Commit Graph

12019 Commits

Author SHA1 Message Date
Zak Middleton
73efd27f6c #ue5 - Truncation fixes for modules:
StatsViewer
StatusBar
TargetDeviceServices
TargetPlatform
Teleporter
TimeManagement
TranslationEditor
ViewportInteraction
Virtualization
WindowsPlatformFeatures
WindowsTargetPlatform

#jira UE-160837, UE-160843
#rb Andrew.Davidson, Dave.Jones2
#preflight 636024751c75ff834a526197

[CL 22873932 by Zak Middleton in ue5-main branch]
2022-10-31 18:33:27 -04:00
Dan Thompson
c64200d056 Fix for a disconnect else clause during version deserialization from forever ago.
#rb christopher.waters
#preflight 63604273b257789a3d2c9227

[CL 22873506 by Dan Thompson in ue5-main branch]
2022-10-31 18:05:00 -04:00
charles bloom
bfa7bf6198 TextureCompressorModule: mip gen filter on cube map faces should clamp, not wrap
has no effect on 2x2 or angular mip gen

#rb dan.thompson
#preflight 63600a0ee86070572fd6cd14
#jira UE-162283

[CL 22868971 by charles bloom in ue5-main branch]
2022-10-31 14:59:31 -04:00
Patrick Boutot
6e41842c5e Add SlateRHIRenderer debuggin option to WidgetReflector
#rb daren.cheng
#preflight 635fecb86e6dca1fb4a0dd4f

[CL 22865154 by Patrick Boutot in ue5-main branch]
2022-10-31 12:18:30 -04:00
ben hoffman
9ece132c56 Add a ResetDeviceProperty function to allow you to clear any effects that you may have set on an input device once a force feedback effect is over. Pass in the platform user during evaluation in case users want to create stateful logic based on the player
#jira UE-158873
#rb justin.hare
#rnx
#preflight 635ada077515720a5f83107c

[CL 22864379 by ben hoffman in ue5-main branch]
2022-10-31 11:43:20 -04:00
christian savoie
fd89edb9be Add access to local revision number for all source control systems.
Change perforce Revert option to be based on if an item is checked out or marked for add, rather than if it can be checked in.

#tests Used to implement source control menu refactor https://p4-swarm.epicgames.net/reviews/22528870

[CL 22863683 by christian savoie in ue5-main branch]
2022-10-31 11:08:06 -04:00
Helge Mathee
10930fbc2f RigVM: Ignore cast links during template resolval
#rb sara.schvartzman
#jira UE-168617
#preflight https://horde.devtools.epicgames.com/job/635fa63dae6840072de8f673

[CL 22859587 by Helge Mathee in ue5-main branch]
2022-10-31 08:20:09 -04:00
sara schvartzman
c5af22e8a9 Control Rig: Fix TEnumAsByte not casting correctly in the generated headers
#jira UE-168624
#udn 00490176
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/635d5ca1df01edd149436805

[CL 22858512 by sara schvartzman in ue5-main branch]
2022-10-31 07:55:49 -04:00
CarlMagnus Nordin
b48cb7ed39 AssetLoadingInsights:
Fixed recursive post loads not being tracked properly
Fixed time calculations for recursive scopes
Added support for load time tracing in the editor
Added time selection filtering to the requests tab
#rb ionut.matasaru
#preflight 635fa5cd1803be35c7ff3bc8

[CL 22858164 by CarlMagnus Nordin in ue5-main branch]
2022-10-31 07:09:17 -04:00
Dmitriy Dyomin
f7dffe9f57 Fixed: A few issues with depth access in a mobile renderer
Make SceneDepthAux a platform constant configuration, it can't depend on runtime vars
#rb none
#preflight 635e4bed1b41d36d48d26061

[CL 22854614 by Dmitriy Dyomin in ue5-main branch]
2022-10-30 08:26:11 -04:00
graeme thornton
e7986ac620 [Backout] - CL22808749
[FYI] Steve.Robb
Original CL Desc
-----------------------------------------------------------------
TMap and TSet can now be declared as members with forward-declared key and value parameters.
KeyFuncs::KeyInitType and KeyFuncs::ElementInitType typedefs are no longer used and user-defined KeyFuncs do not need to provide them.  Deprecated placeholders for these typedefs exist though they may not be defined exactly as they were before.  A new KeyType typedef needs to be provided by custom KeyFuncs which don't already inherit from BaseKeyFuncs or TDefaultMapKeyFuncs.
KeyConstPointerType, KeyInitType, ValueInitType and ElementInitType typedefs have been deprecated across TMap, TSet and TSortedMap.  Regular C++ parameter-passing semantics should be used instead (const T& Ref or T Value, depending on T).
Added missing FSetElementId::operator!=().

[FYI] steve.robb
#rb james.hopkin
[FYI] henrik.karlsson
#preflight 635a56c15d49a96f7b31938f

[CL 22850782 by graeme thornton in ue5-main branch]
2022-10-29 02:59:59 -04:00
yuriy odonnell
9de862ab0b Add UE::ShaderCompilerCommon::RemoveDeadCode() high-level wrapper for shader minifier, to be consistently used in all shader compiler back-ends
#preflight 635af3aa1b7de936a5295629
#rb jason.nadro

[CL 22850483 by yuriy odonnell in ue5-main branch]
2022-10-29 01:51:27 -04:00
devin doucette
271b9555dc Added Unreal Cloud DDC to the base cache graphs
It is disabled by default outside of Epic, and can be enabled by configuring the Default key in the StorageServers section of the Engine config.

#rb Zousar.Shaker

[CL 22836839 by devin doucette in ue5-main branch]
2022-10-28 16:07:04 -04:00
ben hoffman
8de8ca85d4 Set the platform user to the default platform user when you preview force feedback effects. This ensures that Device Properties can be applied to the IInputInterface when you preview an effect from the editor.
#rb trivial
#rnx
#preflight skip

[CL 22836406 by ben hoffman in ue5-main branch]
2022-10-28 15:57:32 -04:00
jared cotton
5550406045 Fix for errors in https://horde.devtools.epicgames.com/job/635beeaae24ac41a63dee15a being caused in UE5-Main
#preflight none

[CL 22835905 by jared cotton in ue5-main branch]
2022-10-28 15:39:01 -04:00
joe pribele
6c9a016275 [UnrealVS] changed TestAdapater to report durations
refactored projects to share files avoiding having to duplicate changes between VS2019 and VS022
added menu to improved discoverability of features
added option to use P4V diff instead of VS diff
#preflight 635c17593c0af539fd57079d

[CL 22833331 by joe pribele in ue5-main branch]
2022-10-28 14:15:27 -04:00
Arne Schober
075e43786d Prepare to move StaticSwitchData from EditorOnlyData into RuntimeData in preparation to make StaticSwitches dynamic
#preflight 635993e25d49a96f7b00d3df

[CL 22832676 by Arne Schober in ue5-main branch]
2022-10-28 13:54:13 -04:00
dan elksnitis
ecab3b4a9a [shaders] refactor usf/directcompile.txt dump into a utility in ShaderCompilerCommon to reduce code duplication in the shader backends
#rb Jason.Nadro
#rb Christopher.Waters
#preflight 635bf1e1df01edd149f5727e

[CL 22829548 by dan elksnitis in ue5-main branch]
2022-10-28 11:45:49 -04:00
David Hill
eb9b1c57c1 MeshBoneReduction - truncation warning fixes
#rb Alexis.Matte
#preflight 635ad57c5b54febd3870bb9a

[CL 22828469 by David Hill in ue5-main branch]
2022-10-28 10:31:38 -04:00
sara schvartzman
fd72a90b24 Control Rig: Fix wrong loading of Set Transform Array Metadata pin
#jira UE-168413
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/635a6b3c316cf8bef638e34d

[CL 22826175 by sara schvartzman in ue5-main branch]
2022-10-28 04:48:12 -04:00
jared cotton
db9180da10 Re-submission of 'view' method for AssetEditing (aware of merge issues that will arise in 23.00 and ready to resolve. Also ready with fix for issue that will arise when CL hits /Fortnite-Main in GLTFProxyAssetActions.h)
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf

Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.

The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.

[CL 22823595 by jared cotton in ue5-main branch]
2022-10-28 00:33:58 -04:00
maxime mercier
59eb0925eb Fixed a case where any blueprint base decorator, during a transition, would RequestExecution but was not in a state to make the right call. The problem come with the fact that the RequestExecution is deducing through the current state of the node to know if this request is a ActivateBranch or a DeactivateBranch. But in this case the blueprint base decorator is asking if it is active the during the transition through the call const bool bIsOnActiveBranch = OwnerComp.IsExecutingBranch(GetMyNode(), GetChildIndex()); and would get the wrong answer. So instead of deducing what the RequestExecution meant, we are now using new API methods that are requesting either a RequestBranchActivation or a RequestBranchDeactivation. During a transition, those get queued up and unqueued post transition and the code now make sure the request still holds and make sense.
UDN case 00489819

[CL 22823571 by maxime mercier in ue5-main branch]
2022-10-28 00:32:13 -04:00
dave belanger
6480013ab3 FResultMessage cleanup
#rb Scott.Nelson
#preflight 635aa14e4710dd6af8575766

[CL 22823551 by dave belanger in ue5-main branch]
2022-10-28 00:30:20 -04:00
charles bloom
5bcc4fae93 TextureCompressorModule : fix CopyTo dest GammaSpace
#rb none
#preflight none

[CL 22817012 by charles bloom in ue5-main branch]
2022-10-27 16:12:02 -04:00
halfdan ingvarsson
31f466e46d Control Rig: Avoid dereferencing a potentially invalid container pointer
#jira UE-168291
#fyi sara.schvartzman
#preflight 635ad0f81b7de936a519b975
#rnx

[CL 22815598 by halfdan ingvarsson in ue5-main branch]
2022-10-27 14:59:45 -04:00