Commit Graph

7760 Commits

Author SHA1 Message Date
brian white
2dff31c9ed Set IS_RUNNING_GAMETHREAD_ON_EXTERNAL_THREAD on Switch and set the EGameThread tag from the Switch's RealMain()
#jira UE-99765
#rb Lukas.Hermanns Arne.Schober
#fyi Josh.Adams
#rnx

tested:
* ShooterGame on Switch
* ShooterGame on Win64

[CL 14358183 by brian white in ue5-main branch]
2020-09-21 14:57:20 -04:00
arne schober
1f39eee03d M2 - Renderdoc is loading the executable in a way so that the static initzialization happens on another thread than the thread from which the executable is running from.
#RB
#jira UE-99840

#ROBOMERGE-SOURCE: CL 14341683 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v739-14336328)

[CL 14346059 by arne schober in ue5-main branch]
2020-09-18 10:08:48 -04:00
geoff evans
6e369f9107 Superluminal: Make a more precise detection of the appropriate Superluminal installation by checking for the API header we need.
[CL 14327893 by geoff evans in ue5-main branch]
2020-09-16 11:50:24 -04:00
geoff evans
69617a40cf Defensive fix for Visual Studio not being installed on the machine
[CL 14325216 by geoff evans in ue5-main branch]
2020-09-15 21:45:51 -04:00
geoff evans
13d705fba1 Profiler updates
1) Fix Visual Studio Profiling PerfAPI build script pathing for modern era of Visual Studio, add IDEDir to UBT for base path of PerfAPI lib/headers

2) Add initial support for Superluminal instrumentation API, if it's installed and -Superluminal is passed on the command line. Dial back color saturation a bit to go easier on the eyes (my eyes!!). This is WIP support, we are technically violating the API rules by feeding in changing strings to the same profile marker. So, with this change you can see the instrumentation markers in the timeline, but using all the event features in Superluminal causes weird artifacts like event strings changing as you use profiler features. Subsequent change will attempt to pry apart static and instance string data in the instrumentation, as this is a common trope across profilers (and non-PC platforms).

Updated FExternalProfiler API to forward along color information from the instrumentation. This is a minor breaking change as it's very unlikely there are direct callers of these APIs.

[CL 14321510 by geoff evans in ue5-main branch]
2020-09-15 14:26:08 -04:00
johan berg
a599503fda Fix issues with cpu trace events emitted on other channels.
Trace cpu spec events were only gated on the given channel, but must also depend on the CpuChannel. Also clarified some details in documentation.

#jira UE-95678
#rb ionut.matasaru
#rnx

#ushell-cherrypick of 14266331 by Johan.Berg

#ushell-cherrypick of 14296866 by Johan.Berg

#ROBOMERGE-SOURCE: CL 14321446 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v738-14305781)

[CL 14321466 by johan berg in ue5-main branch]
2020-09-15 14:19:30 -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
Jurre deBaare
62f0aa213f Momentum: Removing SourceAnimationData and doing animation layering bake during compression
#jira UEA-675
#rb Martin.Wilson

[CL 14298238 by Jurre deBaare in ue5-main branch]
2020-09-11 09:30:09 -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
Rune Stubbe
42a3b7c43f Enabled LZ4 compression of Nanite data on platforms that don't support LZ decompression in hardware.
Nanite always generates LZ compressed data. All platforms share the same DDC key. Platforms that support hardware LZ decompress during platform-specific serialization.
Added LZ hardware decompression to platform properties and target platform.


#fyi Brian.Karis
#rb Graham.Wihlidal

[CL 14277717 by Rune Stubbe in ue5-main branch]
2020-09-09 04:50:52 -04:00
Josh Adams
38cc433287 - Hardened up the async SDK querying in the Launch On menu
#jira UE-98172
#robomerge release-5.0-m2

[CL 14275973 by Josh Adams in ue5-main branch]
2020-09-08 20:07:06 -04:00
Josh Adams
bc1fd4d765 - Fixed Turnkey SDK detection when engine has a space in its pathname
#jira UE-98172
#robomerge release-5.0-m2

[CL 14272801 by Josh Adams in ue5-main branch]
2020-09-08 14:57:10 -04:00
Yoan StAmant
6fc68e26dc [GenericOctree] Fixed typo
#rnx
#rb none

[CL 14259933 by Yoan StAmant in ue5-main branch]
2020-09-03 21:51:20 -04:00
geoff evans
68300df094 Jira: Opening the Project Settings for Fortnite causes a noticeable hitch in the editor
Remove CreateIfNotFound parameter to FConfigCacheIni::Find.

This was creating thousands of fstat calls peeking for the existence of Saved/Config/WindowsEditor/GameplayTagsEditorState.ini when opening the Project Settings dialog. This we make frequent calls (in a recursive manner) into the config system, but no file or config is created (where false is passed), and we keep statting it thousands of times

Callers that pass false for this fail to land on any config properties because they don't exist to begin with.

Callers that pass true for this still basically get what they want. Since we did not stub the file out upon Find(), there is no disk state difference between Find() and config system shutdown (where dirty config files are saved to disk). So saving is still manual, and there is no implication from
CreateIfNotFound communicated to the FConfigFile about whether it is meant to be saved or not. So by and large this semantic is meaningless except with the existence of the new config file of the config file map (which creates the optimization of skipping the subsequent stats).

SSettingsEditor::ReloadCategories before: 2290ms
SSettingsEditor::ReloadCategories after: 1669ms

Tested with a BuildCookRun of ShooterGame, and running with it in Editor for a few days.

#jira UE-95853

[CL 14258235 by geoff evans in ue5-main branch]
2020-09-03 19:07:58 -04:00
Arciel Rekman
6e38f29b49 Fix hang detection, some paths were broken in the #ifdef maze.
#rb Brandon.Schaefer
#jira none

[CL 14248399 by Arciel Rekman in ue5-main branch]
2020-09-02 17:20:20 -04:00
Arciel Rekman
1c1234152f Remove unused private fields - Localization & Docs
#rb Jamie.Dale
#review-14242505 @Jamie.Dale
#jira none

[CL 14244822 by Arciel Rekman in ue5-main branch]
2020-09-02 11:07:37 -04:00
Arciel Rekman
7c9cf30859 Remove unused private fields - ThreadHeartBeat
#rb Brandon.Schaefer
#review-14242527 @Brandon.Schaefer
#jira none

[CL 14244681 by Arciel Rekman in ue5-main branch]
2020-09-02 10:47:25 -04:00
Arciel Rekman
cb998fe373 Remove unused private fields - Automation
#rb Andrew.Grant
#review-14242502 @Andrew.Grant
#jira none

[CL 14243816 by Arciel Rekman in ue5-main branch]
2020-09-02 09:24:31 -04:00
Arciel Rekman
7f01a32587 Add ability to enable/disable "unused private field" warnings.
#rb Steve.Robb
#review-14242348 @Marc.Audy, @Steve.Robb
#jira none

[CL 14243756 by Arciel Rekman in ue5-main branch]
2020-09-02 09:11:45 -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
graham wihlidal
431df3102b Refactor of Nanite GeometryCollection serialization code to avoid the need to do tagged property versioning when Nanite::FResources is altered. This behavior now matches how regular StaticMesh serialization is working for Nanite resource data.
#jira UESP-3364
#rb benn.gallagher, rune.stubbe
#fyi brian.karis, michael.lentine

[CL 14229143 by graham wihlidal in ue5-main branch]
2020-09-01 12:46:08 -04:00
danny couture
05e9f8449a Improve ThreadPoolWrapper to retract lower priority task to make place for higher priority ones when scheduling
A threadpoolwrapper only schedules MaxConcurrency task on its inner thread pool. If all those tasks already scheduled are low-priority and still waiting to be processed, we will replace them by new ones with higher priorities coming in.
This is especially important when the threadpool is running at full load and low priority task could be stalled for a while before being processed.

#rb Andriy.Tylychko

[CL 14227430 by danny couture in ue5-main branch]
2020-09-01 10:04:28 -04:00
Richard Malo
2da9ca7bae WorldPartition:
- Added 3D debug to show Runtime Hash in world
- UWorldPartitionRuntimeSpatialHash::GetStreamingCells now makes sure to always return always loaded cell
- Fixed bug where streaming grid could create cells without any actor
- Added offset in Runtime Spatial Hash hierarchical parent level grids to fix actor promotion actefacts
- Optimized actor promotion in hierarchical spatial hash
- Optimized UWorldPartitionRuntimeSpatialHash::GetStreamingCells
#rb jeanfrancois.dube
#jira none

[CL 14226996 by Richard Malo in ue5-main branch]
2020-09-01 08:31:02 -04:00
Josh Adams
4dbb1def7f - Fixed issue with new project not packacing on first run
#rb trivial
#jria UE-97359

[CL 14219543 by Josh Adams in ue5-main branch]
2020-08-31 11:36:37 -04:00