Add -fastexit parameter to terminate process instead of shutting down engine.
Turn off build target features to build less code (total dll size reduced from 56 MB to 46 MB).
Disable external profiler supports (skips loading of some dlls).
Don't spawn any reserve workers (by adding a DefaultEngine.ini for UnrealPak).
Make UnrealPAk compile in Test config (by fixing compile error in PerforceConnection.cpp).
#rb carlmagnus.nordin
#rnx
#preflight 63e5eaf66473b534f14e377b
[CL 24118943 by pj kack in ue5-main branch]
#rb CarlMagnus.Nordin, Per.Larsson
#rnx
#preflight 63496fcf1f6054a99fe8bd0c
- When parsing the paklist, any file with a -rehydrate flag will be considered for rehydration
- Add the virtualization module to the PakFileUtilities module
- Add the source control module to UnrealPak (the virtualization module should be taking care of this)
- While parsing the files to be included in the pak file, we will record if any of the files require rehydration, if so this will be noted in FPakCommandLineParameters::bRequiresRehydration and used to initialize the virtualization system.
-- We only need to initialize the system once, even if we detect that multiple pak files have files that need rehydration.
-- If no pak file needs rehydration we do not initialize the system and the virtualization module is never loaded.
- FOutputPakFileEntry::CompressedFileBuffer was made private with accessors to make the refactor easier.
- Now when we start to compress a file, we always load it entirely into memory (along with any potential padding needed), if we then detect that the file doesn't require padding then we just use the in memory buffer as the output and if we do need compression we compress the buffer.
-- This means that there is only one place we load the file from disk, meaing only one place we need to insert the rehydration code to. This load is where the rehydration occurs.
-- In the previous code we would load the file into memory and then retain this copy during the compression pass, so no additional memory should be used.
- At the moment when we get the buffer back fromt he rehydration pass it will be in the form of a FSharedBuffer and so for now we need to memcpy to FCompressedFileBuffer::UncompressedBuffer, which is a waste of cpu cycles.
-- In a future change we should change UncompressedBuffer from TArray to FSharedBuffer to avoid this.
[CL 22595708 by paul chipchase in ue5-main branch]
- Non-engine modules/targets will have to specify the "version" of includes via IncludeOrderVersion in TargetRules or ModuleRules.
- This setting will control the value of UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX where XXX is the version of the engine.
- When moving types out of a header, users will need to include the new location of the type in the header it was removed from but only if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX is set.
- If a target does not change its IncludeOrderVersion to the latest version, UBT will print out a message telling users how to upgrade.
- This change introduces a new set of SharedPCH permutations to make sure modules with older versions get the PCH with UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_XXX set correctly.
#jira none
#rb jonathan.adamczewski, joe.kirchoff
#preflight 623e1d3d196f3ae80b4c37ee
[CL 19518359 by christopher waters in ue5-main branch]
- Future plan would be not to use OpenSSL directly, but to go via PlatformCrypto or something like it which could provide platform specific RSA functionality if it exists
- Also contains some compensation code for platforms that are still stuck on an older version of OpenSSL (everything except windows)
- On platforms that use OpenSSL < 1.1.1, register a locking callback so we can provide mutexes and stop it crashing horribly when the same RSA key is used concurrently on different threads
Changed default key size in the CryptoKeys plugin to 4096 bits.
#jira UE-71377
#rb ian.fox, robert.manuszewski, ryan.gerleve
#ROBOMERGE-OWNER: graeme.thornton
#ROBOMERGE-AUTHOR: graeme.thornton
#ROBOMERGE-SOURCE: CL 5447433 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5447485 by graeme thornton 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]