Commit Graph

197 Commits

Author SHA1 Message Date
guillaume abadie
eadb45ef37 Replaces r.PostProcessAAQuality with r.FXAA.Quality & r.TemporalAA.Quality
Now only r.AntiAliasingMethod prevails to selects the anti-aliasing method explicitly for the deferred shading renderer. Each AA technic have it's own cvars to control their quality independently

FXAA now have its own r.FXAA.Quality. The FXAA shader permutations where mis configured with r.PostProcessAAQuality=1 & 2 both mapping to the FXAA_PC_CONSOLE=1 that is now r.FXAA.Quality=0. Instead r.FXAA.Quality now offer more mid-quality settings for FXAA_PC=1 with r.FXAA.Quality=1 & 2 & 3. Backward comaptible migration is as followed:
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=0 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=1 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=2 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=3 -> r.FXAA.Quality=3 but with some neighborhood search setting changed in FXAAShader.usf
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=4 -> r.FXAA.Quality=4
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=5 -> r.FXAA.Quality=5

TAA now have its own r.TemporalAA.Quality. Backward compatible migration is as followed:
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=0 -> r.AntiAliasingMethod=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=1 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=2 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=0 -> r.TemporalAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=1 -> r.TemporalAA.Quality=1
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=4 -> r.TemporalAA.Quality=2

MSAA r.AntiAliasingMethod=3 & TSR r.AntiAliasingMethod=4 remains unchanged.

sg.AntiAliasingQuality now maps to different r.TemporalAA.Quality or r.FXAA.Quality

Automated tests on base CL: https://horde.devtools.epicgames.com/job/60d5b8410123b700014f9db5
Automated tests on change CL: https://horde.devtools.epicgames.com/job/60d47cde57b302000114bebf

#rb none
[FYI] jack.porter, wei.liu
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 16823623 via CL 16823646
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16823657 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 07:13:12 -04:00
guillaume abadie
1b502fd981 Implements r.AntiAliasingMethod
#rb none
#preflight 60d33c8cd9586b000132acac

#ROBOMERGE-OWNER: guillaume.abadie
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 16758022 via CL 16758023
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
#ROBOMERGE-CONFLICT from-shelf

[CL 16758219 by guillaume abadie in ue5-release-engine-test branch]
2021-06-23 11:54:40 -04:00
Jerome Delattre
aa9c726b34 Use GetActorLabel instead of GetName when taking Screenshot with functional test
Actor Name is a property that user can't change directly from the Outliner now. To keep to ScreenshotFunctionalTest actor behavior seamless for the user, we use the actor label instead.
A property is introduced to hold the Actor name on the Client build.

+ update all the necessary screenshot names.

#jira UE-114551
#rb Andrew.Grant, JeanFrancois.Dube, William.Ewen
#rnx

[CL 16152859 by Jerome Delattre in ue5-main branch]
2021-04-28 22:51:13 -04:00
Mieszko Zielinski
9392a40a24 Extracted AI part out from the FunctionalTesting module and into a new, dedicated plugin. The main reason for it is to allow use of InstancedStructs which will make testing AI spawning a lot more flexible.
#review-16050432
#preflight 607ea0912908320001c243ef

[CL 16059845 by Mieszko Zielinski in ue5-main branch]
2021-04-20 08:21:24 -04:00
Mieszko Zielinski
d616ff7cf3 Fixed AFunctionalAITestBase::IsReady_Implementation to pass when navmesh is not ready, but the test is explicitly configured to not wait for navmesh.
This supports pathfollowing-less tests on navmeshless maps.

#review-16030824
#preflight 6079631802850d00018bf1b8

[CL 16032823 by Mieszko Zielinski in ue5-main branch]
2021-04-16 09:26:45 -04:00
mark lintott
69f62bf934 #jira UE-111719
#rb andrew.ladenberger, ionut.matasaru
Replaced references to ue4stats with uestats.
Fixed frontend profiler to load uestats
#preflight 60630fd74862cc0001ef53c6

#ROBOMERGE-SOURCE: CL 15861539 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15861543 by mark lintott in ue5-main branch]
2021-03-30 09:48:17 -04:00
mark lintott
28a0da3a7c #jira UE-111719
#rb trivial
Removal of UE4 reference in comment

#ROBOMERGE-SOURCE: CL 15849230 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15851608 by mark lintott in ue5-main branch]
2021-03-29 11:36:13 -04:00
Jerome Delattre
37e79a5b0e Expose FAutomationTestBase::AddTelemetryData to blueprint and python
#jira UEENGQA-38047
#rb none
#rnx

[CL 15681132 by Jerome Delattre in ue5-main branch]
2021-03-11 17:05:29 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Zousar Shaker
fc2ad21a5e Prototype Wrapped Object Pointers (ObjectHandle/ObjectPtr)
Call-site changes for non-scalar wrapped object pointer upgrades in Engine + Shootergame

#rb devin.doucette

[CL 14996467 by Zousar Shaker in ue5-main branch]
2021-01-05 19:16:25 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Fred Kimberley
eb2edb9b69 Adding lightweight instances subsystem for gameplay objects.
Lightweight instances allow a low memory representation of objects. Instances can be converted into full actors when necessary. Actors can also be reduced down to light weight instances when the full representation is no longer needed.
Hit results now return a handle that may refer to either an actor or lightweight instance.

#rb Michael.Noland

[CL 14369221 by Fred Kimberley in ue5-main branch]
2020-09-22 15:55:19 -04:00
Arciel Rekman
cb998fe373 Remove unused private fields - Automation
#rb Andrew.Grant
#review-14242502 @Andrew.Grant
#jira none

[CL 14243816 by Arciel Rekman in ue5-main branch]
2020-09-02 09:24:31 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
ben hoffman
7bfb54c87e Add asserts compatabile with doubles for Functional Tests
#jira none
#rb marc.audy
#rnx

[CL 13679863 by ben hoffman in ue5-main branch]
2020-06-15 16:46:00 -04:00
zabir hoque
8c89dae9ea Enable RenderDoc Captures for failing automation tests.
[FYI] Andrew.Grant; Arciel.Rekman;
#rb: none
#jira: UE-91964

#ROBOMERGE-SOURCE: CL 12941114 in //UE4/Release-4.25/... via CL 12941117 via CL 12941124
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12941128 by zabir hoque in Main branch]
2020-04-20 19:57:16 -04:00
arne schober
c875be4fd4 FNEM - Better naming
#RB none

#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12789290 via CL 12789324 via CL 12789325
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12789326 by arne schober in Main branch]
2020-04-15 01:18:48 -04:00
andrew grant
0bf0d10404 - Fix for case where people try to take an automation screenshot during BeginPlay.
Now perform the pre-screenshot flush of loading on the first tick of the latent action and not in its constructor. This addresses cases where BP's attempt to take a screenshot in their BeginPlay event while the world is being created.

- Fix for crash that can happen when a window needs resized after a screenshot is captured.

Don't delete (which leads to restoring the viewport size) on response to the screenshot delegates. Instead queue it by one frame


#jira UE-91269
#rb na
#lockdown Cristina.Riveron

#ROBOMERGE-SOURCE: CL 12788643 in //UE4/Release-4.25/... via CL 12788645 via CL 12788646
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12788647 by andrew grant in Main branch]
2020-04-14 20:37:48 -04:00
arne schober
78549560ed FNEM - More cache-friendly and faster Octree implementation.
Also changing the interface for better encapsulation by cutting the origial itterator concept and focusing on small subset of configurable itteration strategies instead.
#RB Andrew.Scheidecker, Yoan.StAmant

#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12785392 via CL 12785681 via CL 12785682
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12786795 by arne schober in Main branch]
2020-04-14 16:59:52 -04:00
andrew grant
7e92fd2998 More complete fix for UE-89839
Added a high level define (WITH_AUTOMATION_TESTS) that is set when thier WITH_DEV_AUTOMATION_TESTS or WITH_PERF_AUTOMATION_TESTS is set).

This allows support code to be wrapped in a single define and the WITH_DEV / WITH_PERF macros used for simply including/excluding test definitions.

#jira UE-89839
#rb na
#tests compiled UE4Game in dev/test/shipping

#ROBOMERGE-SOURCE: CL 11843115 in //UE4/Release-4.25/... via CL 11843116
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11843119 by andrew grant in Main branch]
2020-03-02 15:00:13 -05:00
andrew grant
6c1a380c64 Fix issue where new/changed screenshots could not be approved in the editor on some platforms (Mac, Xbox, others?)
The issue was that the code that captures screenshots on a device and sends them was the editor was setting a 'path' variable that represented what a screenshot *would* be saved at on the local system. (The screenshot was not actually saved, it's returned as raw data in the message).

This meant that the editor would try to save for screenshots to a local path that did not exist (e.g. g:\settings\ on xbox) and fail.

The fixes here are -

1) Add some warnings to the code that tries to save screenshots if that fails

2) Change the names of the screenshot functions in AutomationCommon to clarify what they should be used for.

3) Change the 'path' variable in the message to screenshot name.

4) Calculate the path to use for screenshots on the editor.


#tests ran EngineTest on WIn64, PS4, and XboxOne (which now passes).
#jira UE-69399
#rb swarm

#ROBOMERGE-SOURCE: CL 11733277 in //UE4/Release-4.25/... via CL 11733309
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11733341 by andrew grant in Main branch]
2020-02-28 09:47:55 -05:00