Commit Graph

14190 Commits

Author SHA1 Message Date
ben marsh
f3ef3e01ac [Backout] - CL30069106
[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]
2023-12-02 21:19:55 -05:00
ben marsh
e3248c1b3f 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 30069108 by ben marsh in ue5-main branch]
2023-12-02 20:45:55 -05:00
jonathan bard
85278e1fb3 Visual logger improvements :
* 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]
2023-12-01 13:48:31 -05:00
mateo egey
1fd26d4323 - Renamed OnSetFilterActive parameter to reflect what it's actually doing (enabling/disabling), and can now also be used to enable a filter that had been pinned before.
- 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]
2023-12-01 12:15:41 -05:00
zousar shaker
a5d833e390 Add EQueuedWorkFlags::DoNotRunInsideBusyWait to tasks started by DDC so that as long running tasks, they don't get picked up by arbitrary busy waits.
#rb Devin.Doucette

[CL 30043718 by zousar shaker in ue5-main branch]
2023-12-01 11:56:56 -05:00
sebastian arleryd
188adb661b Fix crash in UToolMenus::GenerateWidget(UToolMenu*)
* 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]
2023-12-01 11:07:17 -05:00
ben marsh
8683f714e7 Horde: Merge leaf and interior node type definitions, and implement support for content-defined chunking in C++ storage lib.
[CL 30040286 by ben marsh in ue5-main branch]
2023-12-01 10:07:09 -05:00
marco anastasi
367d9976f1 Added warning highlight to Asset List [No.] column when user has rewound to an older revision
#rb wouter.burgers

[CL 30038475 by marco anastasi in ue5-main branch]
2023-12-01 08:23:59 -05:00
per larsson
7eb089a219 UnrealPak - expose -List option for dumping container file info to csv
#rb Martin.Ridgers

[CL 30037407 by per larsson in ue5-main branch]
2023-12-01 07:26:40 -05:00
benjamin jillich
8abfd2f2fd Expose physics asset constraints
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]
2023-12-01 04:40:03 -05:00
zousar shaker
e1d9e1c096 Don't attempt immediate retry when a 502 error happens during communication with the UE Cloud DDC server.
[FYI] joakim.lindqvist

[CL 30024951 by zousar shaker in ue5-main branch]
2023-11-30 17:03:55 -05:00
ben marsh
c810bf85f4 Horde: Add missing copyright notice.
#jira

[CL 30023416 by ben marsh in ue5-main branch]
2023-11-30 16:06:28 -05:00
dan elksnitis
cc7c2c54f4 [shaders] shader format preprocessing cleanup & refactoring
- 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]
2023-11-30 15:56:34 -05:00
ben marsh
7a2bb1ff3d Horde: Initial port of EpicGames.Horde storage library to C++.
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]
2023-11-30 15:43:35 -05:00
marco anastasi
4fc92d88f3 * Create 'Check in before syncing older snapshot' dialog
* Create Warning dialog for further rewind
* Implement 'Sync snapshot' functionality
* Implement 'Rewind to' functionality

#rb wouter.burgers

[CL 30015297 by marco anastasi in ue5-main branch]
2023-11-30 10:36:24 -05:00
matt peters
f227506cb2 AssetRegistry+DirectoryWatcher: Fix indefinite delay of directory change notifications (and therefore new asset notifications) from FDirectoryWatcherWindows when a dialog box is active. MsgWaitForMultipleObjects is both slower then SleepEx for the processing of notifications, and suffers from the indefinite delay which SleepEx does not.
#rb Patrick.Enfedaque
#rnx

[CL 30014037 by matt peters in ue5-main branch]
2023-11-30 09:29:45 -05:00
wouter burgers
9dce208c39 UEFN / Skein: Fixed 'Sync To Latest' functionality moving the user out of their selected 'EditorMode' and losing a part of their progress, by disabling the SourceControl 'Check In Changes' and 'Sync Latest' buttons while an interactive tool is active.
#rb Jamie.Dale, Manuel.Lang, Marco.Anastasi
#rnx

[CL 30010665 by wouter burgers in ue5-main branch]
2023-11-30 03:37:36 -05:00
christopher waters
b2f21e1cd0 D3D Bindless
- 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]
2023-11-29 18:13:23 -05:00
chris constantinescu
0f67165952 Fix compilation error when building implcit tests
#rb sebastian.lewicki, stephen.ma
#jira UE-201512

[CL 29999694 by chris constantinescu in ue5-main branch]
2023-11-29 16:58:22 -05:00
ben zeigler
64c32b73fb Deprecate GetCurrentTag/InvalidateTag and remove all calls as the feature was unreliable and is no longer used by TSoftObjectPtr as of 5.3
#rb jodon.karlik, robert.millar
#jira UE-187216

[CL 29996164 by ben zeigler in ue5-main branch]
2023-11-29 14:47:34 -05:00
halfdan ingvarsson
6505c9de1c AltSkin Import: Perform a naive skin weight influence infill for vertexes we could not map to the base mesh, rather than just blindly mapping them to root.
#rb benoit.gadreau

[CL 29995998 by halfdan ingvarsson in ue5-main branch]
2023-11-29 14:42:29 -05:00
sebastien lussier
b7764ed47f Material Baking - Modified default logging verbosity to "Log" rather than "All"
[CL 29991686 by sebastien lussier in ue5-main branch]
2023-11-29 12:32:50 -05:00
kiaran ritchie
4e92dad5ee Fixes IK Rig rotation engine test. Issues caused by floating point discrepency in Rotator/Quat conversion between Linux/Windows platforms.
#JIRA UE-198900
#rb halfdan.ingvarsson



#virtualized

[CL 29989343 by kiaran ritchie in ue5-main branch]
2023-11-29 11:07:09 -05:00
ionut matasaru
deffabcf41 [Insights] Added missing TRACESERVICES_API to FProviderLock and IEditableRegionProvider.
#rb Sebastian.Thomeczek

[CL 29987777 by ionut matasaru in ue5-main branch]
2023-11-29 10:06:09 -05:00
jimmy andrews
230b4408b7 fix incorrect scaling of tangents w/ non-uniform BuildScale in StaticMeshBuilder, but support still using incorrect scaling as a legacy option on static mesh (enabled on existing meshes that have non-uniform build scales, and disabled on all new meshes or meshes with uniform build scale). Add the legacy option flag to the static mesh DDC key suffix so that the mesh is rebuilt when the flag changes.
#rb Alexis.Matte, David.Hill, Richard.TalbotWatkin

[CL 29964987 by jimmy andrews in ue5-main branch]
2023-11-28 13:43:35 -05:00