- crash when checking and then unchecking property
- no stream change request being sent when unchecking property while you have authority
#jira UE-200881
[CL 29887795 by dominik peacock in ue5-main branch]
- Mostly a straight port from mtlpp to MetalCPP
- The debug encoders have been removed in favour of Metal's built in encoder errors, these are always on in debug and development builds
- mtlpp had additional validation that we are now not implementing in the short term, but will revisit after some refactoring
#rb Zack.Neyland
[CL 29773146 by carl lloyd in ue5-main branch]
#rb Luc.Eygasier
#rnx
- FSourceControlAssetDataCache can launch work on the taskgraph system in the method ::FetchAssetData which in turn calls ISourceControlRevision::Get.
- The perforce implementation of this uses FMessageLog to report errors but this can only be used safely on the GameThread. When used on the taskgraph system we run the risk of either triggering an unsafe delegate assert or we end up trying to update a slate widget (if the FMessageLog window is open) which will assert when done outside of the GameThread.
- The short term fix is to use FTSMessageLog which is a quick and dirty wrapper in the perforce module that acts like FMessageLog but when called on a taskgraph thread it will just log the message rather than trying to route it to the FMessageLog system.
-- There is a work item to make FMessageLog thread safe but due to some API choices this is non-trivial.
- Note that this change does not address the original errors, but should prevent the crash.
[CL 29707502 by paul chipchase in ue5-main branch]
#rb j.baumgartner
#rnx
- The safest way to determine the client spec root is to just initialize a p4 connection and extract the info from that.
[CL 29596693 by paul chipchase in ue5-main branch]