Commit Graph

773 Commits

Author SHA1 Message Date
henrik karlsson
d5bf11be3a Fixed for header units
#rb steve.robb

[CL 28171593 by henrik karlsson in ue5-main branch]
2023-09-23 02:37:45 -04:00
calvin zheng
94ddcc2cf8 Fix multiple controller not supported on Mac
#jira UE-178425
#rb Josh.Adams

[CL 27925956 by calvin zheng in ue5-main branch]
2023-09-15 14:33:52 -04:00
louisphilippe seguin
660d7c1a91 Fix wrong printf param
#rb Kirill.Zorin
#rnx

[CL 27696367 by louisphilippe seguin in ue5-main branch]
2023-09-07 19:51:46 -04:00
louisphilippe seguin
1474297700 Fix checkf print param errors in checkSlow and Mac compils
#rb Kirill.Zorin
#rnx

[CL 27646201 by louisphilippe seguin in ue5-main branch]
2023-09-06 14:57:54 -04:00
vlad golovan
592477d115 Adding support for windows clipboard contents update events for to be using for engine tooling.
#rb daren.cheng

[CL 27468844 by vlad golovan in ue5-main branch]
2023-08-29 18:01:09 -04:00
wei liu
ef3db73069 Fix the Safezone updated incorrectly issue, the SafeFrameChangeEvent needs to be triggered after the orientation changed.
Fix the Gyro broken issue.


#rb Allan.Bentham, Chris.Babcock

[CL 27434423 by wei liu in ue5-main branch]
2023-08-28 22:30:51 -04:00
zack neyland
62436d2317 Apple: Update runtime to macos 11 and clean up warnings from doing that.
#jira UE-193947

[CL 27387471 by zack neyland in ue5-main branch]
2023-08-25 15:04:47 -04:00
kirill zorin
66c882e375 Fix instances of incorrect usage of UE_LOG.
#rb trivial

[CL 27306121 by kirill zorin in ue5-main branch]
2023-08-23 11:04:15 -04:00
ben hoffman
df7a5466e6 Break XInput out into it's own Input Device module instead of being created as a part of the Windows Application.
This will pave the way for us to enable GameInput as the default input device in the future, and make it much easier to just turn off XInput via the plugin system instead of needing to add a bunch of checks to the WindowsApplication.cpp

Developer Note: This means that if you for some reason modified the engine to make XInputInterface.h a publicly available include, you need to add the XInputDevice module as a dependency. This should not be the case for anyone, unless they have customized the engine to extend on XInput and make it public in the first place (It was in a private module folder and not exposed with an API, so we can't really do anything about it if it was modified).

#jira UE-193160
#rb jodon.karlik

[CL 27279035 by ben hoffman in ue5-main branch]
2023-08-22 14:03:18 -04:00
david harvey
da9b5b86f5 Do not include PreWindowsApi.h / PostWindowsApi.h directly in code.
- mostly just replacing them AllowWindowsPlatformTypes.h / HideWindowsPlatformTypes.h
 - some other files had both Pre/PostWindowsApi.h and Allow/HideWindowsPlatformTypes.h, so just removed
 - some occasional include order changes.

#jira UE-152863
#rnx
#rb Devin.Doucette

[CL 26985385 by david harvey in ue5-main branch]
2023-08-10 03:34:53 -04:00
david harvey
bdb4199eeb Remove unnecessary WindowsHWrapper.h & MinWindows.h include - both files will be automatically included by AllowWindowsPlatformTypes.h
#jira UE-152863
#rnx
#rb Josh.Adams

[CL 26912096 by david harvey in ue5-main branch]
2023-08-08 05:50:53 -04:00
adam kinge
43d42d6d2b Required Metal changes to support iOS Simulator.
- add a new shader platform (SP_METAL_SIM) to support iOS Simulator specific compilation requirements
- update iOS sim #define WITH_SIMULATOR to WITH_IOS_SIMULATOR

#jira UE-168571
#rb carl.lloyd

[CL 26850475 by adam kinge in ue5-main branch]
2023-08-04 12:28:20 -04:00
Josh Adams
e0d36172bb - Fixed IOS build errors
#rb trivial

[CL 26775360 by Josh Adams in ue5-main branch]
2023-08-02 12:01:16 -04:00
nicolas potvin
1aeafcc15d Fix for [Mobile] [Luna Controller] The left and right triggers are not functional
-> Added a name check for Luna controllers, to enable using the threshold to consider pulling triggers as "button presses".
   -> Added controller info to GameActivity

[REVIEW] [at]Mathieu.Roy [at]Ghislain.Theriault [at]Bernard.Lambert [at]Chris.Babcock

#rnx

[CL 26771341 by nicolas potvin in ue5-main branch]
2023-08-02 10:21:05 -04:00
Josh Adams
574dc31ccb - Very very early support for UE running as a SwiftUI app:
- .ini settings for using SwiftUI main function
  - this will eanble #defines, etc, to enable some embedded style functionality in UE, where SwiftUI will trigger when to create the engine/view/etc
  - assume fully immersive mode, which uses CompositorServices to get drawables from SwiftUI land
  - Added some code to FMetalViewport for using Composotir layer/drawable instead of CoreAnimation layer/drawable
  - If the .ini setting is false, then it will use the original VIsionOS support which works generally in the simulator

- Also removed -lc++ commandline which was causing "duplicate -lc++" warning when building in recent Xcode

#rb adam.kinge

[CL 26769312 by Josh Adams in ue5-main branch]
2023-08-02 09:09:16 -04:00
allan bentham
dbe9022ae5 Add alternative method to determine the native screen DPI when calculating the scale factor required to achieve the requested Android.WindowDPI.
#rb chris.babcock
[REVIEW]

[CL 26746178 by allan bentham in ue5-main branch]
2023-08-01 13:49:32 -04:00
wei liu
b9cd7267df Fix the screen resolution (on mobile) stretched issue when casted to a larger screen with a USBC to HDMI cable.
#b Chris.Babcock, Allan.Bentham

[CL 26602466 by wei liu in ue5-main branch]
2023-07-26 06:46:11 -04:00
william belcher
d036330f6c Fix: Mouse locations are off when rendering off screen. This is due to the platform work area being much larger than the application size. The NullPlatform work area now listens for resolution updates and updates is size accordingly, effectively meaning the desktop size is always the size of the application.
#rb
#jira UE-190598
[FYI]

[CL 26559737 by william belcher in ue5-main branch]
2023-07-24 19:51:51 -04:00
bretternst
29aa53a3a0 Accept pull request fixing mouse input on Wayland applications
#jira UE-189572
#rb Zack.Neyland
#10582

[CL 26438282 by bretternst in ue5-main branch]
2023-07-18 13:03:45 -04:00
axel riffard
de98664667 Metal 3.1, iOS17 and tvOS17
#jira UE-187878
#rb adam.kinge
[FYI] jack.porter,  carl.lloyd,  zack.neyland,  josh.adams

[CL 26277868 by axel riffard in ue5-main branch]
2023-06-27 21:41:51 -04:00
Josh Adams
1fbf78059e - Fxed non-unity error
#rb trivial

[CL 26228666 by Josh Adams in ue5-main branch]
2023-06-25 21:43:53 -04:00
josh adams
82ea6a767a [Backout] - CL26223564
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26226852 by josh adams in ue5-main branch]
2023-06-24 17:52:48 -04:00
keaton stewart
1fd1a77412 [Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26223564 by keaton stewart in ue5-main branch]
2023-06-23 20:29:27 -04:00
Josh Adams
e25e1b3daf - Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26221679 by Josh Adams in ue5-main branch]
2023-06-23 19:12:47 -04:00
henrik karlsson
5db685f97d [Engine]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds

[CL 26082269 by henrik karlsson in ue5-main branch]
2023-06-17 18:13:06 -04:00