Commit Graph

14407 Commits

Author SHA1 Message Date
ionut matasaru
cbe01af88f [Insights] Fixed few typos.
#rb Catalin.Dragoiu

[CL 30966476 by ionut matasaru in ue5-main branch]
2024-01-29 07:53:49 -05:00
florin pascu
6e05919a69 Static Analysis fix
[CL 30966349 by florin pascu in ue5-main branch]
2024-01-29 07:36:47 -05:00
florin pascu
3893dc470e Add missing matching #undef NAMESPACE_LOCTEXT directive
[CL 30965126 by florin pascu in ue5-main branch]
2024-01-29 06:28:16 -05:00
florin pascu
410798602b Fix no unity build
[CL 30964761 by florin pascu in ue5-main branch]
2024-01-29 06:16:09 -05:00
thomas sarkanen
147666490c Fix edge cases around re-importing meshes with bones inserted into the hierarchy
This adds a CVar (a.Skeleton.AllowIncompatibleSkeletalMeshMerge) to enable the addition of bones into the middle of skeleton hierarchies via import. In general this is not safe to do and will likely result in deformed meshes and corrupt animations. In the case this is being built for, the affected bones are not skinned to any existing meshes, and the number of animations that will also need re-importing is limited.

This splits USkeleton::MergeBonesToBoneTree into two modification passes:
- First, any mesh bones that already dont exist in the skeleton are added
- Second, any bones with differing parents are fixed up

Fixed precision issues with FReferenceSkeleton::SetParent where non-normalized rotations could be generated in the reference pose.
Fixed skeleton replacement not causing a recompression when skeleton bone indices could change (added new model notification).

Also fixed up incorrect error message on reimport of differing hierarchies

#rb benoit.gadreau, Nicholas.Frechette

[CL 30964134 by thomas sarkanen in ue5-main branch]
2024-01-29 05:21:52 -05:00
florin pascu
367836ea48 First part of TargetPlatform(TP) refactor into TargetPlatformSettings(TPS) and TargetPlatformControls(TPC)
TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter

[CL 30963885 by florin pascu in ue5-main branch]
2024-01-29 04:50:19 -05:00
charles bloom
bc627b53db Texture fix GetBuildRequiredMemoryEstimate was not accounting for pow2 pad options
causing it to under-estimate memory use in some cases
move GetPowerOfTwoTargetTextureSize to TextureBuildUtilities so it can be shared
fix some comments

#rb Dan.Thompson, fabian.giesen

[CL 30943675 by charles bloom in ue5-main branch]
2024-01-26 17:19:20 -05:00
ben hoffman
0c2ceb7981 Add support for manual auto-complete commands in the Output Log console
#rb Patrick.Boutot, aditya.ravichandran
#jira none

#ushell-cherrypick of 30885232 by kristof.morva1

[CL 30939858 by ben hoffman in ue5-main branch]
2024-01-26 16:00:39 -05:00
dan thompson
de201dd955 Clarify sample rate limitations for RAD Audio.
#rb Aaron.McLeran
#jira UE-204826

[CL 30937651 by dan thompson in ue5-main branch]
2024-01-26 15:18:24 -05:00
jerome delattre
0d04f4b841 Move Insights tests into System.Insights.
#jira UE-179877

[CL 30935355 by jerome delattre in ue5-main branch]
2024-01-26 14:33:32 -05:00
rex hill
31ddb7b1c4 Optimize collection manager by allowing batch remove
#rb logan.buchy

[CL 30926597 by rex hill in ue5-main branch]
2024-01-26 11:33:21 -05:00
paul chipchase
7ada78893d Add config file options so that the virtualization system is able to retry pulling failed payloads when running in unattended mode (defaults to off)
#rb PJ.Kack
#jira UE-203381

-Some users have reported seeing their long cooks fail due to a machine having an unreliable connection or networkcard. In these cases the network outage can be swiftly fixed but if VA failed to pull a payload before then, the cook will terminate and need to be restarted which can cost a lot of time.
- It was requested that we add an optional way to have the system retry payload pulling when running in unattended mode but also to wait for X time (usually many minutes) before trying again. If it is likely that the connection will be restored within those few minutes then waiting will be much less costly than restarting a cook.

- That payloads can be pulled on many threads at the same time makes the logic a little tricky, so rather than counting how many payloads have failed vs the retry counter we count how many times we've logged a message to the user as this logging is protected by a critical section and acts as a way to "group" together failed pulls that occur around about the same time. We then reset this counter to 0 if we detect a successful pull.
- It is possible that a pull fails because the payload is missing, in which case this logic will probably cause the counter to reset frequently and the error to not become fatal for quite some time (possibly until the cook has almost finished) but it is quite unlikly to occur and due to this I have favored erring towards simple code rather than trying to track individual payload failures vs grouped failures vs successful pulls.

- Note: That when backends fail to pull payloads they generally log errors, which will eventually cause most of our processes to return non zero to indicate failure. VA should not log errors while we are inside of a retry loop and only print out errors when we detect a problem that we cannot solve to avoid this. This is being addressed as it's own work item.

[CL 30925886 by paul chipchase in ue5-main branch]
2024-01-26 11:09:38 -05:00
jerome delattre
16c8e184ed Fix screenshot timing out if FinishTest is triggered when not ready.
#jira UE-204873
#rnx
#rb sean.sweeney

[CL 30908342 by jerome delattre in ue5-main branch]
2024-01-25 19:24:52 -05:00
raphael lapierre
bc4fe435bb Added possbility to specify a color per segment in segmented timeline view
[REVIEW] [at]lucas.dower
#rb timothy.daoust

[CL 30906728 by raphael lapierre in ue5-main branch]
2024-01-25 18:33:11 -05:00
dan thompson
fa2a1884a0 Rad Audio -> RAD Audio
#rb charles.bloom
#jira UE-204822

[CL 30905245 by dan thompson in ue5-main branch]
2024-01-25 17:45:54 -05:00
dan thompson
4b50d4927e Undoing backout - this was depending on the original issue, not an issue in and of itself. This does also correct a separate issue with the texture editor using the removed metadata information.
Removing texture build metadata due to ddc complexities. It will be added to the metadata system in the new build flow SoonTM. Additionally, the alpha information for the source mips is no longer necessary as that is computed elsewhere now.
#rb fabian.giesen
#jira UE-183750

[CL 30894760 by dan thompson in ue5-main branch]
2024-01-25 14:17:55 -05:00
steve robb
f43fc1d782 Fixed up more bool-taking calls to take EAllowShrinking instead.
[CL 30894388 by steve robb in ue5-main branch]
2024-01-25 14:09:12 -05:00
dan thompson
899b19c08e RAD Audio Looping Fixes, and also set 80 quality to 5 not 6 RAD audio quality.
#rb fabian.giesen
#jira UE-204524

[CL 30893111 by dan thompson in ue5-main branch]
2024-01-25 13:27:14 -05:00
carl lloyd
79eba84fae Fix for incorrect regex expression when renaming uniform buffers in OpenGL
#rb tim.doerries

[CL 30880719 by carl lloyd in ue5-main branch]
2024-01-25 05:14:40 -05:00
ionut matasaru
9038ccee77 [Insights]
- Callers & Callees: Added "Child Instance Count" column. It shows the total number of timing event instances of the child timers (callers or callees).
  - Callers & Callees: Added the number of children nodes to each timer node in the tree.

#jira UE-204580
#rb Catalin.Dragoiu

[CL 30880609 by ionut matasaru in ue5-main branch]
2024-01-25 05:06:44 -05:00
ionut matasaru
cfcabc35f1 [Insights] Minor changes to the "Unreal Trace Server" control menu (section name, tooltip).
#rb Johan.Berg

[CL 30880256 by ionut matasaru in ue5-main branch]
2024-01-25 04:36:04 -05:00
martin ridgers
8c31cf082f Moved IAS config file writing code into IAS module
#rb paul.chipchase
#rnx

[CL 30879299 by martin ridgers in ue5-main branch]
2024-01-25 02:34:40 -05:00
halfdan ingvarsson
b469488f3d Skeletal Mesh: Allow importing alt influence meshes with mismatched bones.
#rb kiaran.ritchie
#jira UE-204814
#rnx

[CL 30869573 by halfdan ingvarsson in ue5-main branch]
2024-01-24 19:44:15 -05:00
arciel rekman
4c3e0b8db3 Fix inability to cook spline meshes by a cooked cooker (resubmit after backout in CL 30847866).
Cooked cooker is a relatively new platform in Unreal that allows producing a cooked editor build and using it to cook new assets (e.g. DLC for the base game). Such cooked cooker build is faster to load than the original editor build that would cook from the source assets, and it can also be more easily deployed to cloud environments.

The problem this fix is solving is as follows:

1) Spline mesh needs collision data from the static mesh it deforms. This collision data is usually derived from its render data.
2) Cooked cooker target platform (see TCookedCookerTargetPlatform) is basically a server build, assets cooked for this platform do not store render data.
3) If a new (uncooked) spline mesh is referencing a static mesh from the base build, it fails to get its collision data because the render data was stripped when producing the cooked version of the base build.

The solution is

- to introduce a new target platform feature that allows to distinguish cooked cooker target platform from other platforms that strip audio-visual data.
- when cooking static meshes for a "cooked cooker" target get a separate copy of the asset's collision data and save it inline in the cooked asset.
- inside the cooked cooker, use this copy as static mesh's collision data instead of trying to derive it from (non-existent at that point) static mesh's render data.

- James Singer reviewed the fixed change.

#rb Brian.Marshall1, Francis.Hurteau, Benn.Gallagher, James.Singer

[CL 30857184 by arciel rekman in ue5-main branch]
2024-01-24 14:43:39 -05:00
jerome delattre
0f4365c1d7 Fix screenshot comparison slipping to the next test
Add a condition to FinishTest to make sure it gets trigger only if the screenshot was taken and compared.
+ move functional test metadata log to when the test is about to run

#jira UE-204671
#rnx
#rb christopher.fiala, rob.huyett, sebastian.lewicki

[CL 30856076 by jerome delattre in ue5-main branch]
2024-01-24 14:18:50 -05:00