Commit Graph

1357 Commits

Author SHA1 Message Date
jonathan bard
2bec4499eb [Backout] - CL36437966
#fyi jonathan.bard
Original CL Desc
-----------------------------------------------------------------
Moved landscape visibility layer info asset to from EditorLandscapeResources to EngineResources so that it doesn't get stripped on cook when "Exclude editor content when cooking" is used

#jira UE-224662
#rb luc.eygasier

#virtualized

[CL 36446330 by jonathan bard in 5.5 branch]
2024-09-19 15:08:41 -04:00
jonathan bard
2c993c2dae Moved landscape visibility layer info asset to from EditorLandscapeResources to EngineResources so that it doesn't get stripped on cook when "Exclude editor content when cooking" is used
#jira UE-224662
#rb luc.eygasier

#virtualized

[CL 36437966 by jonathan bard in 5.5 branch]
2024-09-19 12:28:31 -04:00
ryan mangin
70925973c6 Prevent AmbientSound (Actors) from loading in a dedicated server environment
#rnx

[CL 36318082 by ryan mangin in 5.5 branch]
2024-09-16 17:46:06 -04:00
markus boberg
4a79a3cd03 [NetPhysics] Trigger resimulation from desync in rotation, linear velocity and angular velocity, alongside the already implemented positional desync.
- Rename project setting bEnablePhysicsResimulation to bEnablePhysicsHistoryCapture
- Rename project setting ResimulationErrorThreshold to ResimulationErrorPositionThreshold and move to Project Settings -> Physics -> Replication -> Physics Prediction -> Resimulation Replication Settings
- Implement project settings for enabling and threshold value for triggering resimulation from XRVW, also implement API to get those settings on the physics thread.
- Implemented per actor overrides for new settings via NetworkPhysicsSettingsComponent
- Logic to compare thresholds and trigger reism in PhysicsReplication.cpp and RewindData.cpp
- Stopped caching target states from the server in rewind data if we have not yet setup the physics tick offset over the network

#rb tom.waterson, bill.henderson

[CL 36226260 by markus boberg in 5.5 branch]
2024-09-12 09:50:37 -04:00
Zousar Shaker
aceca28ef8 Rename Zen.AutoLaunch parameter AllowPublicNetworkInterface to AllowRemoteNetworkService ahead of 5.5 release so that terminology is clearer to understand and document (avoids confusion around public/private network terms as used in Windows).
#jira none
#rb matt.peters

[CL 36211791 by Zousar Shaker in 5.5 branch]
2024-09-11 17:53:58 -04:00
sebastien hillaire
a1e842f78f Substrate - removed redictor asset using PackageRedirects.
#jira UE-223215
[FYI] Charles.deRousiers
#rb Kevin.Ortegren
#tests none
#rnx

[CL 36184478 by sebastien hillaire in 5.5 branch]
2024-09-11 03:35:49 -04:00
nickdarnell
a3b8100fe5 PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs
#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.hoffman
#jira UE-218902

[CL 35905676 by nickdarnell in ue5-main branch]
2024-08-29 16:22:35 -04:00
matt peters
9b81319bbd AssetRegistry: Add option Engine.ini:[AssetRegistry]:BlockingInitialLoad to make the initial scan blocking which reduces total scan time at the cost of making the time to interactivity longer.
#rnx
#rb kevin.macaulayvacher

[CL 35896506 by matt peters in ue5-main branch]
2024-08-29 11:09:12 -04:00
danny kabrane
73c0750983 Interchange USD:
- Add support of MaterialX

InterchangeUSDTranslator:
- Rename AddMaterialInstanceNode into AddMaterialNode, as we now add as well materials from underlying translators
- Put AddMaterialNode and AddMeshNode free functions as member functions into the Pimpl
- Add data structures to map materials UID to mesh, since the UIDs name from the translators differ from the prim path

UsdUtil:
- Move GetMaterialXFilePaths private functions into the UsdUtils namespace as we now need as well in the InterchangeUsdTranslator.

#jira UE-220026
#rb Anousack.Kitisa, daniel.coelho

[CL 35890870 by danny kabrane in ue5-main branch]
2024-08-29 02:43:43 -04:00
tim smith
2c02ff2578 Move FVersePackageName to VerseVM
#rb russell.johnston

[CL 35861202 by tim smith in ue5-main branch]
2024-08-28 07:08:20 -04:00
joakim lindqvist
52d3712f1a DDC - Added ability to override OAuthIdentifier for Cloud DDC layer with env variables or command line arguments
#rb Zousar.Shaker

[CL 35797453 by joakim lindqvist in ue5-main branch]
2024-08-26 09:54:55 -04:00
Krzysztof Narkowicz
5e83ef9de4 Improved Blue Noise textures using "FastNoise: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering". Generated using default parameters. Improves quality of various stochastic effects relying on BlueNoiseScalar and BlueNoiseVec2 sampling.
#jira none

#virtualized

[CL 35791205 by Krzysztof Narkowicz in ue5-main branch]
2024-08-24 22:58:22 -04:00
ludovic chabant
33f5be5540 Move legacy/current camera animations/shakes to a new EngineCameras plugin
This lets us separate betwen the new GameplayCameras system, which is meant to ship as "experimental" in 5.5, and the pre-existing camera shakes and camera animations.
The new EngineCameras plugin will also be where legacy PlayCameraManager code will go when that class is refactored to better allow for custom camera systems.


#changelist validated

[CL 35789719 by ludovic chabant in ue5-main branch]
2024-08-24 12:50:31 -04:00
nickdarnell
3dce199c83 [Backout] - CL35775248
This is a partial back-out because if content was saved with the new functions, we don't want to break.  These are just the redirects and I can reintroduce them when everything is fixed.

[FYI] jodon.karlik
Original CL Desc
-----------------------------------------------------------------
Modified version of the fix found in PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs.

The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags.  The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.

#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902

[CL 35787887 by nickdarnell in ue5-main branch]
2024-08-23 21:51:59 -04:00
russell johnston
a7e04f27c6 Load and store native fields of UObjects and VNativeStructs
A shape entry for an FProperty may now have kind FProperty for an immutable native field, FPropertyVar for a mutable native field, or FVerseProperty for a non-native field represented as a VRestValue. Immutable native fields are loaded and stored directly; loading a mutable field produces a VNativeRef holding the object and an FProperty. A VNativeRef behaves like a VVar: VarGet+Freeze will produce its contents, and (Melt+)VarSet will overwrite its contents.

In this change, VNativeRef only supports shallow mutability, and loads of frozen fields always copy. A subsequent change will give instructions LoadField/SetField and Call/CallSet the ability to work on (melted) VNativeRef operands, by producing and consuming VNativeRef objects that point deeper into native types.

#rb Markus.Breyer, saam.barati, Tim.Smith
#okforversepublic

[CL 35783199 by russell johnston in ue5-main branch]
2024-08-23 17:11:27 -04:00
nickdarnell
44c33e1de4 Modified version of the fix found in PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs.
The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags.  The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.

#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902

[CL 35775294 by nickdarnell in ue5-main branch]
2024-08-23 13:16:12 -04:00
jeremy moore
68bf2ce6e4 Add engine hooks for setting and loading the TextureColorViewModeMaterial.
This is the material used for debug visualization mode of the mesh paint color textures.
The material asset for this has already been submitted.

[CL 35577854 by jeremy moore in ue5-main branch]
2024-08-15 16:45:10 -04:00
dave jones2
14a26e171a Added a few additional redirects for deprecated KismetMathLibrary functions that were missed.
[CL 35433624 by dave jones2 in ue5-main branch]
2024-08-09 15:46:15 -04:00
charles derousiers
b9d553c42a Fix typo in SheenLegacy LUT path causing cook error.
[CL 35363093 by charles derousiers in ue5-main branch]
2024-08-07 04:16:24 -04:00
charles derousiers
898960b986 Move hardcoded LUT into engine resources to reduce binary size.
Remove about 300Kb of binary size.

#rb danny.couture, Sebastien.Hillaire

#virtualized

[CL 35362638 by charles derousiers in ue5-main branch]
2024-08-07 03:23:03 -04:00
dave jones2
c4107f5283 UE-196156 - Add exec toggle for pure nodes
Blueprint pure nodes were initially intended to be similar to "functional pure". In other words, they're deterministic and produce no side effects (eg: doesn't mutate state). However, pure nodes have violated both conditions for a while now.

Instead, pure nodes are simply function nodes with output values and no visible exec pins. While this can be convenient, they come with a downside: the pure node is evaluated for each connected output. This can lead to unexpected performance issues if the node is expensive to evaluate. In the case of non-deterministic nodes, this can lead to unexpected behavior. In both cases, the user often needs to cull multiple outputs of a pure node and cache the result manually.

The solution here is to add support for toggling purity at the call site. When a function node is placed, right-clicking on it and selecting either "Hide Exec pins" or "Show Exec Pins" will toggle purity. Additionally, the meaning of BlueprintPure and the "Pure" check box changes slightly: it now means that the function node _defaults_ to a pure state when placed in a graph. However, it can be toggled to show its exec pins.

In future changes, we'll also reevaluate which common library functions should continue to default as pure.

#jira UE-196156
#rb dan.oconnor, jodon.karlik, ben.zeigler

[CL 35309072 by dave jones2 in ue5-main branch]
2024-08-05 11:58:15 -04:00
mattias hornlund
2c1ee9a873 Iris
- Changed engine config for gameplaycategoryreplicator to use deltacompression and static priority

#rb LouisPhilippe.Seguin

[CL 35238899 by mattias hornlund in ue5-main branch]
2024-08-01 03:25:44 -04:00
tim smith
3c808c4db5 Move UVerseClass, UVerseEnum, and UVerseStruct to VerseVM.
#rb russell.johnston, yiliang.siew

[CL 35209839 by tim smith in ue5-main branch]
2024-07-31 07:28:50 -04:00
zousar shaker
00da45dc85 Separate the control mechanism for launching zenserver with public network interfaces into its own config parameter instead of keeping it in the catch-all ExtraArgs config parameter using the --http-forceloopback argument.
#rb Matt.Peters

[CL 35201893 by zousar shaker in ue5-main branch]
2024-07-30 18:40:16 -04:00
dan thompson
414aeead11 Multithreaded BPT validation.
#rb Jon.Olick, Justin.Marcus
#rnx

[CL 35118888 by dan thompson in ue5-main branch]
2024-07-26 16:25:07 -04:00