Commit Graph

344 Commits

Author SHA1 Message Date
arne schober
65b0137579 M2 - DX11 shader creation errors due to Extension and DXIL shaders passed into DX11 when r.CreateShadersOnLoad=1 is used
#jira UE-96404
[FYI] Arciel.Rekman, Yuriy.ODonnell, Graham.Wihlidal
#RB Graham.Wihlidal

#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 14325095 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v738-14305781)

[CL 14325304 by arne schober in ue5-main branch]
2020-09-15 22:14:11 -04:00
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00
Ben Marsh
486408b1a9 Rename UE5Editor to UnrealEditor.
#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Rolando Caloca
05132dc581 S - Change DXC unroll issue from error to warning
#rb Graham.Wihlidal
#rnx
#jira none

[CL 14037315 by Rolando Caloca in ue5-main branch]
2020-08-05 11:03:57 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -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
Josh Adams
d04b198d32 - Removed Win32 from being referenced in:
- BuildScripts so builders won't compile it
  - UBT platform registration and from being registered in UBT (so it won't show up in VS)
  - PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh

[CL 13546702 by Josh Adams in ue5-main branch]
2020-05-26 12:07:45 -04:00
Josh Adams
ccc1743281 - Big TargetPlatform Module cleanup:
- Removed the function to return a single TP, and wrapped the functionality in a simple single required function (platform just has to add TPs to an array, high level code manages init and cleanup of the array)
  - Stripped unncessary code from all TPs
  - Collapsed the desktop targetplatform modules into 1 per platform
  - Renamed LinuxAArch64NoEditorTargetPlatfortm to LinuxAArch64TargetPlatform to match the other non-editor platforms
  - Deleted AllDesktopPlatform

[CL 13502803 by Josh Adams in ue5-main branch]
2020-05-22 09:57:29 -04:00
josh adams
409f4becce - 32bit windows project setting now should work in all modes
#rb none
#jira UE-92383,UE-92379

#ROBOMERGE-SOURCE: CL 13007378 in //UE4/Release-4.25/... via CL 13007382 via CL 13007391
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13007401 by josh adams in Main branch]
2020-04-23 11:18:30 -04:00
josh adams
7f5b8df769 - Fixed ProjectLauncher/UnrealFrontend/LaunchOn to respect the Target32Bit windows project setting
#jira UE-92363
#rb none

#ROBOMERGE-SOURCE: CL 12986697 in //UE4/Release-4.25/... via CL 12986699 via CL 12986703
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12986835 by josh adams in Main branch]
2020-04-22 22:46:38 -04:00
rob krajcarski
af02155770 Tweak D3d shader compiler to cleanly report error with too many UAV's rather than issuing a fatal error
#jira none
#rb stu.mckenna
#lockdown Marcus.Wassmer

#ROBOMERGE-SOURCE: CL 12928868 in //UE4/Release-4.25/... via CL 12928880 via CL 12928942
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12928955 by rob krajcarski in Main branch]
2020-04-20 14:24:11 -04:00
rolando caloca
369d6d8b29 UE4.25 - Compile fix
#rb none
#rnx
#jira
#lockdown Marcus.Wassmer

#ROBOMERGE-SOURCE: CL 12874478 in //UE4/Release-4.25/... via CL 12874480 via CL 12874484
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12874493 by rolando caloca in Main branch]
2020-04-16 18:06:51 -04:00
rolando caloca
d1c7cbbd16 UE4.25 - Disambiguates crashes from inside a platform shader compiler
#rb Lukas.Hermanns
#rnx
#jira UE-79375
#lockdown Marcus.Wassmer

#ROBOMERGE-SOURCE: CL 12872434 in //UE4/Release-4.25/... via CL 12872446 via CL 12872449
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12872452 by rolando caloca in Main branch]
2020-04-16 16:36:56 -04:00
eric mcdaniel
6215a145a2 Remove shader compilation flag CFLAG_SkipOptimizationsDXC
- this was added to aid DXC bring up and is no longer needed
  - there are no active references

#rb David.Harvey
#jira none
#rnx
#ushell-cherrypick of 12599316 by eric.mcdaniel

#ROBOMERGE-SOURCE: CL 12754507 in //UE4/Release-4.25Plus/... via CL 12783839
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12786352 by eric mcdaniel in Main branch]
2020-04-14 16:52:50 -04:00
eric mcdaniel
d04fb9c062 Add cvar to disable shader validation errors
- add support for disabling shader validation
    - UE flag already existed but didn't result in additional args being given to the shader compiler
      - D3D shader compiler now respects the flag
    - added new cvar r.Shaders.Validation to drive this globally
      - enabled by default

#rb David.Harvey
#jira none
#ushell-cherrypick of 12081058 by eric.mcdaniel

#ROBOMERGE-SOURCE: CL 12726824 in //UE4/Release-4.25Plus/... via CL 12781742
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12782558 by eric mcdaniel in Main branch]
2020-04-14 13:41:04 -04:00
rolando caloca
997499e35a F - Copy from 11287679
Support for Half (R16F) textures
[FYI] Dmitriy.Dyomin, Brian.White, Will.Damon, Luke.Thatcher
#jira UE-91681

#ROBOMERGE-SOURCE: CL 12766470 via CL 12766473 via CL 12766477
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v678-12743200)

[CL 12766484 by rolando caloca in Main branch]
2020-04-13 17:28:42 -04:00
jian ru
d884fc9d94 Fix missing include and reinstate a change that moves per platform default skeletal mesh LOD streaming settings to project settings
#rb Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12749752 via CL 12749754 via CL 12749799
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v678-12743200)

[CL 12749814 by jian ru in Main branch]
2020-04-12 20:39:05 -04:00
stan hormell
d056616808 Back out changelist 12737759 - CIS Errors
[FYI] Jian.Ru, Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12739054 via CL 12739055 via CL 12739056
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12739058 by stan hormell in Main branch]
2020-04-10 22:14:39 -04:00
jian ru
90f5778d77 Move per platform default skeletal mesh LOD streaming settings to project settings
#rb Alexis.Matte,Uriel.Doyon

#ROBOMERGE-SOURCE: CL 12737759 via CL 12737761 via CL 12737762
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12737767 by jian ru in Main branch]
2020-04-10 19:34:29 -04:00
jian ru
d9be824ad9 Add a option for each platform to enable skeletal mesh LOD streaming by default. Artists can still override the default settings on a per-asset or per-group basis.
#jira FORT-200495
#rb Lina.Halper
[FYI] Alexis.Matte

#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12688967 via CL 12688970 via CL 12689005
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12689008 by jian ru in Main branch]
2020-04-09 09:03:24 -04:00
juan canada
d3ed04f590 Added support for static samplers for D3D12 shaders compiled with DXC for PC.
#rb Rolando.Caloca
#jira none


#ushell-cherrypick of 12581778 by Yuriy.ODonnell

#ROBOMERGE-SOURCE: CL 12624927 in //UE4/Release-4.25/... via CL 12624931 via CL 12624933
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12624936 by juan canada in Main branch]
2020-04-06 13:21:00 -04:00