[FYI] Ben.Marsh
Original CL Desc
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Horde: Add a typed HTTP client for communicating with the Horde server. Removes boilerplate code for getting an access token, configuring request objects, and parsing responses. Synchronous for now.
[CL 30069215 by ben marsh in ue5-main branch]
* Added sphere visual logs
* Added "wire" variant of various visual logs (box, OO box, cone, cylinder, capsule, sphere)
* Added blueprint versions of most visual logs (box, OO box, cone, cylinder, capsule, sphere, arrow, circle)
* Take into account the log's color's alpha value when drawing visual logs (multiplied by the scene proxy's own alpha), except for text, as is tends to become unreadable
* Fixed oriented box debug renders, which didn't support rotations appropriately (they wouldn't match the wireframe version)
* Fixed cylinder debug renders which were always vertical (!)
* Skip visual logs with empty text in the visual logger window's tooltip
Misc :
* Deprecated the awful overload-based FVisualLogger::GeometryShapeLogf / FVisualLogEntry::AddElement API
#rb Yoan.StAmant
#tests editor
[CL 30047522 by jonathan bard in ue5-main branch]
- Additionally added 'IsFilterEnabled' function so that external systems can determine whether a filter is enabled or not
#rb aditya.ravichandran
[CL 30044381 by mateo egey in ue5-main branch]
* Fix a crash in UToolMenus::GenerateWidget(UToolMenu*) that could happen when UToolMenus::AddReferencedObjects was called while a legacy menu-building delegate was running.
* Add a unit test that triggers the crash if the fix is not applied.
#jira UE-201151
#rb Rex.Hill
[CL 30042071 by sebastian arleryd in ue5-main branch]
This changelist exposes the PhysicsConstraintTemplate to UEFN users and removes the code that removed the physics constraints from physics assets, basically leaving them in and passing through now.
Why do we need this change? We need to support RBAN simulated clothing parts in UEFN for MetaHumans. These use constraints and are not usable without them.
Due diligence/risk mitigation: Constraints were previously removed as there was no use case. Global physics is disabled in UEFN and RBAN as well as ragdolls were not usable due to AnimBPs being disabled and not exposed. Now, with the MetaHuman component, there is a way to use RBAN. The underlaying AnimBP is hidden from the user and cannot be changed. This means constraints cannot be used in another scenario and thus not be misused. Please raise any further concerns.
#rb Alex.McAdams, Michael.Forot
[CL 30033918 by benjamin jillich in ue5-main branch]
- move uniform buffer cleanup and dead stripping into ShaderPreprocessor module's PreprocessShader function
- add "required symbols" to compiler input struct to specify additional symbols to keep during minification aside from those specified by the entrypoint; modify API such that both an entry point string and additional symbols can be specified (to avoid each backend needing to manually parse the compound RT entry point string)
- make use of ModifyShaderCompilerInput in all backends to set additional defines and required symbols on input struct up front; only use the AdditionalDefines map in cases where it's actually necessary
- remove the various per-platform defines for enabling minifier, no longer required now that this has been rolled out for all backends
- fix SCW directcompile mode; this had rotted due to pieces of the FShaderCompilerEnvironment having been added that weren't explicitly serialized to either cmdline or in the shader source. this now serializes as a base64 string written inside the USF containing all portions of the environment required for compilation (using the same serialization function as is used to write/read the SCW input file)
- use a debug flag for indicating we're in "direct compile" mode and should load the debug USF off disk, rather than the poorly named "bSkipPreprocessedCache" (this name is both inaccurate and also confusing due to the addition of the preprocessed job cache)
- modify platform "force wave32" mechanism to use a pragma directive to set a compiler define, instead of doing string replacement in the preprocessed source
- add a view version of the RT entrypoint parsing to use in preprocessing, note that other paths still need to construct fstrings due to further manipulation so keeping the FString path around too
- clean up backends manually checking the "directcompile" cmdline arg
#rb christopher.waters, Yuriy.ODonnell
#rb Chris.Waters
#rb Laura.Hermanns
[CL 30023082 by dan elksnitis in ue5-main branch]
Still plenty of missing features:
* Content-defined chunking
* Caching
* Hashing and deduplication of nodes through BlobWriter
* Writing of aliases and refs through BlobWriter
* HTTP client
[CL 30022723 by ben marsh in ue5-main branch]
- Forcing EShaderResourceUsageFlags bindless flags when bindless is enabled to avoid ping ponging issues at runtime.
#jira UE-162014
#rb dan.elksnitis
[CL 30001874 by christopher waters in ue5-main branch]