- Added UE_PLATFORM_IOS_ONLY, which is like PLATFORM_IOS, but is only for iPhone IOS, but TVOS, VisionOS, etc
- Updated some libs for VisionOS and TVOS
#rb roman.dzieciol
#jira UE-213434
[FYI] jeff.fisher
[CL 35698420 by josh adams in ue5-main branch]
-Fixed problem where we were doing the copy of the swap chain render target into the compositor services drawable BEFORE rendering to the render target instead of after, resulted in displaying pixels from swapchainlength-1 in the past. Now we are encoding the blits and the compositer services present into the main frame command buffer.
-Fixed problem where we were caching the device positions for late update before we update them in the render thread.
-Many verbose logging improvements.
#jira UE-208424
#rb carl.lloyd, Josie.Yang
[CL 32526840 by jeff fisher in ue5-main branch]
-Fixed bug where hmd offset was applied twice.
-Fixed bug where eye offsets were never applied.
-Removed some unused code and obsolete comments.
-Additional logging to debug frame sequence issues.
#jira UE-208427
#rb christopher.fiala
[CL 32039454 by jeff fisher in ue5-main branch]
-First phase of VisionOS running on device. VRTemplate will run on device.
-Mobile forward renderer runs if MobileMultiView is disabled at reasonable framerate, however depth is currently incorrect (we are just writing scene color to it, depth information exists but is not yet connected). The blocky black shadow artifact is related to this.
-Deferred rendering runs at approximately 10fps with no anti-aliasing and (if you make a trivial code edit) with a proper depth buffer.
-Appears to be running one frame behind now, not sure how. This broke when moving up to this stream.
#jira UE-206181
Also review 31739189
#rb adam.kinge, carl.lloyd, josh.adams, josie.yang
[CL 31816728 by jeff fisher in ue5-main branch]
- Commandline in Xcode is now used, if we want Swift to set the CL, we'll have to pause the engine startup sooner
- Added auto-launch timer to the SwiftUI window for easier development (don't need to wear the VP) to debug startup crashes, etc
- Depth texture was too big, so halved the resolution of the viewports (work in progress)
- Currently asserting in XR code, or crashing in compositor services code
#rb Jeff.Fisher
#changelist validated
#virtualized
[CL 31347927 by josh adams in ue5-main branch]
- .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]
- Updated Build.cs for IOS group to allow VisionOS, and use the new PlatformModuleDirectory stuff to allow for platform extension (VisionOS) to use same code as non-extensions (IOS/TVOS)
#rb adam.kinge
[CL 26618503 by josh adams in ue5-main branch]