Commit Graph

  • 14ae2c56de MegaLights - fixed history acceleration when neighborhood bounds have a zero extent krzysztof narkowicz 2024-10-15 13:38:55 -04:00
  • e8e124c7cc MegaLights - fixed history acceleration when neighborhood bounds have a zero extent krzysztof narkowicz 2024-10-15 13:37:24 -04:00
  • 6aaad4a08f [PCG] Enable GraphExecutor V2 by default patrick enfedaque 2024-10-15 13:31:31 -04:00
  • 39e2dad82d [PCG] Enable GraphExecutor V2 by default patrick enfedaque 2024-10-15 13:31:05 -04:00
  • a8d49b583b [Wire] Fixed missing colors when using group option - Fixed coding error in FDatasmithStaticMeshImporter::SetupStaticMesh which was eliminating sections when some were sharing the same material - Simplified material assignment to MeshElement's slots. - removed redundant material assignment on MeshActor. - Fixed wrong material slot name used in FMeshDescription. It has to be an integer to work in Datasmith import. jeanluc corenthin 2024-10-15 13:19:13 -04:00
  • ac0a9b2ac8 [Wire] Fixed missing colors when using group option - Fixed coding error in FDatasmithStaticMeshImporter::SetupStaticMesh which was eliminating sections when some were sharing the same material - Simplified material assignment to MeshElement's slots. - removed redundant material assignment on MeshActor. - Fixed wrong material slot name used in FMeshDescription. It has to be an integer to work in Datasmith import. jeanluc corenthin 2024-10-15 13:18:43 -04:00
  • 7ac45cef70 Pin nuget package versions joe kirchoff 2024-10-15 13:09:44 -04:00
  • d0ff3fa3fc USD: Fix crash when trying to reuse a LevelSequence that was destroyed in PIE. daniel coelho 2024-10-15 13:09:39 -04:00
  • 19635c395e Pin nuget package versions joe kirchoff 2024-10-15 13:09:13 -04:00
  • a191255013 USD: Fix crash when trying to reuse a LevelSequence that was destroyed in PIE. daniel coelho 2024-10-15 13:08:44 -04:00
  • 7ee12fc2ad [BUGFIX] Interchange - Import Dialog - Not all pipeline settings are restored on stack change. vedang javdekar 2024-10-15 13:06:27 -04:00
  • d35d38a77e [BUGFIX] Interchange - Import Dialog - Not all pipeline settings are restored on stack change. vedang javdekar 2024-10-15 13:06:13 -04:00
  • b9544bfbaa [Mutable] Fix GetSkeletalMeshSectionFor crash. gerard martin 2024-10-15 13:05:43 -04:00
  • c47530e5f4 [Mutable] Fix GetSkeletalMeshSectionFor crash. gerard martin 2024-10-15 13:04:43 -04:00
  • ad4ad6955d Unreal Toolbox: Tweak notifications times to 2 minutes on different notifications, and 10 minutes for same notification #jira UE-227522 josh engebretson 2024-10-15 12:44:17 -04:00
  • bea79075a4 Unreal Toolbox: Tweak notifications times to 2 minutes on different notifications, and 10 minutes for same notification #jira UE-227522 josh engebretson 2024-10-15 12:44:11 -04:00
  • d70efc8eb0 [Light Grid] Support building light grid using one thread group per cell and using two levels (coarse + fine grids). - Default settings: - Use two levels if number of local lights in view > 128 (r.LightCulling.TwoLevel and r.LightCulling.TwoLevel.Threshold). - One thread group per cell for coarse grid. - Single thread per cell for fine grid (r.LightCulling.WorkloadDistributionMode). tiago costa 2024-10-15 12:14:31 -04:00
  • e03cd38b1a [Light Grid] Support building light grid using one thread group per cell and using two levels (coarse + fine grids). - Default settings: - Use two levels if number of local lights in view > 128 (r.LightCulling.TwoLevel and r.LightCulling.TwoLevel.Threshold). - One thread group per cell for coarse grid. - Single thread per cell for fine grid (r.LightCulling.WorkloadDistributionMode). tiago costa 2024-10-15 12:14:10 -04:00
  • 7ce3520e59 Horde: Show logs event data as generating for running steps when missing #jira UE-227163 josh engebretson 2024-10-15 12:10:07 -04:00
  • 1fe3d51993 [MegaLights] Changes to Volume HZB test - expand sampling froxel footprint (half res) by 3 full res froxels, since during shading we can use samples from any of the half res neighbors. - expand shading froxel footprint by 0.5 full res froxels to support trilinear filtering. tiago costa 2024-10-15 12:10:01 -04:00
  • a865c52dbb Horde: Show logs event data as generating for running steps when missing #jira UE-227163 josh engebretson 2024-10-15 12:09:49 -04:00
  • a1940412dc [MegaLights] Changes to Volume HZB test - expand sampling froxel footprint (half res) by 3 full res froxels, since during shading we can use samples from any of the half res neighbors. - expand shading froxel footprint by 0.5 full res froxels to support trilinear filtering. tiago costa 2024-10-15 12:09:41 -04:00
  • 6a0a51e447 Localization Automation using CL 37121179 buildmachine 2024-10-15 12:08:07 -04:00
  • 1f90efae8b ViewportToolbar: Minimal fix for dangling shared pointer for level viewport michael balzer 2024-10-15 12:03:45 -04:00
  • 2067f35707 ViewportToolbar: Minimal fix for dangling shared pointer for level viewport michael balzer 2024-10-15 12:03:40 -04:00
  • 490228a965 Post Process Materials: More general fix for RHI validation errors where the input and output are the same. Previous fix assumed that After Tonemapping used PPI_PostProcessInput3 as its input, but both PPI_PostProcessInput0 and PPI_PostProcessInput3 are initialized to the same input, and can be (and are) used as such by materials. Checking ALL used inputs solves the problem across the board, including handling potential future cases where inputs may be configured differently, without needing to revisit the code again. jason hoerner 2024-10-15 12:03:15 -04:00
  • d0d41e9c9b Post Process Materials: More general fix for RHI validation errors where the input and output are the same. Previous fix assumed that After Tonemapping used PPI_PostProcessInput3 as its input, but both PPI_PostProcessInput0 and PPI_PostProcessInput3 are initialized to the same input, and can be (and are) used as such by materials. Checking ALL used inputs solves the problem across the board, including handling potential future cases where inputs may be configured differently, without needing to revisit the code again. jason hoerner 2024-10-15 12:03:10 -04:00
  • 5638658050 #UE Implement == operator for FGameFeatureProtocolOptions. It did not have the default == operator because TUnion implements one, but TUnion does not consider the properties in FGameFeatureProtocolOptions bob tellez 2024-10-15 12:01:15 -04:00
  • 8b879cc919 #UE Implement == operator for FGameFeatureProtocolOptions. It did not have the default == operator because TUnion implements one, but TUnion does not consider the properties in FGameFeatureProtocolOptions bob tellez 2024-10-15 12:00:40 -04:00
  • 72326c5c73 USD: Export level by default when exporting level sequences, defaulting to the current level daniel coelho 2024-10-15 11:51:48 -04:00
  • f3245823c6 USD: Export level by default when exporting level sequences, defaulting to the current level daniel coelho 2024-10-15 11:50:09 -04:00
  • adad36aca4 USD: Fix spawnable stage actors not animating in PIE or showing up in MRQ daniel coelho 2024-10-15 11:45:18 -04:00
  • 852a79355f USD: Fix spawnable stage actors not animating in PIE or showing up in MRQ daniel coelho 2024-10-15 11:44:09 -04:00
  • cbb1eda956 Made new experimental landscape APIs UE_INTERNAL (because there's no other way to mark an API for experimental usage ATM) jonathan bard 2024-10-15 11:34:02 -04:00
  • f87d665d4d Made new experimental landscape APIs UE_INTERNAL (because there's no other way to mark an API for experimental usage ATM) jonathan bard 2024-10-15 11:33:47 -04:00
  • dc579fffcd PR #12331: Fix for missing volumetric fog in the first depth layer when conservative depth testing is enabled MarcusSvensson92 2024-10-15 10:51:52 -04:00
  • ff41c04af8 PR #12331: Fix for missing volumetric fog in the first depth layer when conservative depth testing is enabled MarcusSvensson92 2024-10-15 10:51:36 -04:00
  • d954ff44d8 Force disable VRS completely when Substrate is enabled. charles derousiers 2024-10-15 10:50:22 -04:00
  • d999e7f039 Force disable VRS completely when Substrate is enabled. charles derousiers 2024-10-15 10:50:06 -04:00
  • b92cf1fd1f [PCG] Fix a crash caused by trying to debug too many points ryan buehler 2024-10-15 09:53:45 -04:00
  • d05659571a Horde: Fix dark theme ue5 project logo #jira UE-227665 josh engebretson 2024-10-15 09:53:39 -04:00
  • 72900267b7 [PCG] Fix bug where pasting an editor graph node that fails to import object properties will break the parser and crash the editor. ryan buehler 2024-10-15 09:53:34 -04:00
  • 8a93e759bf [PCG] GPU SM Spawner - fix SM bounds not being written to points. huw bowles 2024-10-15 09:53:27 -04:00
  • d99a22cc36 [PCG] Fix a crash caused by trying to debug too many points ryan buehler 2024-10-15 09:52:12 -04:00
  • 85919026eb Horde: Fix dark theme ue5 project logo #jira UE-227665 josh engebretson 2024-10-15 09:51:48 -04:00
  • 69f331d247 [PCG] Fix bug where pasting an editor graph node that fails to import object properties will break the parser and crash the editor. ryan buehler 2024-10-15 09:51:42 -04:00
  • e1d731e328 [PCG] GPU SM Spawner - fix SM bounds not being written to points. huw bowles 2024-10-15 09:50:03 -04:00
  • 6cd3c704df Horde: Upgrade NuGet packages to fix newly released security vuln warning. ben marsh 2024-10-15 09:28:19 -04:00
  • 8bf2f4eb3b Horde: Upgrade NuGet packages to fix newly released security vuln warning. ben marsh 2024-10-15 09:27:31 -04:00
  • 20cb4d19c1 Enable BGDL for all Android devices again Fix issue with HTTP/2 enable for Android from configrules chris babcock 2024-10-15 09:11:48 -04:00
  • 6c1b6d9d3d Enable BGDL for all Android devices again Fix issue with HTTP/2 enable for Android from configrules chris babcock 2024-10-15 09:08:31 -04:00
  • c0f1c62906 Fix crashes on shutdown when using OpenGL RHI - Some resource destructors were calling FRHICommandListImmediate::Get(), which will break since RHI resources are destroyed by the RHI thread. - Acquire the GL context on the game thread when the rendering thread is stopped. The render thread is destroyed before RHIExit is called, which can lead to the game thread attempting to destroy GL resources while not owning the context. - Add some extra cleanup to the legacy GPU profiler. Some resources were still alive. luke thatcher 2024-10-15 08:56:19 -04:00
  • 77ddadb0fb Fix crashes on shutdown when using OpenGL RHI - Some resource destructors were calling FRHICommandListImmediate::Get(), which will break since RHI resources are destroyed by the RHI thread. - Acquire the GL context on the game thread when the rendering thread is stopped. The render thread is destroyed before RHIExit is called, which can lead to the game thread attempting to destroy GL resources while not owning the context. - Add some extra cleanup to the legacy GPU profiler. Some resources were still alive. luke thatcher 2024-10-15 08:56:01 -04:00
  • 50202db588 Horde: Register the standard IHttpClientFactory functionality along with Horde types, since we depend on it. ben marsh 2024-10-15 08:49:54 -04:00
  • a782c7a54d Horde: Rename commands for creating and extracting archives. ben marsh 2024-10-15 08:49:49 -04:00
  • aebc3709c3 Horde: Register the standard IHttpClientFactory functionality along with Horde types, since we depend on it. ben marsh 2024-10-15 08:45:06 -04:00
  • 5cbc0f60e8 Horde: Rename commands for creating and extracting archives. ben marsh 2024-10-15 08:45:01 -04:00
  • 6ed95c2426 Substrate - disable glint for another megalight shader on metal while new driver are available (compute with derivative). sebastien hillaire 2024-10-15 07:42:00 -04:00
  • 5d8deacafa Substrate - disable glint for another megalight shader on metal while new driver are available (compute with derivative). Sebastien Hillaire 2024-10-15 07:39:44 -04:00
  • 7548949e73 Disable bindless for raytracing due to visual corruption kenzo terelst 2024-10-15 05:15:04 -04:00
  • ff83fb0737 Disable bindless for raytracing due to visual corruption kenzo terelst 2024-10-15 05:15:00 -04:00
  • d504de6a48 [HWRT] Dont access ray tracing shaders in PrepareRayTracingShadows if they are not supported. aleksander netzel 2024-10-15 03:20:00 -04:00
  • 933077ef07 [HWRT] Dont access ray tracing shaders in PrepareRayTracingShadows if they are not supported. aleksander netzel 2024-10-15 03:17:42 -04:00
  • 3ba0da2461 Make sure primitive UB gets updated when primitive custom data changes #rb Jack.Porter #rnx dmitriy dyomin 2024-10-15 03:00:15 -04:00
  • 07672cc088 Make sure primitive UB gets updated when primitive custom data changes #rb Jack.Porter #rnx dmitriy dyomin 2024-10-15 02:56:43 -04:00
  • 64091dcd3c Localization Automation using CL 37106603 buildmachine 2024-10-15 01:05:05 -04:00
  • e7bec0b265 [Backout] - CL37094359 [FYI] Devon.Penney Original CL Desc ----------------------------------------------------------------- make sure all emitters and systems are collapsed as a workaround for a perf regression with summary view bob tellez 2024-10-15 00:28:54 -04:00
  • ecec9d5015 [Backout] - CL37094359 [FYI] Devon.Penney Original CL Desc ----------------------------------------------------------------- make sure all emitters and systems are collapsed as a workaround for a perf regression with summary view bob tellez 2024-10-15 00:24:45 -04:00
  • 0a2a72a6cb Fix MobileSSR shader compile error florian penzkofer 2024-10-14 23:59:49 -04:00
  • d35bfab134 Fix MobileSSR shader compile error florian penzkofer 2024-10-14 23:57:45 -04:00
  • 348bfa4058 Fix ear menu button order #Jira UE-226301 takashi kuribayashi 2024-10-14 20:36:24 -04:00
  • a2120eeedf Fix ear menu button order #Jira UE-226301 takashi kuribayashi 2024-10-14 20:35:24 -04:00
  • 2f313fc357 Unreal Toolbox: Prevent updates triggering shutdown procedure if the new version will not launch due to being an older version. ben marsh 2024-10-14 19:47:20 -04:00
  • f30420d2dd Unreal Toolbox: Prevent updates triggering shutdown procedure if the new version will not launch due to being an older version. ben marsh 2024-10-14 19:47:08 -04:00
  • b64db60b14 Adding logging for Optional Bundle install and uninstall eric knapik 2024-10-14 18:58:50 -04:00
  • b625fe216b Adding logging for Optional Bundle install and uninstall eric knapik 2024-10-14 18:56:38 -04:00
  • a34f8fcd39 Remote Control: Fix PRAGMA_DISABLE_DEPRECATION_WARNINGS macro appears a second time without matching PRAGMA_ENABLE_DEPRECATION_WARNINGS macro flo schar 2024-10-14 18:19:50 -04:00
  • e7a3cf1bcc Remote Control: Fix PRAGMA_DISABLE_DEPRECATION_WARNINGS macro appears a second time without matching PRAGMA_ENABLE_DEPRECATION_WARNINGS macro flo schar 2024-10-14 18:19:37 -04:00
  • 133acffcc9 Unreal Toolbox: Fix auto-update failing due to the initiating instance having two references to the single instance mutex. ben marsh 2024-10-14 18:16:49 -04:00
  • 4aec1780d9 Unreal Toolbox: Fix auto-update failing due to the initiating instance having two references to the single instance mutex. ben marsh 2024-10-14 18:14:07 -04:00
  • d5aa6aa50c Unreal Toolbox: Additional logging for upgrading to latest version. ben marsh 2024-10-14 17:57:08 -04:00
  • 3ccd563db4 Unreal Toolbox: Show the agent plugin settings if the agent is connected, even if it's not installed by the MSI. ben marsh 2024-10-14 17:57:03 -04:00
  • a3a966b955 Unreal Toolbox: Additional logging for upgrading to latest version. ben marsh 2024-10-14 17:53:06 -04:00
  • 58a1e7c3a7 Unreal Toolbox: Show the agent plugin settings if the agent is connected, even if it's not installed by the MSI. ben marsh 2024-10-14 17:53:01 -04:00
  • 4732b58191 Closing the last opened tab in the StateTree Editor hides the toolbar buttons on the remaining open tabs - Retrieve current state-tree editor mode through UAssetEditorToolkitMenuContext rather than capturing - Added menu profile to disable state-tree toolbar entries (used by workspace editor) - Added delegate to _extend_ workspace toolmenu context (used by AnimNextStateTree) jurre debaare 2024-10-14 16:57:44 -04:00
  • cf263f69ef Closing the last opened tab in the StateTree Editor hides the toolbar buttons on the remaining open tabs - Retrieve current state-tree editor mode through UAssetEditorToolkitMenuContext rather than capturing - Added menu profile to disable state-tree toolbar entries (used by workspace editor) - Added delegate to _extend_ workspace toolmenu context (used by AnimNextStateTree) jurre debaare 2024-10-14 16:57:17 -04:00
  • 2350bacd52 VisionOS passthrough edge artifact -The order in which we would acquire the new depth texture and start using it for rendering was subject to a race condition between tasks queued for the RHI and Render threads. This race was resulting in rendering to the previous depth buffer on perhaps 1/50 frames on VisionOS. VisionOS does not have an RHI thread, but the two separate task queues appeared to be processed in an inconsistent order (perhaps based on when they were enqueued from the game and render threads. It is unknown if this problem actually happens in the case where there is a render thread. The depth buffer is not always used, and off by one errors with it are probably generally more subtle. They became obvious on VisionOS because any 32x32 pixel block where the depth is always 0 is not displayed at all leading to these sawtooth edges on mixed reality objects rendering against the passthrough background. -Here I move the acquire up to the same place where we acquire the color texture on the Game Thread. #jira UE-224016 #rb erica.stella jeff fisher 2024-10-14 16:55:45 -04:00
  • c7b88ccfe9 VisionOS passthrough edge artifact -The order in which we would acquire the new depth texture and start using it for rendering was subject to a race condition between tasks queued for the RHI and Render threads. This race was resulting in rendering to the previous depth buffer on perhaps 1/50 frames on VisionOS. VisionOS does not have an RHI thread, but the two separate task queues appeared to be processed in an inconsistent order (perhaps based on when they were enqueued from the game and render threads. It is unknown if this problem actually happens in the case where there is a render thread. The depth buffer is not always used, and off by one errors with it are probably generally more subtle. They became obvious on VisionOS because any 32x32 pixel block where the depth is always 0 is not displayed at all leading to these sawtooth edges on mixed reality objects rendering against the passthrough background. -Here I move the acquire up to the same place where we acquire the color texture on the Game Thread. #jira UE-224016 #rb erica.stella jeff fisher 2024-10-14 16:52:46 -04:00
  • c32c2106ef Unreal Toolbox: Provide more context for connection errors when trying to connect to Horde, and allow cancelling and refreshing connection attempts through the UI. ben marsh 2024-10-14 16:43:42 -04:00
  • 9a0352702b Unreal Toolbox: Provide more context for connection errors when trying to connect to Horde, and allow cancelling and refreshing connection attempts through the UI. ben marsh 2024-10-14 16:43:16 -04:00
  • 264aeada87 Adjusting pathing to xattr to be absolute for Datasmith building ryan hummer 2024-10-14 16:31:42 -04:00
  • 1a2b559d20 Adjusting pathing to xattr to be absolute for Datasmith building Ryan Hummer 2024-10-14 16:30:34 -04:00
  • 61cb31ab1f Unreal Toolbox: Re-enable IDE0005 warnings (unused using directives) and fix current violations. ben marsh 2024-10-14 16:23:41 -04:00
  • 187f2f115c Unreal Toolbox: Re-enable IDE0005 warnings (unused using directives) and fix current violations. ben marsh 2024-10-14 16:23:17 -04:00
  • 98aa6fc91c Unreal Toolbox: Add an .editorconfig to enable the same static analysis rules as Horde, and fix up any current violations. ben marsh 2024-10-14 16:10:11 -04:00
  • 91668eafb0 Unreal Toolbox: Add an .editorconfig to enable the same static analysis rules as Horde, and fix up any current violations. ben marsh 2024-10-14 16:09:46 -04:00
  • c8d8152e08 Fix for displaying the wrong value or crashing when promoting to input from output pin on node on page with no default value overwritten. rob gay 2024-10-14 16:09:11 -04:00
  • 95b72000b8 Fix for displaying the wrong value or crashing when promoting to input from output pin on node on page with no default value overwritten. rob gay 2024-10-14 16:08:46 -04:00
  • b033bdf6f5 Remote Control: Fix issue with users unable to delete Entity Groups juan portillo 2024-10-14 15:24:01 -04:00
  • d9e3e55ca9 Remote Control: Fix issue with users unable to delete Entity Groups juan portillo 2024-10-14 15:23:34 -04:00