- RHICreate{Vertex, Index, Structured}Buffer
- RHICreate{ShaderResource, UnorderedAccess}View
- RHIUpdateUniformBuffer
- Various initialization / locking methods for helper buffer types in RHIUtilities.h
The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.
#rb christopher.waters
[CL 26183242 by zach bethel in ue5-main branch]
* 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]
Primarily float casts or FVector2f conversions for calculations that are taking place in local space or screen space anyway.
#jira UE-166461
#rb jeff.fisher
[CL 25963198 by christopher fiala in ue5-main branch]
-Fixed a bug where we would hold a pointer to the component beyond its lifetime and then try to use it. Now we clear that pointer in the component's BeginDestroy.
#jira UE-168661
#rb Arciel.Rekman
#preflight https://horde.devtools.epicgames.com/job/635c488ba27fb703be682525
robomerge[FN_EngineMerge] -UE5-RES
[CL 23228113 by jeff fisher in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631a717cec45fbf3d74d4ba7
[CL 21916033 by bryan sefcik in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().
A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.
Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.
#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen
[CL 20279797 by Jeremy Moore in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
-Fixed world mesh with hololens on WMR plugin. WMR interop writes floats UE side was assuming doubles. Now we assume floats in the affected buffers.
#rb Steve.Smith
#jira UE-91500
#preflight
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18811641 in //UE5/Release-5.0/... via CL 18811651 via CL 18822718
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823655 by jeff fisher in ue5-main branch]
-Fixing async cooking of collision with chaos. MockDataMeshTrackerComponent generated geometry can now have functional collision.
-Also improved test level and MockDataMeshTrackerComponent to help test this.
-Added method to cause a navmesh update only if collision has changed. Fixed a couple cases where navigation would not have generated after a collision change.
#rb Steve.Smith
#jira UE-91500
#preflight
#ROBOMERGE-OWNER: jeff.fisher
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18799957 in //UE5/Release-5.0/... via CL 18801965 via CL 18802565
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
#ROBOMERGE-CONFLICT from-shelf
#preflight 61f96250a2514ba12f05c24c
[CL 18809960 by jeff fisher in ue5-main branch]