead of siliently trying to compile the material anyway.

This was causing a crash when two material functions containing the same parameter bound to different values (e.g. different textures) are used in the same material.

#jira UE-150412
#rb jeremy.moore
#preflight 63bc17dd68068a8bd6e4b7bb

[CL 23611477 by massimo tristano in ue5-main branch]
2023-01-09 08:52:28 -05:00
Helge Mathee
7b0da7a2e2 RigVM: Fix heap access bug
#rb na
#jira UE-171841
#preflight https://horde.devtools.epicgames.com/job/63b83115577437afe6d4d9d2?step=a891

[CL 23610332 by Helge Mathee in ue5-main branch]
2023-01-09 04:47:30 -05:00
henrik karlsson
528d114ccd [Datasmith]
* Fixed non unity/pch compile error happening in ue main

#preflight skipped
#rb none

[CL 23607622 by henrik karlsson in ue5-main branch]
2023-01-07 13:43:52 -05:00
Wei Liu
e9b19b0a8e Fix a crash in FShaderCode::GetWriteAccess when r.Shaders.ExtraData=1 on mac.
#jira none

#rb Dmitriy.Dyomin, Carl.Lloyd
#preflight 63b8b79c763c6c10646417f1

[CL 23605837 by Wei Liu in ue5-main branch]
2023-01-06 19:27:11 -05:00
Dan Thompson
56d05caea1 Adding logs for bink audio encode errors.
#rb jeff.roberts
#preflight 63b87063763c6c106440532f

[CL 23603493 by Dan Thompson in ue5-main branch]
2023-01-06 16:37:28 -05:00
daren cheng
95ff3fd343 Prep for element generation for possible bulk batch creation per element type.
Migrate FSlateRenderBatch index poputation to a simple static array return in boxes, borders, and aliased lines.

#rb Patrick.Boutot, Yohann.Dossantos
#jira UE-173455
#preflight 63b745c1d862fdd347cc2d35

[CL 23602247 by daren cheng in ue5-main branch]
2023-01-06 15:25:29 -05:00