Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp
Marc Audy 03d64a49e8 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3203880 on 2016/11/18 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3207429 on 2016/11/22 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285

Change 3252627 on 2017/01/10 by Lukasz.Furman

	removed duplicated entries from visual logger shape rendering
	#ue4

Change 3252675 on 2017/01/10 by Ori.Cohen

	Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252686 on 2017/01/10 by Ori.Cohen

	Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252887 on 2017/01/10 by Dan.Reynolds

	Increased modes to include:
	Harmonic minor
	Melodic minor (going up)
	Pentatonic (Major)
	Pentatonic (minor)
	Whole Tone
	Diminished (WH)
	and Blues

Change 3252895 on 2017/01/10 by Aaron.McLeran

	update to music utilities.

Change 3253060 on 2017/01/10 by Aaron.McLeran

	Updates to synthesis plugin and some new features to DSP objects

Change 3253061 on 2017/01/10 by Aaron.McLeran

	Updates to music maps

Change 3253078 on 2017/01/10 by Aaron.McLeran

	Removing pragma optimization code accidentally checked in

Change 3253110 on 2017/01/10 by Ori.Cohen

	First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3253315 on 2017/01/10 by Aaron.McLeran

	Fixing a few bugs in DSP objects

	- Added a new types file EpicSynth1 and EpicSynth1 component can share enums

Change 3253577 on 2017/01/11 by Aaron.McLeran

	Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map

Change 3254052 on 2017/01/11 by Ori.Cohen

	Fix build.

Change 3254059 on 2017/01/11 by Ori.Cohen

	Turn off html5 trying to build apex.

Change 3254095 on 2017/01/11 by Ori.Cohen

	Fix build

Change 3254200 on 2017/01/11 by Jon.Nabozny

	Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.

	#JIRA UE-40469

Change 3254334 on 2017/01/11 by Marc.Audy

	Put in missing virtual

Change 3254397 on 2017/01/11 by dan.reynolds

	Updates to OtonOkeMap

Change 3254410 on 2017/01/11 by Marc.Audy

	Cleanup autos

Change 3254420 on 2017/01/11 by Marc.Audy

	PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)

	Modified somewhat, but based on what PR indicated as a problem.

	#jira UE-40369

Change 3254423 on 2017/01/11 by Marc.Audy

	Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
	Remove autos

Change 3254826 on 2017/01/11 by Aaron.McLeran

	Bringing optimizations to dev-framework

Change 3254831 on 2017/01/11 by dan.reynolds

	Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.

Change 3254833 on 2017/01/11 by dan.reynolds

	Updating MidiSynthTestBP's default SynthPreset pan value.

Change 3254851 on 2017/01/11 by dan.reynolds

	Updating ES1Bank_Bass

	Updating OtonOkeMap

Change 3254854 on 2017/01/11 by Aaron.McLeran

	Some fixups for pan modulation

Change 3255682 on 2017/01/12 by aaron.mcleran

	Turning the bass down a bit on OtonOkeMap

Change 3255721 on 2017/01/12 by Marc.Audy

	Fix spelling error

Change 3255790 on 2017/01/12 by Marc.Audy

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3256263 on 2017/01/12 by Ori.Cohen

	Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3256360 on 2017/01/12 by Ori.Cohen

	Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)

Change 3256846 on 2017/01/13 by Marc.Audy

	Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.

Change 3256954 on 2017/01/13 by Marc.Audy

	Fix missed fixup of deprecated constructor use

Change 3257167 on 2017/01/13 by Jon.Nabozny

	Fix check in FBodyInstance::SetCollisionEnabled.
	Create convenience methods for HasPhysics and HasQuery.

	#jira UE-39633

Change 3257181 on 2017/01/13 by Zak.Parrish

	Adding input map and some testing content to Xenakis

Change 3257183 on 2017/01/13 by Mieszko.Zielinski

	Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4

	Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius

	#jira UE-40368

Change 3257211 on 2017/01/13 by Jon.Nabozny

	Fix CIS issue caused by 3257167.

Change 3257220 on 2017/01/13 by Marc.Audy

	Additional FBox constructor deprecation fixups

Change 3257236 on 2017/01/13 by zak.parrish

	Fixed error on Xenakis input pawn

Change 3257242 on 2017/01/13 by zak.parrish

	Update to InputListener

Change 3257273 on 2017/01/13 by Marc.Audy

	No reason to pass simple types by reference

Change 3257418 on 2017/01/13 by Ori.Cohen

	Attempt to turn android physx libs back to static libs.

Change 3257445 on 2017/01/13 by Ori.Cohen

	Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib

Change 3257903 on 2017/01/14 by Aaron.McLeran

	Additions to synth module and updates to dsp objects

	- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
	- DSP objects define their default depths but patches can override
	- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
	- Adding a preset bank type so we can store a bank of presets (aka factory presets)

Change 3258179 on 2017/01/15 by Seth.Weedin

	Duplicating input test map for some FX work

Change 3258181 on 2017/01/15 by Seth.Weedin

	Modify skybox in test map to be dark and spooky

Change 3258183 on 2017/01/15 by aaron.johnson

	substituted classes, changed wind speed and adjusted level lighting

Change 3258190 on 2017/01/15 by aaron.johnson

	substituted triplet pawn and motion controller classes, enabled grabbing animations

Change 3258191 on 2017/01/15 by Aaron.McLeran

	Getting source effects working for GDC demo

	- Added new synthesis editor module to create instances of user-created source effects
	- Added code to do source effects
	- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
	- Tweaks and fixes to existing dsp objects to get source effects working
	- Modified existing engine code to allow for playing out source effect tails
	- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
	- Fixed issue of pitching with stereo delay effect on setting first interpolated param
	- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
	- Deleting some cruft files no longer needed

Change 3258201 on 2017/01/15 by Seth.Weedin

	C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none

Change 3258206 on 2017/01/15 by aaron.johnson

	map push, triplets interface created, debug widget placed in level

Change 3258222 on 2017/01/15 by Aaron.McLeran

	Fixing crash when there's a null entry in the source effect chain

	Fixed some zippering introduced by applying volume twice.

Change 3258225 on 2017/01/15 by aaron.johnson

	Interface changes, pawn output values wip

Change 3258228 on 2017/01/15 by aaron.johnson

	Pawn should be outputting all correct values for Tripletsinterface

Change 3258242 on 2017/01/15 by Stanley.Hayes

	Edge lights and Spherical Density Materials

Change 3258251 on 2017/01/16 by Seth.Weedin

	More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none

Change 3258284 on 2017/01/16 by Aaron.McLeran

	Fixing CIS build error

	Surprised that MSVC allows that...

Change 3258525 on 2017/01/16 by Mieszko.Zielinski

	Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4

Change 3258537 on 2017/01/16 by Lukasz.Furman

	fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
	#ue4

Change 3258595 on 2017/01/16 by Marc.Audy

	Fix static analysis warning

Change 3259364 on 2017/01/16 by Mieszko.Zielinski

	BTTask_RotateToFaceBBEntry comment spelling fix #UE4

	#jira UE-40669

Change 3259683 on 2017/01/16 by dan.reynolds

	Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started

Change 3260244 on 2017/01/17 by Lina.Halper

	#anim

	- optimize layer blend node to not create mask weights in run-time but in compile time.

	#code review: Martin.Wilson

Change 3260617 on 2017/01/17 by Ori.Cohen

	Immediate mode spawns its own actors.

Change 3260701 on 2017/01/17 by Ori.Cohen

	Don't bother blending physics with animation when physics is QueryOnly

Change 3260796 on 2017/01/17 by Ori.Cohen

	EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.

Change 3261207 on 2017/01/17 by Ori.Cohen

	First iteration of contact enabling/disabling for immediate mode.

Change 3262010 on 2017/01/18 by Marc.Audy

	Remove some autos

Change 3262525 on 2017/01/18 by Lina.Halper

	Fix crash with required bones index not using property indexing

	#jira: UE-40786

Change 3263658 on 2017/01/19 by Martin.Wilson

	Add AnimTechDemo to dev-framework (base third person + feng mao)

Change 3263684 on 2017/01/19 by Lina.Halper

	#anim : layer node - fix allocation change I made by mistake

Change 3264523 on 2017/01/19 by Ori.Cohen

	Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order

Change 3264701 on 2017/01/19 by Ori.Cohen

	Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors

Change 3264980 on 2017/01/19 by Ori.Cohen

	Make sure physics asset collision disabled works in immediate mode.

Change 3265011 on 2017/01/19 by Ori.Cohen

	Added the ability to override physics asset for immediate mode

Change 3265030 on 2017/01/19 by Ori.Cohen

	Added override gravity for immediate mode.

Change 3265650 on 2017/01/20 by Benn.Gallagher

	NvCloth Source

Change 3265652 on 2017/01/20 by Benn.Gallagher

	NvCloth Lib
	#rnx

Change 3265653 on 2017/01/20 by Benn.Gallagher

	NvCloth Bin
	#rnx

Change 3266195 on 2017/01/20 by Danny.Bouimad

	Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)

Change 3266377 on 2017/01/20 by Marc.Audy

	Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.

Change 3267873 on 2017/01/23 by Jon.Nabozny

	Fix SceneProxy shadowing in UGeometryCacheComponent.

Change 3268025 on 2017/01/23 by Benn.Gallagher

	IWYU change, platform PCH generation seemed to hide this one.

Change 3268026 on 2017/01/23 by Benn.Gallagher

	Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
	#rnx

Change 3268630 on 2017/01/23 by Zak.Parrish

	Updating to add MIGS shooter content, as well as audio interaction Blueprints

Change 3268663 on 2017/01/23 by Ori.Cohen

	Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.

Change 3268811 on 2017/01/23 by Ori.Cohen

	Added component space sim for immediate mode

Change 3269369 on 2017/01/24 by Benn.Gallagher

	Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)

	Replaced clothing with new simulation framework

Change 3269417 on 2017/01/24 by danny.bouimad

	Minor Update to cloth map for test

Change 3269420 on 2017/01/24 by Benn.Gallagher

	Removed APEX simulation from clothing framework (used in testing, not fully complete)

Change 3269421 on 2017/01/24 by danny.bouimad

	Small tweaks

Change 3269515 on 2017/01/24 by Lukasz.Furman

	enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
	fixed GameplayAbility debugger's category not using IAbilitySystemInterface
	#ue4

Change 3269595 on 2017/01/24 by mason.seay

	Break apart physics asset for crash bug

Change 3269819 on 2017/01/24 by Ori.Cohen

	Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.

Change 3270364 on 2017/01/24 by Josh.Stoddard

	upgrade to the latest version of v-HACD:
	https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
	commit: 7a09f9d
	NOTE: only updated windows binaries
	  mac and linux still using old binaries until they can be tested
	#jira UE-40124 #rb josh.stoddard

Change 3271188 on 2017/01/25 by Jurre.deBaare

	Post-import script support
	#jira UEFW-80

Change 3271249 on 2017/01/25 by Thomas.Sarkanen

	Move soundwave-internal curve tables to advanced display

	Exposing it was confusing to audio people

Change 3271586 on 2017/01/25 by Marc.Audy

	Don't rerun construction scripts twice on a level that has been hidden and reshown
	#jira UE-40306

Change 3272048 on 2017/01/25 by Ori.Cohen

	Fix for immediate mode sim when root body is the same as the root bone.

Change 3272083 on 2017/01/25 by Ori.Cohen

	Make sure to warn when component space sim and collision are used together. Also handle it gracefully.

Change 3272300 on 2017/01/25 by Ori.Cohen

	Fix incorrect collision generation when a shape's local pose is not identity.

Change 3273195 on 2017/01/26 by Jurre.deBaare

	Fix for Anim import script crash in GetBonePosesForTime

Change 3273204 on 2017/01/26 by Ben.Marsh

	Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.

Change 3273378 on 2017/01/26 by James.Golding

	In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed

Change 3273381 on 2017/01/26 by James.Golding

	Big refactor to PoseDriver
	  - RBF logic now moved into its own class/file
	  - Allow editing of transform and radial scaling per-target
	  - Add support for different falloff functions (not just Gaussian)
	  - Allow driving curves directly, rather than always poses
	  - Add details customization for pose driver node
	  - Edits to PoseDriver settings now take immediate effect, don't need to recompile

Change 3273826 on 2017/01/26 by Josh.Stoddard

	modify VHACD to improve quality of hulls generated by convex decomposition
	NOTE: mac libs not included - mac editor will use legacy libs for now

Change 3273902 on 2017/01/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433

Change 3274018 on 2017/01/26 by Ori.Cohen

	Added immediate physics preview in phat.

Change 3274165 on 2017/01/26 by Ori.Cohen

	PhAT now depends on immediate mode plugin. Fix build

	#JIRA UE-41179

Change 3275001 on 2017/01/27 by Jurre.deBaare

	Fix for crash in Persona with Anim Modifiers

Change 3275297 on 2017/01/27 by Ori.Cohen

	Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)

Change 3275340 on 2017/01/27 by Benn.Gallagher

	Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
	#jira UE-41025
	#jira UE-41039

Change 3275383 on 2017/01/27 by Benn.Gallagher

	Blacklisted double promotion warning on ps4 NvCloth build
	#rnx

Change 3275426 on 2017/01/27 by Benn.Gallagher

	Removed CUDA dependencies from NvCloth cmake files

Change 3275670 on 2017/01/27 by Ori.Cohen

	Fix phat ragdoll in immediate mode updating sketal mesh component transform

Change 3275673 on 2017/01/27 by Ori.Cohen

	Add position/velocity iteration to immediate mode

Change 3276001 on 2017/01/27 by Alan.Noon

	Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
	none

Change 3276596 on 2017/01/28 by Aaron.McLeran

	Removing unused #ifdef

Change 3276597 on 2017/01/28 by Aaron.McLeran

	Getting rid of static analysis warning

Change 3277354 on 2017/01/30 by Lukasz.Furman

	fixed custom navlink Id collisions
	#ue4

Change 3277356 on 2017/01/30 by Lukasz.Furman

	fixed comments in GameplayDebugger.h
	#jira UE-41103

Change 3277371 on 2017/01/30 by mason.seay

	Test map for spawn sound/force feedback bug.

Change 3277445 on 2017/01/30 by Lukasz.Furman

	fixed compilation warning
	#ue4

Change 3277560 on 2017/01/30 by Danny.Bouimad

	Made checkin to Fix Crash that occured due to bad content.

Change 3277567 on 2017/01/30 by Ori.Cohen

	Fix immediate mode crashing when joint is empty.

	#JIRA UE-41026

Change 3277928 on 2017/01/30 by Ori.Cohen

	Turn on immediate mode plugin by default

Change 3278433 on 2017/01/30 by Ori.Cohen

	Immediate mode supports heightfield collision.

Change 3278449 on 2017/01/30 by Ori.Cohen

	Fix immediate mode cache not being initialized properly.

Change 3278787 on 2017/01/31 by James.Golding

	Fix CIS error in ImmediatePhysicsSimulation.cpp

Change 3279303 on 2017/01/31 by mason.seay

	Assets for RigidBody node bug

Change 3279352 on 2017/01/31 by Benn.Gallagher

	Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before

Change 3279377 on 2017/01/31 by Alan.Noon

	GDC AnimTech Demo: adjusted minion physics assets
	none

Change 3279425 on 2017/01/31 by james.cobbett

	Updating QA-Physics map.

	Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.

Change 3279436 on 2017/01/31 by Benn.Gallagher

	Fixed inertia scales on Owen mesh

Change 3279480 on 2017/01/31 by Benn.Gallagher

	Fixes for clothing behavior changes
	#jira UE-41092

Change 3279495 on 2017/01/31 by Ori.Cohen

	Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.

Change 3279579 on 2017/01/31 by james.cobbett

	Added new scenario to QA-Physics map.

	Moving platforms (up/down, left/right) with physics objects on them.

Change 3279695 on 2017/01/31 by mason.seay

	RigidBody node test asset

Change 3280105 on 2017/01/31 by Ori.Cohen

	Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode

Change 3280148 on 2017/01/31 by mason.seay

	First round of assets for force feedback testing

Change 3280860 on 2017/02/01 by James.Golding

	Merge CL 3280853 to Dev-Framework
	Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor

Change 3281172 on 2017/02/01 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156

Change 3281210 on 2017/02/01 by james.cobbett

	Updated QA-Physics map

	Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.

Change 3281211 on 2017/02/01 by James.Golding

	Details customization for editing PoseDriver targets list

Change 3281332 on 2017/02/01 by Marc.Audy

	Fix bad merge
	Fix file types

Change 3281388 on 2017/02/01 by mason.seay

	Updated Force Feedback asset

Change 3281396 on 2017/02/01 by mason.seay

	moving asset

Change 3281987 on 2017/02/01 by Benn.Gallagher

	Fixed project generation failing after main merge

Change 3282047 on 2017/02/01 by Marc.Audy

	Fix up Target and build cs files after changes from Dev-Build

Change 3282214 on 2017/02/01 by Ori.Cohen

	Expose radial forces to immediate mode

Change 3282221 on 2017/02/01 by Alan.Noon

	Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
	none

Change 3282273 on 2017/02/01 by Ori.Cohen

	Fix crash when recompiling animbp of immediate mode due to null pointer.

Change 3282368 on 2017/02/01 by Ori.Cohen

	Quick iteration on minion demo

Change 3282824 on 2017/02/02 by James.Golding

	Fix for CIS in RBFSolver.h

Change 3282829 on 2017/02/02 by James.Golding

	Fix CIS in PoseDriverDetails.cpp
	Fix list UI not refreshing after copying targets from PoseAsset

Change 3282834 on 2017/02/02 by Danny.Bouimad

	Adding Pose driver additive assets

Change 3282863 on 2017/02/02 by James.Golding

	Add Mambo mesh and Skeleton

Change 3282892 on 2017/02/02 by James.Golding

	Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework

Change 3283157 on 2017/02/02 by Mieszko.Zielinski

	Cook Orion Win64 fix #UE4

	Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP

Change 3283159 on 2017/02/02 by Marc.Audy

	Additional CIS fixes

Change 3283179 on 2017/02/02 by Marc.Audy

	More CIS fixes

Change 3283197 on 2017/02/02 by Jurre.deBaare

	Fix for issues importing Fornite geometry cache assets
	#fix Use actual import number of frames instead of total number of frames in the Alembic Cache

Change 3283201 on 2017/02/02 by Marc.Audy

	Keep fixing CIS

Change 3283270 on 2017/02/02 by James.Golding

	Merging CL 3276013 to Dev-Framework
	- fix issue with additive pose preview applying twice

Change 3283499 on 2017/02/02 by Marc.Audy

	More CIS fixes

Change 3283543 on 2017/02/02 by Jon.Nabozny

	Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.

Change 3283663 on 2017/02/02 by Ori.Cohen

	Fix potential null dereference in ragdoll node

Change 3283757 on 2017/02/02 by Marc.Audy

	May fix remaining CIS issues

Change 3283984 on 2017/02/02 by Marc.Audy

	Fix linux CIS

Change 3284039 on 2017/02/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913

Change 3284067 on 2017/02/02 by Marc.Audy

	Fixup mistakes in converting redirects

Change 3284187 on 2017/02/02 by Ori.Cohen

	Immediate mode works with radial force (not just radial impulse)

Change 3284358 on 2017/02/02 by Ori.Cohen

	Update arcblade phys asset for immediate mode

Change 3284667 on 2017/02/02 by Marc.Audy

	Arguments is an array not a string now. Fixing commented out code.

Change 3284684 on 2017/02/02 by Marc.Audy

	Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.

Change 3284707 on 2017/02/02 by Marc.Audy

	Fix AVIWriter module compilation on Mac

Change 3285012 on 2017/02/03 by Benn.Gallagher

	Fixes for Dx NvCloth shader warnings

Change 3285016 on 2017/02/03 by Marc.Audy

	Fix missing include

Change 3285048 on 2017/02/03 by Benn.Gallagher

	Fixed Persona needing a restart when changing number of clothing assets (import/delete)
	#jira UE-41323

Change 3285325 on 2017/02/03 by Marc.Audy

	Properly implement AVIWriter module

Change 3285538 on 2017/02/03 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499

Change 3285735 on 2017/02/03 by Jon.Nabozny

	Add IsInAir method to UVehicleWheel.

	#jira UE-38369

Change 3285862 on 2017/02/03 by Aaron.McLeran

	UE-41435 Fixing PIE audio

	- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.

Change 3285914 on 2017/02/03 by danny.bouimad

	RecomputeTangents Test Assets

Change 3286246 on 2017/02/03 by Mieszko.Zielinski

	Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4

	#jira UE-41527
	#jira UE-41518

Change 3286308 on 2017/02/03 by Ori.Cohen

	Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.

	#JIRA UE-41529

Change 3286396 on 2017/02/03 by Ori.Cohen

	Fix CIS

Change 3286479 on 2017/02/03 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3287421 on 2017/02/06 by James.Golding

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819

Change 3287427 on 2017/02/06 by James.Golding

	Fix PoseBlendNode to 'pass through' if no poses are activated

Change 3287430 on 2017/02/06 by James.Golding

	- Add support to PoseDriver for evaluating source bone in the space of a different bone
	- Fix driven bone adding a scale of 1
	- Fix posedriver values 'sticking' (reset all weights to zero each frame)
	- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
	- Tranlsation targets now draw larger when selected
	- 'Copy from pose asset' now also auto-sets radius for you
	- Remove spammy warnings for missing poses/curves
	- Add UPoseAsset::GetNumTracks and ::GetFullPose
	- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
	- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)

Change 3287496 on 2017/02/06 by Chad.Garyet

	fixing busted quotes around defaultvalues

Change 3287569 on 2017/02/06 by Mieszko.Zielinski

	Orion BP fixed after deprecating NavigationSystem's BP API #Orion

Change 3287595 on 2017/02/06 by Benn.Gallagher

	BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
	Built for new NvCloth upgrade

Change 3287598 on 2017/02/06 by Benn.Gallagher

	NvCloth Upgrade to 21604115
	Added Linux+Mac support

Change 3287710 on 2017/02/06 by Lukasz.Furman

	added option to disable navlink polys at the end of generated paths
	#ue4

Change 3287857 on 2017/02/06 by Benn.Gallagher

	Fixed NvCloth module files to correctly set up linux and mac hopefully

Change 3287894 on 2017/02/06 by Benn.Gallagher

	Another fix to NvCloth build files, didn't get picked up in VS for some reason.

Change 3287917 on 2017/02/06 by Lina.Halper

	Copy from CharacterRigging to Dev-Framework

	#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham

Change 3287938 on 2017/02/06 by Thomas.Sarkanen

	Fix crash opening a media sound wave

	#jira UE-41582 - Editor crashes when running Automation test

Change 3287942 on 2017/02/06 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682

Change 3288035 on 2017/02/06 by James.Golding

	Remove C++ GameMode and pawn classes (replace with floating BP instead)
	Resave anims to remove Orion refs
	Add simple AnimBP and map for Mambo testing

Change 3288036 on 2017/02/06 by Benn.Gallagher

	Fix to BuildPhysX task to trigger Mac and Linux builds properly

Change 3288125 on 2017/02/06 by Ori.Cohen

	Change PhysXCommon back to dylib

Change 3288127 on 2017/02/06 by Benn.Gallagher

	Fixed project file identification not working for NvCloth under XCode

Change 3288156 on 2017/02/06 by Benn.Gallagher

	Disable "expansion-to-defined" warning in Linux NvCloth builds

Change 3288159 on 2017/02/06 by Lina.Halper

	potential compile fix for Ocean Editor

	#code review:Thomas.Sarkanen

Change 3288190 on 2017/02/06 by Ori.Cohen

	Link against static PhysXCommon for mac

Change 3288200 on 2017/02/06 by Marc.Audy

	Fix CIS

Change 3288270 on 2017/02/06 by Lina.Halper

	fix compile error

	#code review:Thomas.Sarkanen, Marc.Audy

Change 3288302 on 2017/02/06 by Thomas.Sarkanen

	Fixed ensure when deselecting bones in anim BP editor

	#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint

Change 3288348 on 2017/02/06 by Lina.Halper

	- Enabled control rig
	- Changed plugin name to be Control Rig

Change 3288490 on 2017/02/06 by Benn.Gallagher

	Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.

Change 3288511 on 2017/02/06 by Lina.Halper

	compile fix

Change 3288513 on 2017/02/06 by Lina.Halper

	Check in content to work with

Change 3288615 on 2017/02/06 by Ori.Cohen

	Fix skeletal mesh not simulating when using an aggregate.

	#JIRA UE-41593

Change 3288791 on 2017/02/06 by thomas.sarkanen

	Exposed transforms to cinematics so they can be animated

Change 3288795 on 2017/02/06 by Ori.Cohen

	Fix lock warnings for physx

	#JIRA UE-41591

Change 3288817 on 2017/02/06 by Charles.Anderson

	GDC Arcblade setup tests.

Change 3288825 on 2017/02/06 by Lina.Halper

	Fix build issue of shadow variable

Change 3289058 on 2017/02/06 by Ori.Cohen

	Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.

	#JIRA UE-41026

Change 3289348 on 2017/02/06 by Lina.Halper

	fix compile issue

Change 3289369 on 2017/02/06 by Lina.Halper

	Renamed leg control to limb control and will be used for arm/feet.
	- changed vars.
	- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.

	#code review:Thomas.Sakanen

Change 3289422 on 2017/02/06 by Lina.Halper

	Fixed IK sinking issue - or moving

	#code review:Thomas.Sarkanen

Change 3289433 on 2017/02/06 by Lina.Halper

	Fixed real shadow error

Change 3289485 on 2017/02/06 by Lina.Halper

	fixed build issue

Change 3289657 on 2017/02/07 by thomas.sarkanen

	Added rig bone mapping to Ice's skeletal mesh

Change 3289658 on 2017/02/07 by thomas.sarkanen

	Added ControlRig map with Ice setup to pose

Change 3289662 on 2017/02/07 by Thomas.Sarkanen

	Fixed up static analysis warning

Change 3289663 on 2017/02/07 by Thomas.Sarkanen

	Fixed crash when attempting to bind to skeletal mesh with already-set anim BP

	Anim instance may not have actually been created when binding, so dont dereference it

Change 3289717 on 2017/02/07 by Benn.Gallagher

	Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory

Change 3289718 on 2017/02/07 by Benn.Gallagher

	BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.

Change 3289744 on 2017/02/07 by Benn.Gallagher

	Fixed missing masses causing crash initialising clothing actors
	#jira UE-41599

Change 3289746 on 2017/02/07 by Danny.Bouimad

	Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.

Change 3289756 on 2017/02/07 by danny.bouimad

	Changing the asset for JamesG.

Change 3289785 on 2017/02/07 by James.Golding

	Replace old PoseDrive test with Danny's new one

Change 3289858 on 2017/02/07 by Lina.Halper

	fixed issue with undo transaction buffer

Change 3289860 on 2017/02/07 by Benn.Gallagher

	Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
	#jira UE-41655

Change 3289912 on 2017/02/07 by Thomas.Sarkanen

	Merging using Raven_To_Dev-Framework

	Originally from CLs 3249471, 3258522, 3260271, 3273791:

	Sequencer: More work supporting array properties more generically

	+ fixes

Change 3289962 on 2017/02/07 by James.Golding

	Add thickness option to DrawWireDiamond

Change 3289963 on 2017/02/07 by James.Golding

	Add spin option to VectorInputBox

Change 3289966 on 2017/02/07 by James.Golding

	Add weight bar chart to PoseDriver details
	Stop drawing pose weight text in viewport
	Fix position targets not drawing larger when selected

Change 3290094 on 2017/02/07 by Thomas.Sarkanen

	Fixed typo in filename (fallout from search and replace)

Change 3290119 on 2017/02/07 by Thomas.Sarkanen

	Manipulators can now have their IK/FK space set on them

	They are not drawn when the space for the chain that they control is not the same as their setting
	Also fixed a crash with invalid objects when reloading maps.

Change 3290145 on 2017/02/07 by Thomas.Sarkanen

	CIS fix for fallout from Raven changes

	#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors

Change 3290319 on 2017/02/07 by Marc.Audy

	Make sound player nodes hard reference the assets unless they are in a chain below a quality node.

Change 3290484 on 2017/02/07 by Richard.Hinckley

	Fixing grammar in popup messages.

Change 3290533 on 2017/02/07 by Marc.Audy

	Make GetAIController BlueprintPure
	#jira UE-41654

Change 3290624 on 2017/02/07 by Marc.Audy

	Reorder header to avoid include tool warnings

Change 3290697 on 2017/02/07 by Lina.Halper

	- support FK manipulator being in local space
	- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum

	#code review: Thomas.Sarkanen

Change 3290748 on 2017/02/07 by Ori.Cohen

	Touch immediate mode file to force physx re-link

Change 3290807 on 2017/02/07 by Richard.Hinckley

	#jira UE-39891
	Updates to assist in automatic documentation generation.

Change 3290946 on 2017/02/07 by Lina.Halper

	Fix issue of notify looping.

	#jira: UE-31463
	#Code review:Martin.Wilson

Change 3291553 on 2017/02/07 by Lina.Halper

	Rename/move file(s)
	- modified mesh mapping controller window to be Control Rig

Change 3291571 on 2017/02/07 by Lina.Halper

	added set up spine option

	#code review:Thomas.Sarkanen

Change 3291581 on 2017/02/07 by Ori.Cohen

	Temporarily turn off phat immediate mode preview which crashes.

Change 3291949 on 2017/02/08 by James.Golding

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819

Change 3291966 on 2017/02/08 by Lina.Halper

	Fix issue with notify looping bug

	#jira: UE-31463

Change 3292247 on 2017/02/08 by Marc.Audy

	Clean up bad merge caused by Fortnite integration to main

Change 3292326 on 2017/02/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313

Change 3292409 on 2017/02/08 by Marc.Audy

	Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.

Change 3292481 on 2017/02/08 by Ori.Cohen

	Fix for convex hull cooking (from Josh.S)

	#JIRA UE-41656

Change 3292492 on 2017/02/08 by Mieszko.Zielinski

	Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite

Change 3292778 on 2017/02/08 by Ori.Cohen

	Touch physx DDC key for new cooking.

	#JIRA UE-41656

[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00

3762 lines
116 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LaunchEngineLoop.h"
#include "HAL/PlatformStackWalk.h"
#include "HAL/PlatformOutputDevices.h"
#include "Misc/MessageDialog.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/QueuedThreadPool.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformAffinity.h"
#include "Misc/FileHelper.h"
#include "Internationalization/TextLocalizationManagerGlobals.h"
#include "Logging/LogSuppressionInterface.h"
#include "Async/TaskGraphInterfaces.h"
#include "Misc/TimeGuard.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/OutputDeviceHelper.h"
#include "Misc/OutputDeviceRedirector.h"
#include "Misc/AutomationTest.h"
#include "Misc/CommandLine.h"
#include "Misc/App.h"
#include "Misc/OutputDeviceConsole.h"
#include "HAL/PlatformFilemanager.h"
#include "Templates/ScopedPointer.h"
#include "HAL/FileManagerGeneric.h"
#include "HAL/ExceptionHandling.h"
#include "Stats/StatsMallocProfilerProxy.h"
#include "HAL/PlatformSplash.h"
#include "HAL/ThreadManager.h"
#include "ProfilingDebugging/ExternalProfiler.h"
#include "Containers/Ticker.h"
#include "Interfaces/IPluginManager.h"
#include "ProjectDescriptor.h"
#include "Interfaces/IProjectManager.h"
#include "Misc/UProjectInfo.h"
#include "Misc/EngineVersion.h"
#include "HAL/IOBase.h"
#include "Misc/CoreDelegates.h"
#include "Modules/ModuleManager.h"
#include "Runtime/Launch/Resources/Version.h"
#include "VersionManifest.h"
#include "UObject/DevObjectVersion.h"
#include "HAL/ThreadHeartBeat.h"
#include "Misc/NetworkVersion.h"
#include "UniquePtr.h"
#if WITH_COREUOBJECT
#include "Internationalization/PackageLocalizationManager.h"
#include "Misc/PackageName.h"
#include "Misc/StartupPackages.h"
#include "UObject/UObjectHash.h"
#include "UObject/Package.h"
#include "UObject/Linker.h"
#include "UObject/LinkerLoad.h"
#endif
#if WITH_EDITOR
#include "EditorStyleSet.h"
#include "Misc/RemoteConfigIni.h"
#include "EditorCommandLineUtils.h"
#include "Input/Reply.h"
#include "Styling/CoreStyle.h"
#include "RenderingThread.h"
#include "Editor/EditorEngine.h"
#include "UnrealEdMisc.h"
#include "UnrealEdGlobals.h"
#include "Editor/UnrealEdEngine.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Interfaces/IEditorStyleModule.h"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <objbase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#endif
#if WITH_ENGINE
#include "Engine/GameEngine.h"
#include "UnrealClient.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/GameUserSettings.h"
#include "Features/IModularFeatures.h"
#include "GameFramework/WorldSettings.h"
#include "SystemSettings.h"
#include "EngineStats.h"
#include "EngineGlobals.h"
#include "AudioThread.h"
#if WITH_ENGINE && !UE_BUILD_SHIPPING
#include "Interfaces/IAutomationControllerModule.h"
#endif // WITH_ENGINE && !UE_BUILD_SHIPPING
#include "Database.h"
#include "DerivedDataCacheInterface.h"
#include "ShaderCompiler.h"
#include "DistanceFieldAtlas.h"
#include "GlobalShader.h"
#include "Materials/MaterialInterface.h"
#include "TextureResource.h"
#include "Engine/Texture2D.h"
#include "StringTable.h"
#include "SceneUtils.h"
#include "ParticleHelper.h"
#include "PhysicsPublic.h"
#include "PlatformFeatures.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "Commandlets/Commandlet.h"
#include "EngineService.h"
#include "ContentStreaming.h"
#include "HighResScreenshot.h"
#include "Misc/HotReloadInterface.h"
#include "ISessionServicesModule.h"
#include "Net/OnlineEngineInterface.h"
#include "Internationalization/EnginePackageLocalizationCache.h"
#include "Rendering/SlateRenderer.h"
#include "Layout/WidgetPath.h"
#include "Framework/Application/SlateApplication.h"
#include "IMessagingModule.h"
#include "Engine/DemoNetDriver.h"
#if !UE_SERVER
#include "IHeadMountedDisplayModule.h"
#include "HeadMountedDisplay.h"
#include "Interfaces/ISlateRHIRendererModule.h"
#include "Interfaces/ISlateNullRendererModule.h"
#include "EngineFontServices.h"
#endif
#include "MoviePlayer.h"
#if !UE_BUILD_SHIPPING
#include "STaskGraph.h"
#include "IProfilerServiceModule.h"
#endif
#if WITH_AUTOMATION_WORKER
#include "Interfaces/IAutomationWorkerModule.h"
#endif
#endif //WITH_ENGINE
class FSlateRenderer;
class SViewport;
class IPlatformFile;
class FExternalProfiler;
class FFeedbackContext;
#if WITH_EDITOR
#include "FeedbackContextEditor.h"
static FFeedbackContextEditor UnrealEdWarn;
#include "AudioEditorModule.h"
#endif // WITH_EDITOR
#if UE_EDITOR
#include "DesktopPlatformModule.h"
#endif
#define LOCTEXT_NAMESPACE "LaunchEngineLoop"
#if PLATFORM_WINDOWS
#include "AllowWindowsPlatformTypes.h"
#include <ObjBase.h>
#include "HideWindowsPlatformTypes.h"
#endif
#if WITH_ENGINE
#include "EngineDefines.h"
#if ENABLE_VISUAL_LOG
#include "VisualLogger/VisualLogger.h"
#endif
#endif
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
#include "LauncherCheck.h"
#endif
#if WITH_COREUOBJECT
#ifndef USE_LOCALIZED_PACKAGE_CACHE
#define USE_LOCALIZED_PACKAGE_CACHE 1
#endif
#else
#define USE_LOCALIZED_PACKAGE_CACHE 0
#endif
static TAutoConsoleVariable<int32> CVarDoAsyncEndOfFrameTasksRandomize(
TEXT("tick.DoAsyncEndOfFrameTasks.Randomize"),
0,
TEXT("Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread.")
);
static FAutoConsoleTaskPriority CPrio_AsyncEndOfFrameGameTasks(
TEXT("TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks"),
TEXT("Task and thread priority for the experiemntal async end of frame tasks."),
ENamedThreads::HighThreadPriority,
ENamedThreads::NormalTaskPriority,
ENamedThreads::HighTaskPriority
);
/** Task that executes concurrently with Slate when tick.DoAsyncEndOfFrameTasks is true. */
class FExecuteConcurrentWithSlateTickTask
{
TFunctionRef<void()> TickWithSlate;
public:
FExecuteConcurrentWithSlateTickTask(TFunctionRef<void()> InTickWithSlate)
: TickWithSlate(InTickWithSlate)
{
}
static FORCEINLINE TStatId GetStatId()
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FExecuteConcurrentWithSlateTickTask, STATGROUP_TaskGraphTasks);
}
static FORCEINLINE ENamedThreads::Type GetDesiredThread()
{
return CPrio_AsyncEndOfFrameGameTasks.Get();
}
static FORCEINLINE ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
TickWithSlate();
}
};
// Pipe output to std output
// This enables UBT to collect the output for it's own use
class FOutputDeviceStdOutput : public FOutputDevice
{
public:
FOutputDeviceStdOutput()
{
bAllowLogVerbosity = FParse::Param(FCommandLine::Get(), TEXT("AllowStdOutLogVerbosity"));
}
virtual ~FOutputDeviceStdOutput()
{
}
virtual void Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) override
{
if ( (bAllowLogVerbosity && Verbosity <= ELogVerbosity::Log) || (Verbosity <= ELogVerbosity::Display) )
{
#if PLATFORM_USE_LS_SPEC_FOR_WIDECHAR
wprintf(TEXT("\n%ls"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#else
wprintf(TEXT("\n%s"), *FOutputDeviceHelper::FormatLogLine(Verbosity, Category, V, GPrintLogTimes));
#endif
fflush(stdout);
}
}
private:
bool bAllowLogVerbosity;
};
// Exits the game/editor if any of the specified phrases appears in the log output
class FOutputDeviceTestExit : public FOutputDevice
{
TArray<FString> ExitPhrases;
public:
FOutputDeviceTestExit(const TArray<FString>& InExitPhrases)
: ExitPhrases(InExitPhrases)
{
}
virtual ~FOutputDeviceTestExit()
{
}
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
if (!GIsRequestingExit)
{
for (auto& Phrase : ExitPhrases)
{
if (FCString::Stristr(V, *Phrase) && !FCString::Stristr(V, TEXT("-testexit=")))
{
#if WITH_ENGINE
if (GEngine != nullptr)
{
if (GIsEditor)
{
GEngine->DeferredCommands.Add(TEXT("CLOSE_SLATE_MAINFRAME"));
}
else
{
GEngine->Exec(nullptr, TEXT("QUIT"));
}
}
#else
FPlatformMisc::RequestExit(true);
#endif
break;
}
}
}
}
};
static TUniquePtr<FOutputDeviceConsole> GScopedLogConsole;
static TUniquePtr<FOutputDeviceStdOutput> GScopedStdOut;
static TUniquePtr<FOutputDeviceTestExit> GScopedTestExit;
#if WITH_ENGINE
static void RHIExitAndStopRHIThread()
{
#if HAS_GPU_STATS
FRealtimeGPUProfiler::Get()->Release();
#endif
RHIExit();
// Stop the RHI Thread
if (GUseRHIThread)
{
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::RHIThread);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
}
}
#endif
/**
* Initializes std out device and adds it to GLog
**/
void InitializeStdOutDevice()
{
// Check if something is trying to initialize std out device twice.
check(!GScopedStdOut);
GScopedStdOut = MakeUnique<FOutputDeviceStdOutput>();
GLog->AddOutputDevice(GScopedStdOut.Get());
}
bool ParseGameProjectFromCommandLine(const TCHAR* InCmdLine, FString& OutProjectFilePath, FString& OutGameName)
{
const TCHAR *CmdLine = InCmdLine;
FString FirstCommandLineToken = FParse::Token(CmdLine, 0);
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
FirstCommandLineToken = FirstCommandLineToken.Trim();
//
OutProjectFilePath = TEXT("");
OutGameName = TEXT("");
if ( FirstCommandLineToken.Len() && !FirstCommandLineToken.StartsWith(TEXT("-")) )
{
// The first command line argument could be the project file if it exists or the game name if not launching with a project file
const FString ProjectFilePath = FString(FirstCommandLineToken);
if ( FPaths::GetExtension(ProjectFilePath) == FProjectDescriptor::GetExtension() )
{
OutProjectFilePath = FirstCommandLineToken;
// Here we derive the game name from the project file
OutGameName = FPaths::GetBaseFilename(OutProjectFilePath);
return true;
}
else if (FPaths::IsRelative(FirstCommandLineToken) && FPlatformProperties::IsMonolithicBuild() == false)
{
// Full game name is assumed to be the first token
OutGameName = MoveTemp(FirstCommandLineToken);
// Derive the project path from the game name. All games must have a uproject file, even if they are in the root folder.
OutProjectFilePath = FPaths::Combine(*FPaths::RootDir(), *OutGameName, *FString(OutGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
return true;
}
}
#if WITH_EDITOR
if (FEditorCommandLineUtils::ParseGameProjectPath(InCmdLine, OutProjectFilePath, OutGameName))
{
return true;
}
#endif
return false;
}
bool LaunchSetGameName(const TCHAR *InCmdLine, FString& OutGameProjectFilePathUnnormalized)
{
if (GIsGameAgnosticExe)
{
// Initialize GameName to an empty string. Populate it below.
FApp::SetGameName(TEXT(""));
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
#if UE_GAME
else
{
// Try to use the executable name as the game name.
LocalGameName = FPlatformProcess::ExecutableName();
int32 FirstCharToRemove = INDEX_NONE;
if (LocalGameName.FindChar(TCHAR('-'), FirstCharToRemove))
{
LocalGameName = LocalGameName.Left(FirstCharToRemove);
}
FApp::SetGameName(*LocalGameName);
// Check it's not UE4Game, otherwise assume a uproject file relative to the game project directory
if (LocalGameName != TEXT("UE4Game"))
{
ProjFilePath = FPaths::Combine(TEXT(".."), TEXT(".."), TEXT(".."), *LocalGameName, *FString(LocalGameName + TEXT(".") + FProjectDescriptor::GetExtension()));
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
}
#endif
static bool bPrinted = false;
if (!bPrinted)
{
bPrinted = true;
if (FApp::HasGameName())
{
UE_LOG(LogInit, Display, TEXT("Running engine for game: %s"), FApp::GetGameName());
}
else
{
if (FPlatformProperties::RequiresCookedData())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games on cooked platforms require a uproject file be specified."));
}
else
{
UE_LOG(LogInit, Display, TEXT("Running engine without a game"));
}
}
}
}
else
{
FString ProjFilePath;
FString LocalGameName;
if (ParseGameProjectFromCommandLine(InCmdLine, ProjFilePath, LocalGameName) == true)
{
if (FPlatformProperties::RequiresCookedData())
{
// Non-agnostic exes that require cooked data cannot load projects, so make sure that the LocalGameName is the GameName
if (LocalGameName != FApp::GetGameName())
{
UE_LOG(LogInit, Fatal, TEXT("Non-agnostic games cannot load projects on cooked platforms - try running UE4Game."));
}
}
// Only set the game name if this is NOT a program...
if (FPlatformProperties::IsProgram() == false)
{
FApp::SetGameName(*LocalGameName);
}
OutGameProjectFilePathUnnormalized = ProjFilePath;
FPaths::SetProjectFilePath(ProjFilePath);
}
// In a non-game agnostic exe, the game name should already be assigned by now.
if (!FApp::HasGameName())
{
UE_LOG(LogInit, Fatal,TEXT("Could not set game name!"));
}
}
return true;
}
void LaunchFixGameNameCase()
{
#if PLATFORM_DESKTOP && !IS_PROGRAM
// This is to make sure this function is not misused and is only called when the game name is set
check(FApp::HasGameName());
// correct the case of the game name, if possible (unless we're running a program and the game name is already set)
if (FPaths::IsProjectFilePathSet())
{
const FString GameName(FPaths::GetBaseFilename(IFileManager::Get().GetFilenameOnDisk(*FPaths::GetProjectFilePath())));
const bool bGameNameMatchesProjectCaseSensitive = (FCString::Strcmp(*GameName, FApp::GetGameName()) == 0);
if (!bGameNameMatchesProjectCaseSensitive && (FApp::IsGameNameEmpty() || GIsGameAgnosticExe || (GameName.Len() > 0 && GIsGameAgnosticExe)))
{
if (GameName == FApp::GetGameName()) // case insensitive compare
{
FApp::SetGameName(*GameName);
}
else
{
const FText Message = FText::Format(
NSLOCTEXT("Core", "MismatchedGameNames", "The name of the .uproject file ('{0}') must match the name of the project passed in the command line ('{1}')."),
FText::FromString(*GameName),
FText::FromString(FApp::GetGameName()));
if (!GIsBuildMachine)
{
UE_LOG(LogInit, Warning, TEXT("%s"), *Message.ToString());
FMessageDialog::Open(EAppMsgType::Ok, Message);
}
FApp::SetGameName(TEXT("")); // this disables part of the crash reporter to avoid writing log files to a bogus directory
if (!GIsBuildMachine)
{
exit(1);
}
UE_LOG(LogInit, Fatal, TEXT("%s"), *Message.ToString());
}
}
}
#endif //PLATFORM_DESKTOP
}
static IPlatformFile* ConditionallyCreateFileWrapper(const TCHAR* Name, IPlatformFile* CurrentPlatformFile, const TCHAR* CommandLine, bool* OutFailedToInitialize = nullptr, bool* bOutShouldBeUsed = nullptr )
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = false;
}
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = false;
}
IPlatformFile* WrapperFile = FPlatformFileManager::Get().GetPlatformFile(Name);
if (WrapperFile != nullptr && WrapperFile->ShouldBeUsed(CurrentPlatformFile, CommandLine))
{
if ( bOutShouldBeUsed )
{
*bOutShouldBeUsed = true;
}
if (WrapperFile->Initialize(CurrentPlatformFile, CommandLine) == false)
{
if (OutFailedToInitialize)
{
*OutFailedToInitialize = true;
}
// Don't delete the platform file. It will be automatically deleted by its module.
WrapperFile = nullptr;
}
}
else
{
// Make sure it won't be used.
WrapperFile = nullptr;
}
return WrapperFile;
}
/**
* Look for any file overrides on the command line (i.e. network connection file handler)
*/
bool LaunchCheckForFileOverride(const TCHAR* CmdLine, bool& OutFileOverrideFound)
{
OutFileOverrideFound = false;
// Get the physical platform file.
IPlatformFile* CurrentPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
// Try to create pak file wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("PakFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
PlatformFile = ConditionallyCreateFileWrapper(TEXT("CachedReadFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try to create sandbox wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SandboxFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#if !UE_BUILD_SHIPPING // UFS clients are not available in shipping builds.
// Streaming network wrapper (it has a priority over normal network wrapper)
bool bNetworkFailedToInitialize = false;
do
{
bool bShouldUseStreamingFile = false;
IPlatformFile* NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("StreamingFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize, &bShouldUseStreamingFile);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
// if streaming network platform file was tried this loop don't try this one
// Network file wrapper (only create if the streaming wrapper hasn't been created)
if ( !bShouldUseStreamingFile && !NetworkPlatformFile)
{
NetworkPlatformFile = ConditionallyCreateFileWrapper(TEXT("NetworkFile"), CurrentPlatformFile, CmdLine, &bNetworkFailedToInitialize);
if (NetworkPlatformFile)
{
CurrentPlatformFile = NetworkPlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
if (bNetworkFailedToInitialize)
{
FString HostIpString;
FParse::Value(CmdLine, TEXT("-FileHostIP="), HostIpString);
#if PLATFORM_REQUIRES_FILESERVER
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Failed to connect to file server at %s. RETRYING in 5s.\n"), *HostIpString);
FPlatformProcess::Sleep(5.0f);
uint32 Result = 2;
#else //PLATFORM_REQUIRES_FILESERVER
// note that this can't be localized because it happens before we connect to a filserver - localizing would cause ICU to try to load.... from over the file server connection!
FString Error = FString::Printf(TEXT("Failed to connect to any of the following file servers:\n\n %s\n\nWould you like to try again? No will fallback to local disk files, Cancel will quit."), *HostIpString.Replace( TEXT("+"), TEXT("\n ")));
uint32 Result = FMessageDialog::Open( EAppMsgType::YesNoCancel, FText::FromString( Error ) );
#endif //PLATFORM_REQUIRES_FILESERVER
if (Result == EAppReturnType::No)
{
break;
}
else if (Result == EAppReturnType::Cancel)
{
// Cancel - return a failure, and quit
return false;
}
}
}
while (bNetworkFailedToInitialize);
#endif
#if !UE_BUILD_SHIPPING
// Try to create file profiling wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("ProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("SimpleProfileFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file timings stats wrapper
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileReadStats"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// Try and create file open log wrapper (lists the order files are first opened)
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("FileOpenLog"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
#endif //#if !UE_BUILD_SHIPPING
// Wrap the above in a file logging singleton if requested
{
IPlatformFile* PlatformFile = ConditionallyCreateFileWrapper(TEXT("LogFile"), CurrentPlatformFile, CmdLine);
if (PlatformFile)
{
CurrentPlatformFile = PlatformFile;
FPlatformFileManager::Get().SetPlatformFile(*CurrentPlatformFile);
}
}
// If our platform file is different than it was when we started, then an override was used
OutFileOverrideFound = (CurrentPlatformFile != &FPlatformFileManager::Get().GetPlatformFile());
return true;
}
bool LaunchHasIncompleteGameName()
{
if ( FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
{
// Verify this is a legitimate game name
// Launched with a game name. See if the <GameName> folder exists. If it doesn't, it could instead be <GameName>Game
const FString NonSuffixedGameFolder = FPaths::RootDir() / FApp::GetGameName();
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*NonSuffixedGameFolder) == false)
{
const FString SuffixedGameFolder = NonSuffixedGameFolder + TEXT("Game");
if (FPlatformFileManager::Get().GetPlatformFile().DirectoryExists(*SuffixedGameFolder))
{
return true;
}
}
}
return false;
}
void LaunchUpdateMostRecentProjectFile()
{
// If we are launching without a game name or project file, we should use the last used project file, if it exists
const FString& AutoLoadProjectFileName = IProjectManager::Get().GetAutoLoadProjectFileName();
FString RecentProjectFileContents;
if ( FFileHelper::LoadFileToString(RecentProjectFileContents, *AutoLoadProjectFileName) )
{
if ( RecentProjectFileContents.Len() )
{
const FString AutoLoadInProgressFilename = AutoLoadProjectFileName + TEXT(".InProgress");
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*AutoLoadInProgressFilename) )
{
// We attempted to auto-load a project but the last run did not make it to UEditorEngine::InitEditor.
// This indicates that there was a problem loading the project.
// Do not auto-load the project, instead load normally until the next time the editor starts successfully.
UE_LOG(LogInit, Display, TEXT("There was a problem auto-loading %s. Auto-load will be disabled until the editor successfully starts up with a project."), *RecentProjectFileContents);
}
else if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*RecentProjectFileContents) )
{
// The previously loaded project file was found. Change the game name here and update the project file path
FApp::SetGameName(*FPaths::GetBaseFilename(RecentProjectFileContents));
FPaths::SetProjectFilePath(RecentProjectFileContents);
UE_LOG(LogInit, Display, TEXT("Loading recent project file: %s"), *RecentProjectFileContents);
// Write a file indicating that we are trying to auto-load a project.
// This file prevents auto-loading of projects for as long as it exists. It is a detection system for failed auto-loads.
// The file is deleted in UEditorEngine::InitEditor, thus if the load does not make it that far then the project will not be loaded again.
FFileHelper::SaveStringToFile(TEXT(""), *AutoLoadInProgressFilename);
}
}
}
}
/*-----------------------------------------------------------------------------
FEngineLoop implementation.
-----------------------------------------------------------------------------*/
FEngineLoop::FEngineLoop()
#if WITH_ENGINE
: EngineService(nullptr)
#endif
{ }
int32 FEngineLoop::PreInit(int32 ArgC, TCHAR* ArgV[], const TCHAR* AdditionalCommandline)
{
FMemory::SetupTLSCachesOnCurrentThread();
FString CmdLine;
// loop over the parameters, skipping the first one (which is the executable name)
for (int32 Arg = 1; Arg < ArgC; Arg++)
{
FString ThisArg = ArgV[Arg];
if (ThisArg.Contains(TEXT(" ")) && !ThisArg.Contains(TEXT("\"")))
{
int32 EqualsAt = ThisArg.Find(TEXT("="));
if (EqualsAt > 0 && ThisArg.Find(TEXT(" ")) > EqualsAt)
{
ThisArg = ThisArg.Left(EqualsAt + 1) + FString("\"") + ThisArg.RightChop(EqualsAt + 1) + FString("\"");
}
else
{
ThisArg = FString("\"") + ThisArg + FString("\"");
}
}
CmdLine += ThisArg;
// put a space between each argument (not needed after the end)
if (Arg + 1 < ArgC)
{
CmdLine += TEXT(" ");
}
}
// append the additional extra command line
if (AdditionalCommandline)
{
CmdLine += TEXT(" ");
CmdLine += AdditionalCommandline;
}
// send the command line without the exe name
return GEngineLoop.PreInit(*CmdLine);
}
#if WITH_ENGINE
bool IsServerDelegateForOSS(FName WorldContextHandle)
{
if (IsRunningDedicatedServer())
{
return true;
}
UWorld* World = nullptr;
#if WITH_EDITOR
if (WorldContextHandle != NAME_None)
{
FWorldContext& WorldContext = GEngine->GetWorldContextFromHandleChecked(WorldContextHandle);
check(WorldContext.WorldType == EWorldType::Game || WorldContext.WorldType == EWorldType::PIE);
World = WorldContext.World();
}
else
#endif
{
ensure(WorldContextHandle == NAME_None);
UGameEngine* GameEngine = Cast<UGameEngine>(GEngine);
if (GameEngine)
{
World = GameEngine->GetGameWorld();
}
else
{
UE_LOG(LogInit, Error, TEXT("Failed to determine if OSS is server in PIE, OSS requests will fail"));
return false;
}
}
ENetMode NetMode = World ? World->GetNetMode() : NM_Standalone;
return (NetMode == NM_ListenServer || NetMode == NM_DedicatedServer);
}
#endif
DECLARE_CYCLE_STAT( TEXT( "FEngineLoop::PreInit.AfterStats" ), STAT_FEngineLoop_PreInit_AfterStats, STATGROUP_LoadTime );
int32 FEngineLoop::PreInit( const TCHAR* CmdLine )
{
FPlatformMisc::InitTaggedStorage(1024);
if (FParse::Param(CmdLine, TEXT("UTF8Output")))
{
FPlatformMisc::SetUTF8Output();
}
// Switch into executable's directory.
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// this is set later with shorter command lines, but we want to make sure it is set ASAP as some subsystems will do the tests themselves...
// also realize that command lines can be pulled from the network at a slightly later time.
if (!FCommandLine::Set(CmdLine))
{
// Fail, shipping builds will crash if setting command line fails
return -1;
}
#if defined(WITH_LAUNCHERCHECK) && WITH_LAUNCHERCHECK
if (ILauncherCheckModule::Get().WasRanFromLauncher() == false)
{
// Tell Launcher to run us instead
ILauncherCheckModule::Get().RunLauncher(ELauncherAction::AppLaunch);
// We wish to exit
GIsRequestingExit = true;
return 0;
}
#endif
#if STATS
// Create the stats malloc profiler proxy.
if( FStatsMallocProfilerProxy::HasMemoryProfilerToken() )
{
if (PLATFORM_USES_FIXED_GMalloc_CLASS)
{
UE_LOG(LogMemory, Fatal, TEXT("Cannot do malloc profiling with PLATFORM_USES_FIXED_GMalloc_CLASS."));
}
// Assumes no concurrency here.
GMalloc = FStatsMallocProfilerProxy::Get();
}
#endif // STATS
// Name of project file before normalization (as specified in command line).
// Used to fixup project name if necessary.
FString GameProjectFilePathUnnormalized;
// Set GameName, based on the command line
if (LaunchSetGameName(CmdLine, GameProjectFilePathUnnormalized) == false)
{
// If it failed, do not continue
return 1;
}
// Initialize log console here to avoid statics initialization issues when launched from the command line.
GScopedLogConsole = TUniquePtr<FOutputDeviceConsole>(FPlatformOutputDevices::GetLogConsole());
// Always enable the backlog so we get all messages, we will disable and clear it in the game
// as soon as we determine whether GIsEditor == false
GLog->EnableBacklog(true);
// Initialize std out device as early as possible if requested in the command line
if (FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
InitializeStdOutDevice();
}
#if !UE_BUILD_SHIPPING
if (FPlatformProperties::SupportsQuit())
{
FString ExitPhrases;
if (FParse::Value(FCommandLine::Get(), TEXT("testexit="), ExitPhrases))
{
TArray<FString> ExitPhrasesList;
if (ExitPhrases.ParseIntoArray(ExitPhrasesList, TEXT("+"), true) > 0)
{
GScopedTestExit = MakeUnique<FOutputDeviceTestExit>(ExitPhrasesList);
GLog->AddOutputDevice(GScopedTestExit.Get());
}
}
}
if (FParse::Param(FCommandLine::Get(), TEXT("emitdrawevents")))
{
GEmitDrawEvents = true;
}
#endif // !UE_BUILD_SHIPPING
// Switch into executable's directory (may be required by some of the platform file overrides)
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// This fixes up the relative project path, needs to happen before we set platform file paths
if (FPlatformProperties::IsProgram() == false)
{
if (FPaths::IsProjectFilePathSet())
{
FString ProjPath = FPaths::GetProjectFilePath();
if (FPaths::FileExists(ProjPath) == false)
{
// display it multiple ways, it's very important error message...
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Project file not found: %s"), *ProjPath);
UE_LOG(LogInit, Display, TEXT("Project file not found: %s"), *ProjPath);
UE_LOG(LogInit, Display, TEXT("\tAttempting to find via project info helper."));
// Use the uprojectdirs
FString GameProjectFile = FUProjectDictionary::GetDefault().GetRelativeProjectPathForGame(FApp::GetGameName(), FPlatformProcess::BaseDir());
if (GameProjectFile.IsEmpty() == false)
{
UE_LOG(LogInit, Display, TEXT("\tFound project file %s."), *GameProjectFile);
FPaths::SetProjectFilePath(GameProjectFile);
// Fixup command line if project file wasn't found in specified directory to properly parse next arguments.
FString OldCommandLine = FString(FCommandLine::Get());
OldCommandLine.ReplaceInline(*GameProjectFilePathUnnormalized, *GameProjectFile, ESearchCase::CaseSensitive);
FCommandLine::Set(*OldCommandLine);
CmdLine = FCommandLine::Get();
}
}
}
}
// allow the command line to override the platform file singleton
bool bFileOverrideFound = false;
if (LaunchCheckForFileOverride(CmdLine, bFileOverrideFound) == false)
{
// if it failed, we cannot continue
return 1;
}
// Initialize file manager
IFileManager::Get().ProcessCommandLineOptions();
if( GIsGameAgnosticExe )
{
// If we launched without a project file, but with a game name that is incomplete, warn about the improper use of a Game suffix
if ( LaunchHasIncompleteGameName() )
{
// We did not find a non-suffixed folder and we DID find the suffixed one.
// The engine MUST be launched with <GameName>Game.
const FText GameNameText = FText::FromString(FApp::GetGameName());
FMessageDialog::Open(EAppMsgType::Ok, FText::Format( LOCTEXT("RequiresGamePrefix", "Error: UE4Editor does not append 'Game' to the passed in game name.\nYou must use the full name.\nYou specified '{0}', use '{0}Game'."), GameNameText ) );
return 1;
}
}
// remember thread id of the main thread
GGameThreadId = FPlatformTLS::GetCurrentThreadId();
GIsGameThreadIdInitialized = true;
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
FPlatformProcess::SetupGameThread();
// Figure out whether we're the editor, ucc or the game.
const SIZE_T CommandLineSize = FCString::Strlen(CmdLine)+1;
TCHAR* CommandLineCopy = new TCHAR[ CommandLineSize ];
FCString::Strcpy( CommandLineCopy, CommandLineSize, CmdLine );
const TCHAR* ParsedCmdLine = CommandLineCopy;
FString Token = FParse::Token( ParsedCmdLine, 0);
#if WITH_ENGINE
TArray<FString> Tokens;
TArray<FString> Switches;
UCommandlet::ParseCommandLine(CommandLineCopy, Tokens, Switches);
bool bHasCommandletToken = false;
for( int32 TokenIndex = 0; TokenIndex < Tokens.Num(); ++TokenIndex )
{
if( Tokens[TokenIndex].EndsWith(TEXT("Commandlet")) )
{
bHasCommandletToken = true;
Token = Tokens[TokenIndex];
break;
}
}
for( int32 SwitchIndex = 0; SwitchIndex < Switches.Num() && !bHasCommandletToken; ++SwitchIndex )
{
if( Switches[SwitchIndex].StartsWith(TEXT("RUN=")) )
{
bHasCommandletToken = true;
Token = Switches[SwitchIndex];
break;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
#endif // WITH_ENGINE
// trim any whitespace at edges of string - this can happen if the token was quoted with leading or trailing whitespace
// VC++ tends to do this in its "external tools" config
Token = Token.Trim();
// Path returned by FPaths::GetProjectFilePath() is normalized, so may have symlinks and ~ resolved and may differ from the original path to .uproject passed in the command line
FString NormalizedToken = Token;
FPaths::NormalizeFilename(NormalizedToken);
const bool bFirstTokenIsGameName = (FApp::HasGameName() && Token == FApp::GetGameName());
const bool bFirstTokenIsGameProjectFilePath = (FPaths::IsProjectFilePathSet() && NormalizedToken == FPaths::GetProjectFilePath());
const bool bFirstTokenIsGameProjectFileShortName = (FPaths::IsProjectFilePathSet() && Token == FPaths::GetCleanFilename(FPaths::GetProjectFilePath()));
if (bFirstTokenIsGameName || bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// first item on command line was the game name, remove it in all cases
FString RemainingCommandline = ParsedCmdLine;
FCString::Strcpy( CommandLineCopy, CommandLineSize, *RemainingCommandline );
ParsedCmdLine = CommandLineCopy;
// Set a new command-line that doesn't include the game name as the first argument
FCommandLine::Set(ParsedCmdLine);
Token = FParse::Token( ParsedCmdLine, 0);
Token = Token.Trim();
// if the next token is a project file, then we skip it (which can happen on some platforms that combine
// commandlines... this handles extra .uprojects, but if you run with MyGame MyGame, we can't tell if
// the second MyGame is a map or not)
while (FPaths::GetExtension(Token) == FProjectDescriptor::GetExtension())
{
Token = FParse::Token(ParsedCmdLine, 0);
Token = Token.Trim();
}
if (bFirstTokenIsGameProjectFilePath || bFirstTokenIsGameProjectFileShortName)
{
// Convert it to relative if possible...
FString RelativeGameProjectFilePath = FFileManagerGeneric::DefaultConvertToRelativePath(*FPaths::GetProjectFilePath());
if (RelativeGameProjectFilePath != FPaths::GetProjectFilePath())
{
FPaths::SetProjectFilePath(RelativeGameProjectFilePath);
}
}
}
// look early for the editor token
bool bHasEditorToken = false;
#if UE_EDITOR
// Check each token for '-game', '-server' or '-run='
bool bIsNotEditor = false;
// This isn't necessarily pretty, but many requests have been made to allow
// UE4Editor.exe <GAMENAME> -game <map>
// or
// UE4Editor.exe <GAMENAME> -game 127.0.0.0
// We don't want to remove the -game from the commandline just yet in case
// we need it for something later. So, just move it to the end for now...
const bool bFirstTokenIsGame = (Token == TEXT("-GAME"));
const bool bFirstTokenIsServer = (Token == TEXT("-SERVER"));
const bool bFirstTokenIsModeOverride = bFirstTokenIsGame || bFirstTokenIsServer || bHasCommandletToken;
const TCHAR* CommandletCommandLine = nullptr;
if (bFirstTokenIsModeOverride)
{
bIsNotEditor = true;
if (bFirstTokenIsGame || bFirstTokenIsServer)
{
// Move the token to the end of the list...
FString RemainingCommandline = ParsedCmdLine;
RemainingCommandline = RemainingCommandline.Trim();
RemainingCommandline += FString::Printf(TEXT(" %s"), *Token);
FCommandLine::Set(*RemainingCommandline);
}
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
}
if (bHasCommandletToken)
{
// will be reset later once the commandlet class loaded
PRIVATE_GIsRunningCommandlet = true;
}
if( !bIsNotEditor && GIsGameAgnosticExe )
{
// If we launched without a game name or project name, try to load the most recently loaded project file.
// We can not do this if we are using a FilePlatform override since the game directory may already be established.
const bool bIsBuildMachine = FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE"));
const bool bLoadMostRecentProjectFileIfItExists = !FApp::HasGameName() && !bFileOverrideFound && !bIsBuildMachine && !FParse::Param( CmdLine, TEXT("norecentproject") );
if (bLoadMostRecentProjectFileIfItExists )
{
LaunchUpdateMostRecentProjectFile();
}
}
FString CheckToken = Token;
bool bFoundValidToken = false;
while (!bFoundValidToken && (CheckToken.Len() > 0))
{
if (!bIsNotEditor)
{
bool bHasNonEditorToken = (CheckToken == TEXT("-GAME")) || (CheckToken == TEXT("-SERVER")) || (CheckToken.StartsWith(TEXT("RUN="))) || CheckToken.EndsWith(TEXT("Commandlet"));
if (bHasNonEditorToken)
{
bIsNotEditor = true;
bFoundValidToken = true;
}
}
CheckToken = FParse::Token(ParsedCmdLine, 0);
}
bHasEditorToken = !bIsNotEditor;
#elif WITH_ENGINE
const TCHAR* CommandletCommandLine = nullptr;
if (bHasCommandletToken)
{
#if STATS
// Leave the stats enabled.
if (!FStats::EnabledForCommandlet())
{
FThreadStats::MasterDisableForever();
}
#endif
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
CommandletCommandLine = ParsedCmdLine;
}
#if WITH_EDITOR && WITH_EDITORONLY_DATA
// If a non-editor target build w/ WITH_EDITOR and WITH_EDITORONLY_DATA, use the old token check...
//@todo. Is this something we need to support?
bHasEditorToken = Token == TEXT("EDITOR");
#else
// Game, server and commandlets never set the editor token
bHasEditorToken = false;
#endif
#endif //UE_EDITOR
#if !UE_BUILD_SHIPPING
// Benchmarking.
FApp::SetBenchmarking(FParse::Param(FCommandLine::Get(),TEXT("BENCHMARK")));
#else
FApp::SetBenchmarking(false);
#endif // !UE_BUILD_SHIPPING
// "-Deterministic" is a shortcut for "-UseFixedTimeStep -FixedSeed"
bool bDeterministic = FParse::Param(FCommandLine::Get(), TEXT("Deterministic"));
FApp::SetUseFixedTimeStep(bDeterministic || FParse::Param(FCommandLine::Get(), TEXT("UseFixedTimeStep")));
FApp::bUseFixedSeed = bDeterministic || FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("FixedSeed"));
// Initialize random number generator.
{
uint32 Seed1 = 0;
uint32 Seed2 = 0;
if(!FApp::bUseFixedSeed)
{
Seed1 = FPlatformTime::Cycles();
Seed2 = FPlatformTime::Cycles();
}
FMath::RandInit(Seed1);
FMath::SRandInit(Seed2);
UE_LOG(LogInit, Display, TEXT("RandInit(%d) SRandInit(%d)."), Seed1, Seed2);
}
// Set up the module list and version information, if it's not compiled-in
#if !IS_MONOLITHIC && BUILT_FROM_CHANGELIST == 0
static FVersionedModuleEnumerator ModuleEnumerator;
if(ModuleEnumerator.RegisterWithModuleManager())
{
const FVersionManifest& Manifest = ModuleEnumerator.GetInitialManifest();
if(Manifest.Changelist != 0 && !FEngineVersion::OverrideCurrentVersionChangelist(Manifest.Changelist, Manifest.CompatibleChangelist))
{
UE_LOG(LogInit, Fatal, TEXT("Couldn't update engine changelist to %d."), Manifest.Changelist);
}
UE_LOG(LogInit, Log, TEXT("Using version manifest at CL %d with build ID '%s'"), Manifest.Changelist, *Manifest.BuildId);
}
#endif
#if !IS_PROGRAM
if ( !GIsGameAgnosticExe && FApp::HasGameName() && !FPaths::IsProjectFilePathSet() )
{
// If we are using a non-agnostic exe where a name was specified but we did not specify a project path. Assemble one based on the game name.
const FString ProjectFilePath = FPaths::Combine(*FPaths::GameDir(), *FString::Printf(TEXT("%s.%s"), FApp::GetGameName(), *FProjectDescriptor::GetExtension()));
FPaths::SetProjectFilePath(ProjectFilePath);
}
#endif
// Now verify the project file if we have one
if (FPaths::IsProjectFilePathSet()
#if IS_PROGRAM
// Programs don't need uproject files to exist, but some do specify them and if they exist we should load them
&& FPaths::FileExists(FPaths::GetProjectFilePath())
#endif
)
{
if (!IProjectManager::Get().LoadProjectFile(FPaths::GetProjectFilePath()))
{
// The project file was invalid or saved with a newer version of the engine. Exit.
UE_LOG(LogInit, Warning, TEXT("Could not find a valid project file, the engine will exit now."));
return 1;
}
}
#if !IS_PROGRAM
if( FApp::HasGameName() )
{
// Tell the module manager what the game binaries folder is
const FString GameBinariesDirectory = FPaths::Combine( FPlatformMisc::GameDir(), TEXT( "Binaries" ), FPlatformProcess::GetBinariesSubdirectory() );
FModuleManager::Get().SetGameBinariesDirectory(*GameBinariesDirectory);
LaunchFixGameNameCase();
}
#endif
// initialize task graph sub-system with potential multiple threads
FTaskGraphInterface::Startup( FPlatformMisc::NumberOfCores() );
FTaskGraphInterface::Get().AttachToThread( ENamedThreads::GameThread );
#if STATS
FThreadStats::StartThread();
#endif
FScopeCycleCounter CycleCount_AfterStats( GET_STATID( STAT_FEngineLoop_PreInit_AfterStats ) );
// Load Core modules required for everything else to work (needs to be loaded before InitializeRenderingCVarsCaching)
if (!LoadCoreModules())
{
UE_LOG(LogInit, Error, TEXT("Failed to load Core modules."));
return 1;
}
#if WITH_ENGINE
extern ENGINE_API void InitializeRenderingCVarsCaching();
InitializeRenderingCVarsCaching();
#endif
bool bTokenDoesNotHaveDash = Token.Len() && FCString::Strnicmp(*Token, TEXT("-"), 1) != 0;
#if WITH_EDITOR
// If we're running as an game but don't have a project, inform the user and exit.
if (bHasEditorToken == false && bHasCommandletToken == false)
{
if ( !FPaths::IsProjectFilePathSet() )
{
//@todo this is too early to localize
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("Engine", "UE4RequiresProjectFiles", "UE4 games require a project file as the first parameter."));
return 1;
}
}
if (GIsUCCMakeStandaloneHeaderGenerator)
{
// Rebuilding script requires some hacks in the engine so we flag that.
PRIVATE_GIsRunningCommandlet = true;
}
#endif //WITH_EDITOR
if (FPlatformProcess::SupportsMultithreading())
{
{
GThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
// we are only going to give dedicated servers one pool thread
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 1;
}
verify(GThreadPool->Create(NumThreadsInThreadPool, 128 * 1024));
}
#if WITH_EDITOR
// when we are in the editor we like to do things like build lighting and such
// this thread pool can be used for those purposes
GLargeThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, 128 * 1024));
#endif
}
// Get a pointer to the log output device
GLogConsole = GScopedLogConsole.Get();
LoadPreInitModules();
// Start the application
if(!AppInit())
{
return 1;
}
#if WITH_COREUOBJECT
GNewAsyncIO = IsEventDrivenLoaderEnabled();
FPlatformFileManager::Get().InitializeNewAsyncIO();
#endif
if (FPlatformProcess::SupportsMultithreading())
{
if (GNewAsyncIO)
{
GIOThreadPool = FQueuedThreadPool::Allocate();
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfIOWorkerThreadsToSpawn();
if (FPlatformProperties::IsServerOnly())
{
NumThreadsInThreadPool = 2;
}
verify(GIOThreadPool->Create(NumThreadsInThreadPool, 16 * 1024, TPri_AboveNormal));
}
}
#if WITH_ENGINE
// Initialize system settings before anyone tries to use it...
GSystemSettings.Initialize( bHasEditorToken );
// Apply renderer settings from console variables stored in the INI.
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererSettings"),*GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.RendererOverrideSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.StreamingSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.GarbageCollectionSettings"), *GEngineIni, ECVF_SetByProjectSetting);
ApplyCVarSettingsFromIni(TEXT("/Script/Engine.NetworkSettings"), *GEngineIni, ECVF_SetByProjectSetting);
#if !UE_SERVER
if (!IsRunningDedicatedServer())
{
if (!IsRunningCommandlet())
{
// Note: It is critical that resolution settings are loaded before the movie starts playing so that the window size and fullscreen state is known
UGameUserSettings::PreloadResolutionSettings();
}
}
#endif
// As early as possible to avoid expensive re-init of subsystems,
// after SystemSettings.ini file loading so we get the right state,
// before ConsoleVariables.ini so the local developer can always override.
// before InitializeCVarsForActiveDeviceProfile() so the platform can override user settings
Scalability::LoadState((bHasEditorToken && !GEditorSettingsIni.IsEmpty()) ? GEditorSettingsIni : GGameUserSettingsIni);
// Set all CVars which have been setup in the device profiles.
UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowRenderThread())
{
GUseThreadedRendering = true;
}
#endif
FConfigCacheIni::LoadConsoleVariablesFromINI();
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Platform Initialization"), STAT_PlatformInit, STATGROUP_LoadTime);
// platform specific initialization now that the SystemSettings are loaded
FPlatformMisc::PlatformInit();
FPlatformMemory::Init();
}
// Let LogConsole know what ini file it should use to save its setting on exit.
// We can't use GGameIni inside log console because it's destroyed in the global
// scoped pointer and at that moment GGameIni may already be gone.
if( GLogConsole != nullptr )
{
GLogConsole->SetIniFilename(*GGameIni);
}
#if CHECK_PUREVIRTUALS
FMessageDialog::Open( EAppMsgType::Ok, *NSLOCTEXT("Engine", "Error_PureVirtualsEnabled", "The game cannot run with CHECK_PUREVIRTUALS enabled. Please disable CHECK_PUREVIRTUALS and rebuild the executable.").ToString() );
FPlatformMisc::RequestExit(false);
#endif
#if WITH_ENGINE
// allow for game explorer processing (including parental controls) and firewalls installation
if (!FPlatformMisc::CommandLineCommands())
{
FPlatformMisc::RequestExit(false);
}
bool bIsSeekFreeDedicatedServer = false;
bool bIsRegularClient = false;
if (!bHasEditorToken)
{
// See whether the first token on the command line is a commandlet.
//@hack: We need to set these before calling StaticLoadClass so all required data gets loaded for the commandlets.
GIsClient = true;
GIsServer = true;
#if WITH_EDITOR
GIsEditor = true;
#endif //WITH_EDITOR
PRIVATE_GIsRunningCommandlet = true;
// Allow commandlet rendering and/or audio based on command line switch (too early to let the commandlet itself override this).
PRIVATE_GAllowCommandletRendering = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletRendering"));
PRIVATE_GAllowCommandletAudio = FParse::Param(FCommandLine::Get(), TEXT("AllowCommandletAudio"));
// We need to disregard the empty token as we try finding Token + "Commandlet" which would result in finding the
// UCommandlet class if Token is empty.
bool bDefinitelyCommandlet = (bTokenDoesNotHaveDash && Token.EndsWith(TEXT("Commandlet")));
if (!bTokenDoesNotHaveDash)
{
if (Token.StartsWith(TEXT("run=")))
{
Token = Token.RightChop(4);
bDefinitelyCommandlet = true;
if (!Token.EndsWith(TEXT("Commandlet")))
{
Token += TEXT("Commandlet");
}
}
}
else
{
if (!bDefinitelyCommandlet)
{
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE, *(Token+TEXT("Commandlet")), false);
if (TempCommandletClass)
{
check(TempCommandletClass->IsChildOf(UCommandlet::StaticClass())); // ok so you have a class that ends with commandlet that is not a commandlet
Token += TEXT("Commandlet");
bDefinitelyCommandlet = true;
}
}
}
if (!bDefinitelyCommandlet)
{
bIsRegularClient = true;
GIsClient = true;
GIsServer = false;
#if WITH_EDITORONLY_DATA
GIsEditor = false;
#endif
PRIVATE_GIsRunningCommandlet = false;
}
}
if (IsRunningDedicatedServer())
{
GIsClient = false;
GIsServer = true;
PRIVATE_GIsRunningCommandlet = false;
#if WITH_EDITOR
GIsEditor = false;
#endif
bIsSeekFreeDedicatedServer = FPlatformProperties::RequiresCookedData();
}
// If std out device hasn't been initialized yet (there was no -stdout param in the command line) and
// we meet all the criteria, initialize it now.
if (!GScopedStdOut && !bHasEditorToken && !bIsRegularClient && !IsRunningDedicatedServer())
{
InitializeStdOutDevice();
}
if (!GNewAsyncIO)
{
FIOSystem::Get(); // force it to be created if it isn't already
}
// allow the platform to start up any features it may need
IPlatformFeaturesModule::Get();
// Init physics engine before loading anything, in case we want to do things like cook during post-load.
InitGamePhys();
// Delete temporary files in cache.
FPlatformProcess::CleanFileCache();
#if !UE_BUILD_SHIPPING
GIsDemoMode = FParse::Param( FCommandLine::Get(), TEXT( "DEMOMODE" ) );
#endif
if (bHasEditorToken)
{
#if WITH_EDITOR
// We're the editor.
GIsClient = true;
GIsServer = true;
GIsEditor = true;
PRIVATE_GIsRunningCommandlet = false;
GWarn = &UnrealEdWarn;
#else
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("Engine", "EditorNotSupported", "Editor not supported in this mode."));
FPlatformMisc::RequestExit(false);
return 1;
#endif //WITH_EDITOR
}
#endif // WITH_ENGINE
// If we're not in the editor stop collecting the backlog now that we know
if (!GIsEditor)
{
GLog->EnableBacklog( false );
}
#if WITH_ENGINE
EndInitTextLocalization();
UStringTable::InitializeEngineBridge();
if (FApp::ShouldUseThreadingForPerformance() && FPlatformMisc::AllowAudioThread())
{
bool bUseThreadedAudio = false;
if (!GIsEditor)
{
GConfig->GetBool(TEXT("Audio"), TEXT("UseAudioThread"), bUseThreadedAudio, GEngineIni);
}
FAudioThread::SetUseThreadedAudio(bUseThreadedAudio);
}
if (FPlatformProcess::SupportsMultithreading() && !IsRunningDedicatedServer() && (bIsRegularClient || bHasEditorToken))
{
FPlatformSplash::Show();
}
if (!IsRunningDedicatedServer() && (bHasEditorToken || bIsRegularClient))
{
// Init platform application
FSlateApplication::Create();
}
else
{
// If we're not creating the slate application there is some basic initialization
// that it does that still must be done
EKeys::Initialize();
FCoreStyle::ResetToDefault();
}
if (GIsEditor)
{
// The editor makes use of all cultures in its UI, so pre-load the resource data now to avoid a hitch later
FInternationalization::Get().LoadAllCultureData();
}
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Initializing", "Initializing..."));
SlowTask.EnterProgressFrame(10);
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromLazyCallback([](FPackageLocalizationManager& InPackageLocalizationManager)
{
InPackageLocalizationManager.InitializeFromCache(MakeShareable(new FEnginePackageLocalizationCache()));
});
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Initialize the RHI.
RHIInit(bHasEditorToken);
if (!FPlatformProperties::RequiresCookedData())
{
check(!GShaderCompilingManager);
GShaderCompilingManager = new FShaderCompilingManager();
check(!GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
}
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Initial UObject load"), STAT_InitialUObjectLoad, STATGROUP_LoadTime);
// Initialize shader types before loading any shaders
InitializeShaderTypes();
SlowTask.EnterProgressFrame(30);
// Load the global shaders.
// if (!IsRunningCommandlet())
// hack: don't load global shaders if we are cooking we will load the shaders for the correct platform later
FString Commandline = FCommandLine::Get();
if (!IsRunningDedicatedServer() &&
Commandline.Contains(TEXT("cookcommandlet")) == false &&
Commandline.Contains(TEXT("run=cook")) == false )
// if (FParse::Param(FCommandLine::Get(), TEXT("Multiprocess")) == false)
{
if (GetGlobalShaderMap(GMaxRHIFeatureLevel) == nullptr && GIsRequestingExit)
{
// This means we can't continue without the global shader map.
return 1;
}
}
else if (FPlatformProperties::RequiresCookedData() == false)
{
GetDerivedDataCacheRef();
}
// If platforms support early movie playback we have to start the rendering thread much earlier
#if PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
RHIPostInit();
if(GUseThreadedRendering)
{
if(GRHISupportsRHIThread)
{
const bool DefaultUseRHIThread = true;
GUseRHIThread = DefaultUseRHIThread;
if(FParse::Param(FCommandLine::Get(), TEXT("rhithread")))
{
GUseRHIThread = true;
}
else if(FParse::Param(FCommandLine::Get(), TEXT("norhithread")))
{
GUseRHIThread = false;
}
}
StartRenderingThread();
}
#endif
#if !UE_SERVER// && !UE_EDITOR
if(!IsRunningDedicatedServer() && !IsRunningCommandlet())
{
TSharedRef<FSlateRenderer> SlateRenderer = GUsingNullRHI ?
FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer() :
FModuleManager::Get().GetModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer").CreateSlateRHIRenderer();
// If Slate is being used, initialize the renderer after RHIInit
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
CurrentSlateApp.InitializeRenderer(SlateRenderer);
// Create the engine font services now that the Slate renderer is ready
FEngineFontServices::Create();
GetMoviePlayer()->SetSlateRenderer(SlateRenderer);
// allow the movie player to load a sequence from the .inis (a PreLoadingScreen module could have already initialized a sequence, in which case
// it wouldn't have anything in it's .ini file)
GetMoviePlayer()->SetupLoadingScreenFromIni();
if(GetMoviePlayer()->HasEarlyStartupMovie())
{
GetMoviePlayer()->Initialize();
// hide splash screen now
FPlatformMisc::PlatformPostInit(false);
// only allowed to play any movies marked as early startup. These movies or widgets can have no interaction whatsoever with uobjects or engine features
GetMoviePlayer()->PlayEarlyStartupMovies();
}
}
#endif
// In order to be able to use short script package names get all script
// package names from ini files and register them with FPackageName system.
FPackageName::RegisterShortPackageNamesForUObjectModules();
SlowTask.EnterProgressFrame(5);
#if USE_EVENT_DRIVEN_ASYNC_LOAD_AT_BOOT_TIME
// If we don't do this now and the async loading thread is active, then we will attempt to load this module from a thread
if (GEventDrivenLoaderEnabled)
{
FModuleManager::Get().LoadModule("AssetRegistry");
}
#endif
// Make sure all UObject classes are registered and default properties have been initialized
ProcessNewlyLoadedUObjects();
#if USE_LOCALIZED_PACKAGE_CACHE
// CoreUObject is definitely available now, so make sure the package localization cache is available
// This may have already been initialized from the CDO creation from ProcessNewlyLoadedUObjects
FPackageLocalizationManager::Get().PerformLazyInitialization();
#endif // USE_LOCALIZED_PACKAGE_CACHE
// Default materials may have been loaded due to dependencies when loading
// classes and class default objects. If not, do so now.
UMaterialInterface::InitDefaultMaterials();
UMaterialInterface::AssertDefaultMaterialsExist();
UMaterialInterface::AssertDefaultMaterialsPostLoaded();
}
// Initialize the texture streaming system (needs to happen after RHIInit and ProcessNewlyLoadedUObjects).
IStreamingManager::Get();
SlowTask.EnterProgressFrame(5);
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
// Setup GC optimizations
if (bIsSeekFreeDedicatedServer || bHasEditorToken)
{
GUObjectArray.DisableDisregardForGC();
}
SlowTask.EnterProgressFrame(10);
if ( !LoadStartupCoreModules() )
{
// At least one startup module failed to load, return 1 to indicate an error
return 1;
}
SlowTask.EnterProgressFrame(10);
// Load up all modules that need to hook into the loading screen
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreLoadingScreen) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreLoadingScreen))
{
return 1;
}
#if !UE_SERVER// && !UE_EDITOR
if(!IsRunningDedicatedServer() && !IsRunningCommandlet() && !GetMoviePlayer()->IsMovieCurrentlyPlaying())
{
GetMoviePlayer()->Initialize();
// Play any non-early startup loading movies.
GetMoviePlayer()->PlayMovie();
}
#endif
#if !UE_SERVER
if ( !IsRunningDedicatedServer() )
{
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(!GetMoviePlayer()->IsMovieCurrentlyPlaying());
}
else
#endif
{
// do any post appInit processing, before the render thread is started.
FPlatformMisc::PlatformPostInit(true);
}
SlowTask.EnterProgressFrame(5);
#if !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
RHIPostInit();
if (GUseThreadedRendering)
{
if (GRHISupportsRHIThread)
{
const bool DefaultUseRHIThread = true;
GUseRHIThread = DefaultUseRHIThread;
if (FParse::Param(FCommandLine::Get(),TEXT("rhithread")))
{
GUseRHIThread = true;
}
else if (FParse::Param(FCommandLine::Get(),TEXT("norhithread")))
{
GUseRHIThread = false;
}
}
StartRenderingThread();
}
#endif // !PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK
#if WITH_EDITOR
// We need to mount the shared resources for templates (if there are any) before we try and load and game classes
FUnrealEdMisc::Get().MountTemplateSharedPaths();
#endif
if ( !LoadStartupModules() )
{
// At least one startup module failed to load, return 1 to indicate an error
return 1;
}
// load up the seek-free startup packages
if ( !FStartupPackages::LoadAll() )
{
// At least one startup package failed to load, return 1 to indicate an error
return 1;
}
#endif // WITH_ENGINE
#if WITH_COREUOBJECT
if (GUObjectArray.IsOpenForDisregardForGC())
{
GUObjectArray.CloseDisregardForGC();
}
NotifyRegistrationComplete();
#endif // WITH_COREUOBJECT
#if WITH_ENGINE
if (UOnlineEngineInterface::Get()->IsLoaded())
{
SetIsServerForOnlineSubsystemsDelegate(FQueryIsRunningServer::CreateStatic(&IsServerDelegateForOSS));
}
SlowTask.EnterProgressFrame(5);
if (!bHasEditorToken)
{
UClass* CommandletClass = nullptr;
if (!bIsRegularClient)
{
CommandletClass = FindObject<UClass>(ANY_PACKAGE,*Token,false);
if (!CommandletClass)
{
if (GLogConsole && !GIsSilent)
{
GLogConsole->Show(true);
}
UE_LOG(LogInit, Error, TEXT("%s looked like a commandlet, but we could not find the class."), *Token);
GIsRequestingExit = true;
return 1;
}
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX
extern bool GIsConsoleExecutable;
if (GIsConsoleExecutable)
{
if (GLogConsole != nullptr && GLogConsole->IsAttached())
{
GLog->RemoveOutputDevice(GLogConsole);
}
// Setup Ctrl-C handler for console application
FPlatformMisc::SetGracefulTerminationHandler();
}
else
#endif
{
// Bring up console unless we're a silent build.
if( GLogConsole && !GIsSilent )
{
GLogConsole->Show( true );
}
}
// print output immediately
setvbuf(stdout, nullptr, _IONBF, 0);
UE_LOG(LogInit, Log, TEXT("Executing %s"), *CommandletClass->GetFullName() );
// Allow commandlets to individually override those settings.
UCommandlet* Default = CastChecked<UCommandlet>(CommandletClass->GetDefaultObject());
if ( GIsRequestingExit )
{
// commandlet set GIsRequestingExit during construction
return 1;
}
GIsClient = Default->IsClient;
GIsServer = Default->IsServer;
#if WITH_EDITOR
GIsEditor = Default->IsEditor;
#else
if (Default->IsEditor)
{
UE_LOG(LogInit, Error, TEXT("Cannot run editor commandlet %s with game executable."), *CommandletClass->GetFullName());
GIsRequestingExit = true;
return 1;
}
#endif
PRIVATE_GIsRunningCommandlet = true;
// Reset aux log if we don't want to log to the console window.
if( !Default->LogToConsole )
{
GLog->RemoveOutputDevice( GLogConsole );
}
// allow the commandlet the opportunity to create a custom engine
CommandletClass->GetDefaultObject<UCommandlet>()->CreateCustomEngine(CommandletCommandLine);
if ( GEngine == nullptr )
{
#if WITH_EDITOR
if ( GIsEditor )
{
FString EditorEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("EditorEngine"), EditorEngineClassName, GEngineIni);
UClass* EditorEngineClass = StaticLoadClass( UEditorEngine::StaticClass(), nullptr, *EditorEngineClassName);
if (EditorEngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Editor Engine class '%s'."), *EditorEngineClassName);
}
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), EditorEngineClass);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine..."));
GEditor->InitEditor(this);
UE_LOG(LogInit, Log, TEXT("Initializing Editor Engine Completed"));
}
else
#endif
{
FString GameEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
UClass* EngineClass = StaticLoadClass( UEngine::StaticClass(), nullptr, *GameEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load Engine class '%s'."), *GameEngineClassName);
}
// must do this here so that the engine object that we create on the next line receives the correct property values
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
check(GEngine);
GEngine->ParseCommandline();
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine..."));
GEngine->Init(this);
UE_LOG(LogInit, Log, TEXT("Initializing Game Engine Completed"));
}
}
// Load all the post-engine init modules
ensure(IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit));
ensure(IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit));
//run automation smoke tests now that the commandlet has had a chance to override the above flags and GEngine is available
#if !PLATFORM_HTML5 && !PLATFORM_HTML5_WIN32
FAutomationTestFramework::Get().RunSmokeTests();
#endif
UCommandlet* Commandlet = NewObject<UCommandlet>(GetTransientPackage(), CommandletClass);
check(Commandlet);
Commandlet->AddToRoot();
// Execute the commandlet.
double CommandletExecutionStartTime = FPlatformTime::Seconds();
// Commandlets don't always handle -run= properly in the commandline so we'll provide them
// with a custom version that doesn't have it.
Commandlet->ParseParms( CommandletCommandLine );
#if STATS
// We have to close the scope, otherwise we will end with broken stats.
CycleCount_AfterStats.StopAndResetStatId();
#endif // STATS
FStats::TickCommandletStats();
int32 ErrorLevel = Commandlet->Main( CommandletCommandLine );
FStats::TickCommandletStats();
GIsRequestingExit = true;
// Log warning/ error summary.
if( Commandlet->ShowErrorCount )
{
TArray<FString> AllErrors;
TArray<FString> AllWarnings;
GWarn->GetErrors(AllErrors);
GWarn->GetWarnings(AllWarnings);
if (AllErrors.Num() || AllWarnings.Num())
{
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogInit, Display, TEXT(""));
UE_LOG(LogInit, Display, TEXT("Warning/Error Summary (Unique only)"));
UE_LOG(LogInit, Display, TEXT("-----------------------------------"));
const int32 MaxMessagesToShow = (GIsBuildMachine || FParse::Param(FCommandLine::Get(), TEXT("DUMPALLWARNINGS"))) ?
FMath::Max(AllErrors.Num(), AllWarnings.Num()) : 50;
TSet<FString> ShownMessages;
ShownMessages.Empty(MaxMessagesToShow);
SET_WARN_COLOR(COLOR_RED);
for (const FString& ErrorMessage : AllErrors)
{
bool bAlreadyShown = false;
ShownMessages.Add(ErrorMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllErrors.Num(), LogInit, Display, TEXT("NOTE: Only first %d errors displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *ErrorMessage);
}
}
SET_WARN_COLOR(COLOR_YELLOW);
ShownMessages.Empty(MaxMessagesToShow);
for (const FString& WarningMessage : AllWarnings)
{
bool bAlreadyShown = false;
ShownMessages.Add(WarningMessage, &bAlreadyShown);
if (!bAlreadyShown)
{
if (ShownMessages.Num() > MaxMessagesToShow)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_CLOG(MaxMessagesToShow < AllWarnings.Num(), LogInit, Display, TEXT("NOTE: Only first %d warnings displayed."), MaxMessagesToShow);
break;
}
UE_LOG(LogInit, Display, TEXT("%s"), *WarningMessage);
}
}
}
UE_LOG(LogInit, Display, TEXT(""));
if( ErrorLevel != 0 )
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Commandlet->Main return this error code: %d"), ErrorLevel );
UE_LOG(LogInit, Display, TEXT("With %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else if( ( AllErrors.Num() == 0 ) )
{
SET_WARN_COLOR(AllWarnings.Num() ? COLOR_YELLOW : COLOR_GREEN);
UE_LOG(LogInit, Display, TEXT("Success - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
}
else
{
SET_WARN_COLOR(COLOR_RED);
UE_LOG(LogInit, Display, TEXT("Failure - %d error(s), %d warning(s)"), AllErrors.Num(), AllWarnings.Num() );
ErrorLevel = 1;
}
CLEAR_WARN_COLOR();
}
else
{
UE_LOG(LogInit, Display, TEXT("Finished.") );
}
double CommandletExecutionTime = FPlatformTime::Seconds() - CommandletExecutionStartTime;
UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT( "Execution of commandlet took: %.2f seconds"), CommandletExecutionTime );
// We're ready to exit!
return ErrorLevel;
}
else
{
// We're a regular client.
check(bIsRegularClient);
if (bTokenDoesNotHaveDash)
{
// here we give people a reasonable warning if they tried to use the short name of a commandlet
UClass* TempCommandletClass = FindObject<UClass>(ANY_PACKAGE,*(Token+TEXT("Commandlet")),false);
if (TempCommandletClass)
{
UE_LOG(LogInit, Fatal, TEXT("You probably meant to call a commandlet. Please use the full name %s."), *(Token+TEXT("Commandlet")));
}
}
}
}
// exit if wanted.
if( GIsRequestingExit )
{
if ( GEngine != nullptr )
{
GEngine->PreExit();
}
AppPreExit();
// appExit is called outside guarded block.
return 1;
}
FString MatineeName;
if(FParse::Param(FCommandLine::Get(),TEXT("DUMPMOVIE")) || FParse::Value(FCommandLine::Get(), TEXT("-MATINEESSCAPTURE="), MatineeName))
{
// -1: remain on
GIsDumpingMovie = -1;
}
// If dumping movie then we do NOT want on-screen messages
GAreScreenMessagesEnabled = !GIsDumpingMovie && !GIsDemoMode;
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(),TEXT("NOSCREENMESSAGES")))
{
GAreScreenMessagesEnabled = false;
}
// Don't update INI files if benchmarking or -noini
if( FApp::IsBenchmarking() || FParse::Param(FCommandLine::Get(),TEXT("NOINI")))
{
GConfig->Detach( GEngineIni );
GConfig->Detach( GInputIni );
GConfig->Detach( GGameIni );
GConfig->Detach( GEditorIni );
}
#endif // !UE_BUILD_SHIPPING
delete [] CommandLineCopy;
// initialize the pointer, as it is deleted before being assigned in the first frame
PendingCleanupObjects = nullptr;
// Initialize profile visualizers.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
FModuleManager::Get().LoadModule(TEXT("TaskGraph"));
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::Get().LoadModule(TEXT("ProfilerService"));
FModuleManager::Get().GetModuleChecked<IProfilerServiceModule>("ProfilerService").CreateProfilerServiceManager();
}
#endif
// Init HighRes screenshot system, unless running on server
if (!IsRunningDedicatedServer())
{
GetHighResScreenshotConfig().Init();
}
#else // WITH_ENGINE
EndInitTextLocalization();
#if USE_LOCALIZED_PACKAGE_CACHE
FPackageLocalizationManager::Get().InitializeFromDefaultCache();
#endif // USE_LOCALIZED_PACKAGE_CACHE
FPlatformMisc::PlatformPostInit();
#endif // WITH_ENGINE
//run automation smoke tests now that everything is setup to run
FAutomationTestFramework::Get().RunSmokeTests();
// Note we still have 20% remaining on the slow task: this will be used by the Editor/Engine initialization next
return 0;
}
bool FEngineLoop::LoadCoreModules()
{
// Always attempt to load CoreUObject. It requires additional pre-init which is called from its module's StartupModule method.
#if WITH_COREUOBJECT
bool bResult = FModuleManager::Get().LoadModule(TEXT("CoreUObject")).IsValid();
return bResult;
#else
return true;
#endif
}
void FEngineLoop::LoadPreInitModules()
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading PreInit Modules"), STAT_PreInitModules, STATGROUP_LoadTime);
// GGetMapNameDelegate is initialized here
#if WITH_ENGINE
FModuleManager::Get().LoadModule(TEXT("Engine"));
FModuleManager::Get().LoadModule(TEXT("Renderer"));
FModuleManager::Get().LoadModule(TEXT("AnimGraphRuntime"));
FPlatformMisc::LoadPreInitModules();
#if !UE_SERVER
if (!IsRunningDedicatedServer() )
{
if (!GUsingNullRHI)
{
// This needs to be loaded before InitializeShaderTypes is called
FModuleManager::Get().LoadModuleChecked<ISlateRHIRendererModule>("SlateRHIRenderer");
}
}
#endif
FModuleManager::Get().LoadModule(TEXT("Landscape"));
// Initialize ShaderCore before loading or compiling any shaders,
// But after Renderer and any other modules which implement shader types.
FModuleManager::Get().LoadModule(TEXT("ShaderCore"));
#if WITH_EDITORONLY_DATA
// Load the texture compressor module before any textures load. They may
// compress asynchronously and that can lead to a race condition.
FModuleManager::Get().LoadModule(TEXT("TextureCompressor"));
#endif
#endif // WITH_ENGINE
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
// Load audio editor module before engine class CDOs are loaded
FModuleManager::Get().LoadModule(TEXT("AudioEditor"));
FModuleManager::Get().LoadModule(TEXT("AnimationModifiers"));
#endif
}
#if WITH_ENGINE
bool FEngineLoop::LoadStartupCoreModules()
{
FScopedSlowTask SlowTask(100);
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading Startup Modules"), STAT_StartupModules, STATGROUP_LoadTime);
bool bSuccess = true;
// Load all Runtime modules
SlowTask.EnterProgressFrame(10);
{
FModuleManager::Get().LoadModule(TEXT("Core"));
FModuleManager::Get().LoadModule(TEXT("Networking"));
}
SlowTask.EnterProgressFrame(10);
FPlatformMisc::LoadStartupModules();
// initialize messaging
SlowTask.EnterProgressFrame(10);
if (FPlatformProcess::SupportsMultithreading())
{
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
}
SlowTask.EnterProgressFrame(10);
#if WITH_EDITOR
FModuleManager::LoadModuleChecked<IEditorStyleModule>("EditorStyle");
#endif //WITH_EDITOR
// Load UI modules
SlowTask.EnterProgressFrame(10);
if ( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule("Slate");
#if !UE_BUILD_SHIPPING
// Need to load up the SlateReflector module to initialize the WidgetSnapshotService
FModuleManager::Get().LoadModule("SlateReflector");
#endif // !UE_BUILD_SHIPPING
}
#if WITH_EDITOR
// In dedicated server builds with the editor, we need to load UMG/UMGEditor for compiling blueprints.
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
#else
if ( !IsRunningDedicatedServer() )
{
// UMG must be loaded for runtime and cooking.
FModuleManager::Get().LoadModule("UMG");
}
#endif //WITH_EDITOR
// Load all Development modules
SlowTask.EnterProgressFrame(20);
if (!IsRunningDedicatedServer())
{
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("MessageLog");
FModuleManager::Get().LoadModule("CollisionAnalyzer");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
}
#if WITH_UNREAL_DEVELOPER_TOOLS
FModuleManager::Get().LoadModule("FunctionalTesting");
#endif //WITH_UNREAL_DEVELOPER_TOOLS
SlowTask.EnterProgressFrame(30);
#if (WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
// HACK: load BT editor as early as possible for statically initialized assets (non cooked BT assets needs it)
// cooking needs this module too
FModuleManager::Get().LoadModule(TEXT("BehaviorTreeEditor"));
// Ability tasks are based on GameplayTasks, so we need to make sure that module is loaded as well
FModuleManager::Get().LoadModule(TEXT("GameplayTasksEditor"));
IAudioEditorModule* AudioEditorModule = &FModuleManager::LoadModuleChecked<IAudioEditorModule>("AudioEditor");
AudioEditorModule->RegisterAssetActions();
// Load the StringTableEditor module to register its asset actions
FModuleManager::Get().LoadModule("StringTableEditor");
if( !IsRunningDedicatedServer() )
{
// VREditor needs to be loaded in non-server editor builds early, so engine content Blueprints can be loaded during DDC generation
FModuleManager::Get().LoadModule(TEXT("VREditor"));
}
// -----------------------------------------------------
// HACK: load EQS editor as early as possible for statically initialized assets (non cooked EQS assets needs it)
// cooking needs this module too
bool bEnvironmentQueryEditor = false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnvironmentQueryEditor, GEngineIni);
if (bEnvironmentQueryEditor
#if WITH_EDITOR
|| GetDefault<UEditorExperimentalSettings>()->bEQSEditor
#endif // WITH_EDITOR
)
{
FModuleManager::Get().LoadModule(TEXT("EnvironmentQueryEditor"));
}
// We need this for blueprint projects that have online functionality.
//FModuleManager::Get().LoadModule(TEXT("OnlineBlueprintSupport"));
if (IsRunningCommandlet())
{
FModuleManager::Get().LoadModule(TEXT("IntroTutorials"));
FModuleManager::Get().LoadModule(TEXT("Blutility"));
}
#endif //(WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
#if WITH_ENGINE
// Load runtime client modules (which are also needed at cook-time)
if( !IsRunningDedicatedServer() )
{
FModuleManager::Get().LoadModule(TEXT("GameLiveStreaming"));
FModuleManager::Get().LoadModule(TEXT("MediaAssets"));
}
#endif
FModuleManager::Get().LoadModule(TEXT("ClothingSystemRuntime"));
#if WITH_EDITOR
FModuleManager::Get().LoadModule(TEXT("ClothingSystemEditor"));
#endif
return bSuccess;
}
bool FEngineLoop::LoadStartupModules()
{
FScopedSlowTask SlowTask(3);
SlowTask.EnterProgressFrame(1);
// Load any modules that want to be loaded before default modules are loaded up.
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PreDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PreDefault))
{
return false;
}
SlowTask.EnterProgressFrame(1);
// Load modules that are configured to load in the default phase
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::Default) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::Default))
{
return false;
}
SlowTask.EnterProgressFrame(1);
// Load any modules that want to be loaded after default modules are loaded up.
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostDefault) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostDefault))
{
return false;
}
return true;
}
void FEngineLoop::InitTime()
{
// Init variables used for benchmarking and ticking.
FApp::SetCurrentTime(FPlatformTime::Seconds());
MaxFrameCounter = 0;
MaxTickTime = 0;
TotalTickTime = 0;
LastFrameCycles = FPlatformTime::Cycles();
float FloatMaxTickTime = 0;
#if !UE_BUILD_SHIPPING
FParse::Value(FCommandLine::Get(),TEXT("SECONDS="),FloatMaxTickTime);
MaxTickTime = FloatMaxTickTime;
// look of a version of seconds that only is applied if FApp::IsBenchmarking() is set. This makes it easier on
// say, iOS, where we have a toggle setting to enable benchmarking, but don't want to have to make user
// also disable the seconds setting as well. -seconds= will exit the app after time even if benchmarking
// is not enabled
// NOTE: This will override -seconds= if it's specified
if (FApp::IsBenchmarking())
{
if (FParse::Value(FCommandLine::Get(),TEXT("BENCHMARKSECONDS="),FloatMaxTickTime) && FloatMaxTickTime)
{
MaxTickTime = FloatMaxTickTime;
}
}
// Use -FPS=X to override fixed tick rate if e.g. -BENCHMARK is used.
float FixedFPS = 0;
FParse::Value(FCommandLine::Get(),TEXT("FPS="),FixedFPS);
if( FixedFPS > 0 )
{
FApp::SetFixedDeltaTime(1 / FixedFPS);
}
#endif // !UE_BUILD_SHIPPING
// convert FloatMaxTickTime into number of frames (using 1 / FApp::GetFixedDeltaTime() to convert fps to seconds )
MaxFrameCounter = FMath::TruncToInt(MaxTickTime / FApp::GetFixedDeltaTime());
}
//called via FCoreDelegates::StarvedGameLoop
void GameLoopIsStarved()
{
FlushPendingDeleteRHIResources_GameThread();
FStats::AdvanceFrame( true, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
}
int32 FEngineLoop::Init()
{
CheckImageIntegrity();
DECLARE_SCOPE_CYCLE_COUNTER( TEXT( "FEngineLoop::Init" ), STAT_FEngineLoop_Init, STATGROUP_LoadTime );
FScopedSlowTask SlowTask(100);
SlowTask.EnterProgressFrame(10);
// Figure out which UEngine variant to use.
UClass* EngineClass = nullptr;
if( !GIsEditor )
{
// We're the game.
FString GameEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("GameEngine"), GameEngineClassName, GEngineIni);
EngineClass = StaticLoadClass( UGameEngine::StaticClass(), nullptr, *GameEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *GameEngineClassName);
}
GEngine = NewObject<UEngine>(GetTransientPackage(), EngineClass);
}
else
{
#if WITH_EDITOR
// We're UnrealEd.
FString UnrealEdEngineClassName;
GConfig->GetString(TEXT("/Script/Engine.Engine"), TEXT("UnrealEdEngine"), UnrealEdEngineClassName, GEngineIni);
EngineClass = StaticLoadClass(UUnrealEdEngine::StaticClass(), nullptr, *UnrealEdEngineClassName);
if (EngineClass == nullptr)
{
UE_LOG(LogInit, Fatal, TEXT("Failed to load UnrealEd Engine class '%s'."), *UnrealEdEngineClassName);
}
GEngine = GEditor = GUnrealEd = NewObject<UUnrealEdEngine>(GetTransientPackage(), EngineClass);
#else
check(0);
#endif
}
check( GEngine );
GetMoviePlayer()->PassLoadingScreenWindowBackToGame();
GEngine->ParseCommandline();
InitTime();
SlowTask.EnterProgressFrame(60);
GEngine->Init(this);
UEngine::OnPostEngineInit.Broadcast();
SlowTask.EnterProgressFrame(30);
// initialize engine instance discovery
if (FPlatformProcess::SupportsMultithreading())
{
if (!IsRunningCommandlet())
{
SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
SessionService->Start();
}
EngineService = new FEngineService();
}
// Load all the post-engine init modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostEngineInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostEngineInit))
{
GIsRequestingExit = true;
return 1;
}
GEngine->Start();
GetMoviePlayer()->WaitForMovieToFinish();
// initialize automation worker
#if WITH_AUTOMATION_WORKER
FModuleManager::Get().LoadModule("AutomationWorker");
#endif
// Automation tests can be invoked locally in non-editor builds configuration (e.g. performance profiling in Test configuration)
#if WITH_ENGINE && !UE_BUILD_SHIPPING
FModuleManager::Get().LoadModule("AutomationController");
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").Init();
#endif
#if WITH_EDITOR
if (GIsEditor)
{
FModuleManager::Get().LoadModule(TEXT("ProfilerClient"));
}
FModuleManager::Get().LoadModule(TEXT("SequenceRecorder"));
FModuleManager::Get().LoadModule(TEXT("SequenceRecorderSections"));
#endif
GIsRunning = true;
if (!GIsEditor)
{
// hide a couple frames worth of rendering
FViewport::SetGameRenderingEnabled(true, 3);
}
// Begin the async platform hardware survey
GEngine->StartHardwareSurvey();
FCoreDelegates::StarvedGameLoop.BindStatic(&GameLoopIsStarved);
// Ready to measure thread heartbeat
FThreadHeartBeat::Get().Start();
FCoreDelegates::OnFEngineLoopInitComplete.Broadcast();
return 0;
}
void FEngineLoop::Exit()
{
STAT_ADD_CUSTOMMESSAGE_NAME( STAT_NamedMarker, TEXT( "EngineLoop.Exit" ) );
GIsRunning = 0;
GLogConsole = nullptr;
// shutdown visual logger and flush all data
#if ENABLE_VISUAL_LOG
FVisualLogger::Get().Shutdown();
#endif
GetMoviePlayer()->Shutdown();
// Make sure we're not in the middle of loading something.
FlushAsyncLoading();
// Block till all outstanding resource streaming requests are fulfilled.
if (!IStreamingManager::HasShutdown())
{
UTexture2D::CancelPendingTextureStreaming();
IStreamingManager::Get().BlockTillAllRequestsFinished();
}
#if WITH_ENGINE
// shut down messaging
delete EngineService;
EngineService = nullptr;
if (SessionService.IsValid())
{
SessionService->Stop();
SessionService.Reset();
}
if (GDistanceFieldAsyncQueue)
{
GDistanceFieldAsyncQueue->Shutdown();
delete GDistanceFieldAsyncQueue;
}
#endif // WITH_ENGINE
if ( GEngine != nullptr )
{
GEngine->ShutdownAudioDeviceManager();
}
if ( GEngine != nullptr )
{
GEngine->PreExit();
}
// close all windows
FSlateApplication::Shutdown();
#if !UE_SERVER
if ( FEngineFontServices::IsInitialized() )
{
FEngineFontServices::Destroy();
}
#endif
#if !PLATFORM_ANDROID // AppPreExit doesn't work on Android
AppPreExit();
TermGamePhys();
ParticleVertexFactoryPool_FreePool();
#else
// AppPreExit() stops malloc profiler, do it here instead
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
#endif // !ANDROID
// Stop the rendering thread.
StopRenderingThread();
// Tear down the RHI.
RHIExitAndStopRHIThread();
#if !PLATFORM_ANDROID // UnloadModules doesn't work on Android
#if WITH_ENGINE
// Save the hot reload state
IHotReloadInterface* HotReload = IHotReloadInterface::GetPtr();
if(HotReload != nullptr)
{
HotReload->SaveConfig();
}
#endif
// Unload all modules. Note that this doesn't actually unload the module DLLs (that happens at
// process exit by the OS), but it does call ShutdownModule() on all loaded modules in the reverse
// order they were loaded in, so that systems can unregister and perform general clean up.
FModuleManager::Get().UnloadModulesAtShutdown();
#endif // !ANDROID
// Move earlier?
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
IStreamingManager::Shutdown();
if (!GNewAsyncIO)
{
FIOSystem::Shutdown();
}
FPlatformMisc::ShutdownTaggedStorage();
}
void FEngineLoop::ProcessLocalPlayerSlateOperations() const
{
FSlateApplication& SlateApp = FSlateApplication::Get();
// For all the game worlds drill down to the player controller for each game viewport and process it's slate operation
for ( const FWorldContext& Context : GEngine->GetWorldContexts() )
{
UWorld* CurWorld = Context.World();
if ( CurWorld && CurWorld->IsGameWorld() )
{
UGameViewportClient* GameViewportClient = CurWorld->GetGameViewport();
TSharedPtr< SViewport > ViewportWidget = GameViewportClient ? GameViewportClient->GetGameViewportWidget() : nullptr;
if ( ViewportWidget.IsValid() )
{
FWidgetPath PathToWidget;
SlateApp.GeneratePathToWidgetUnchecked(ViewportWidget.ToSharedRef(), PathToWidget);
if (PathToWidget.IsValid())
{
for (FConstPlayerControllerIterator Iterator = CurWorld->GetPlayerControllerIterator(); Iterator; ++Iterator)
{
APlayerController* PlayerController = Iterator->Get();
if (PlayerController)
{
ULocalPlayer* LocalPlayer = Cast< ULocalPlayer >(PlayerController->Player);
if (LocalPlayer)
{
FReply& TheReply = LocalPlayer->GetSlateOperations();
SlateApp.ProcessReply(PathToWidget, TheReply, nullptr, nullptr, LocalPlayer->GetControllerId());
TheReply = FReply::Unhandled();
}
}
}
}
}
}
}
}
bool FEngineLoop::ShouldUseIdleMode() const
{
static const auto CVarIdleWhenNotForeground = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("t.IdleWhenNotForeground"));
bool bIdleMode = false;
// Yield cpu usage if desired
if (FApp::IsGame()
&& FPlatformProperties::SupportsWindowedMode()
&& CVarIdleWhenNotForeground->GetValueOnGameThread()
&& !FPlatformProcess::IsThisApplicationForeground())
{
bIdleMode = true;
for (const FWorldContext& Context : GEngine->GetWorldContexts())
{
if (!Context.World()->AreAlwaysLoadedLevelsLoaded())
{
bIdleMode = false;
break;
}
}
}
return bIdleMode;
}
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
#include "Containers/StackTracker.h"
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn(
TEXT("LogGameThreadMallocChurn.Enable"),
0,
TEXT("If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_PrintFrequency(
TEXT("LogGameThreadMallocChurn.PrintFrequency"),
300,
TEXT("Number of frames between churn reports."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_Threshhold(
TEXT("LogGameThreadMallocChurn.Threshhold"),
10,
TEXT("Minimum average number of allocs per frame to include in the report."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_SampleFrequency(
TEXT("LogGameThreadMallocChurn.SampleFrequency"),
100,
TEXT("Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackIgnore(
TEXT("LogGameThreadMallocChurn.StackIgnore"),
2,
TEXT("Number of items to discard from the top of a stack frame."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_RemoveAliases(
TEXT("LogGameThreadMallocChurn.RemoveAliases"),
1,
TEXT("If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower."));
static TAutoConsoleVariable<int32> CVarLogGameThreadMallocChurn_StackLen(
TEXT("LogGameThreadMallocChurn.StackLen"),
3,
TEXT("Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together."));
extern CORE_API TFunction<void(int32)>* GGameThreadMallocHook;
struct FScopedSampleMallocChurn
{
static FStackTracker GGameThreadMallocChurnTracker;
static uint64 DumpFrame;
bool bEnabled;
int32 CountDown;
TFunction<void(int32)> Hook;
FScopedSampleMallocChurn()
: bEnabled(CVarLogGameThreadMallocChurn.GetValueOnGameThread() > 0)
, CountDown(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread())
, Hook(
[this](int32 Index)
{
if (--CountDown <= 0)
{
CountDown = CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread();
CollectSample();
}
}
)
{
if (bEnabled)
{
check(IsInGameThread());
check(!GGameThreadMallocHook);
if (!DumpFrame)
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
GGameThreadMallocChurnTracker.ResetTracking();
}
GGameThreadMallocChurnTracker.ToggleTracking(true, true);
GGameThreadMallocHook = &Hook;
}
else
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
if (DumpFrame)
{
DumpFrame = 0;
GGameThreadMallocChurnTracker.ResetTracking();
}
}
}
~FScopedSampleMallocChurn()
{
if (bEnabled)
{
check(IsInGameThread());
check(GGameThreadMallocHook == &Hook);
GGameThreadMallocHook = nullptr;
GGameThreadMallocChurnTracker.ToggleTracking(false, true);
check(DumpFrame);
if (GFrameCounter > DumpFrame)
{
PrintResultsAndReset();
}
}
}
void CollectSample()
{
check(IsInGameThread());
GGameThreadMallocChurnTracker.CaptureStackTrace(CVarLogGameThreadMallocChurn_StackIgnore.GetValueOnGameThread(), nullptr, CVarLogGameThreadMallocChurn_StackLen.GetValueOnGameThread(), CVarLogGameThreadMallocChurn_RemoveAliases.GetValueOnGameThread() > 0);
}
void PrintResultsAndReset()
{
DumpFrame = GFrameCounter + CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread();
FOutputDeviceRedirector* Log = FOutputDeviceRedirector::Get();
float SampleAndFrameCorrection = float(CVarLogGameThreadMallocChurn_SampleFrequency.GetValueOnGameThread()) / float(CVarLogGameThreadMallocChurn_PrintFrequency.GetValueOnGameThread());
GGameThreadMallocChurnTracker.DumpStackTraces(CVarLogGameThreadMallocChurn_Threshhold.GetValueOnGameThread(), *Log, SampleAndFrameCorrection);
GGameThreadMallocChurnTracker.ResetTracking();
}
};
FStackTracker FScopedSampleMallocChurn::GGameThreadMallocChurnTracker;
uint64 FScopedSampleMallocChurn::DumpFrame = 0;
#endif
void FEngineLoop::Tick()
{
#if !UE_BUILD_SHIPPING && !UE_BUILD_TEST
FScopedSampleMallocChurn ChurnTracker;
#endif
// Send a heartbeat for the diagnostics thread
FThreadHeartBeat::Get().HeartBeat();
// Make sure something is ticking the rendering tickables in -onethread mode to avoid leaks/bugs.
if (!GUseThreadedRendering && !GIsRenderingThreadSuspended)
{
TickRenderingTickables();
}
// Ensure we aren't starting a frame while loading or playing a loading movie
ensure(GetMoviePlayer()->IsLoadingFinished() && !GetMoviePlayer()->IsMovieCurrentlyPlaying());
FExternalProfiler* ActiveProfiler = FActiveExternalProfilerBase::GetActiveProfiler();
if (ActiveProfiler)
{
ActiveProfiler->FrameSync();
}
SCOPED_NAMED_EVENT(FEngineLoopTick, FColor::Red);
// early in the Tick() to get the callbacks for cvar changes called
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_CallAllConsoleVariableSinks);
IConsoleManager::Get().CallAllConsoleVariableSinks();
}
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
ENQUEUE_UNIQUE_RENDER_COMMAND(
BeginFrame,
{
GRHICommandList.LatchBypass();
GFrameNumberRenderThread++;
RHICmdList.PushEvent(*FString::Printf(TEXT("Frame%d"),GFrameNumberRenderThread), FColor(0, 255, 0, 255));
GPU_STATS_BEGINFRAME(RHICmdList);
RHICmdList.BeginFrame();
});
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_FlushThreadedLogs);
// Flush debug output which has been buffered by other threads.
GLog->FlushThreadedLogs();
}
// Exit if frame limit is reached in benchmark mode.
if( (FApp::IsBenchmarking() && MaxFrameCounter && (GFrameCounter > MaxFrameCounter))
// or time limit is reached if set.
|| (MaxTickTime && (TotalTickTime > MaxTickTime)) )
{
FPlatformMisc::RequestExit(0);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
// Set FApp::CurrentTime, FApp::DeltaTime and potentially wait to enforce max tick rate.
GEngine->UpdateTimeAndHandleMaxTickRate();
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_TickFPSChart);
GEngine->TickPerformanceMonitoring( FApp::GetDeltaTime() );
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Malloc_UpdateStats);
// Update memory allocator stats.
GMalloc->UpdateStats();
}
FStats::AdvanceFrame( false, FStats::FOnAdvanceRenderingThreadStats::CreateStatic( &AdvanceRenderingThreadStatsGT ) );
{
SCOPE_CYCLE_COUNTER( STAT_FrameTime );
// Calculates average FPS/MS (outside STATS on purpose)
CalculateFPSTimings();
// Note the start of a new frame
MALLOC_PROFILER(GMalloc->Exec(nullptr, *FString::Printf(TEXT("SNAPSHOTMEMORYFRAME")),*GLog));
// handle some per-frame tasks on the rendering thread
ENQUEUE_UNIQUE_RENDER_COMMAND(
ResetDeferredUpdates,
{
FDeferredUpdateResource::ResetNeedsUpdate();
FlushPendingDeleteRHIResources_RenderThread();
});
{
SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
FPlatformMisc::PumpMessages(true);
}
bool bIdleMode;
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Idle);
// Idle mode prevents ticking and rendering completely
bIdleMode = ShouldUseIdleMode();
if (bIdleMode)
{
// Yield CPU time
FPlatformProcess::Sleep(.1f);
}
}
// @todo vreditor urgent: Temporary hack to allow world-to-meters to be set before
// input is polled for motion controller devices each frame.
#if WITH_ENGINE
extern ENGINE_API float GNewWorldToMetersScale;
UWorld* HackGWorld = GWorld;
if( GNewWorldToMetersScale != 0.0f && HackGWorld != nullptr )
{
if( GNewWorldToMetersScale != HackGWorld->GetWorldSettings()->WorldToMeters )
{
HackGWorld->GetWorldSettings()->WorldToMeters = GNewWorldToMetersScale;
}
}
#endif // WITH_ENGINE
if (FSlateApplication::IsInitialized() && !bIdleMode)
{
SCOPE_TIME_GUARD(TEXT("SlateInput"));
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_SlateInput);
FSlateApplication& SlateApp = FSlateApplication::Get();
SlateApp.PollGameDeviceState();
// Gives widgets a chance to process any accumulated input
SlateApp.FinishedInputThisFrame();
}
GEngine->Tick( FApp::GetDeltaTime(), bIdleMode );
// If a movie that is blocking the game thread has been playing,
// wait for it to finish before we continue to tick or tick again
// We do this right after GEngine->Tick() because that is where user code would initiate a load / movie.
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_WaitForMovieToFinish);
GetMoviePlayer()->WaitForMovieToFinish();
}
if (GShaderCompilingManager)
{
// Process any asynchronous shader compile results that are ready, limit execution time
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GShaderCompilingManager);
GShaderCompilingManager->ProcessAsyncResults(true, false);
}
if (GDistanceFieldAsyncQueue)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue->ProcessAsyncTasks();
}
#if WITH_ENGINE
FGraphEventRef ConcurrentTask;
const bool bDoConcurrentSlateTick = GEngine->ShouldDoAsyncEndOfFrameTasks();
if (bDoConcurrentSlateTick)
{
const float DeltaSeconds = FApp::GetDeltaTime();
UGameViewportClient* const GameViewport = GEngine->GameViewport;
ConcurrentTask = TGraphTask<FExecuteConcurrentWithSlateTickTask>::CreateTask(nullptr, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(
[GameViewport, DeltaSeconds]()
{
if (CVarDoAsyncEndOfFrameTasksRandomize.GetValueOnAnyThread(true) > 0)
{
FPlatformProcess::Sleep(FMath::RandRange(0.0f, .003f)); // this shakes up the threading to find race conditions
}
if (GameViewport != nullptr)
{
UWorld* const World = GameViewport->GetWorld();
if (World && World->DemoNetDriver)
{
World->DemoNetDriver->TickFlushAsyncEndOfFrame(DeltaSeconds);
}
}
}
);
}
#endif
if (FSlateApplication::IsInitialized() && !bIdleMode)
{
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_ProcessPlayerControllersSlateOperations);
check(!IsRunningDedicatedServer());
// Process slate operations accumulated in the world ticks.
ProcessLocalPlayerSlateOperations();
}
// Tick Slate application
FSlateApplication::Get().Tick();
}
#if WITH_ENGINE
if (ConcurrentTask.GetReference())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ConcurrentWithSlateTickTasks_Wait);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ConcurrentTask);
ConcurrentTask = nullptr;
}
#endif
#if STATS
// Clear any stat group notifications we have pending just incase they weren't claimed during FSlateApplication::Get().Tick
extern CORE_API void ClearPendingStatGroups();
ClearPendingStatGroups();
#endif
#if WITH_EDITOR && !UE_BUILD_SHIPPING
{
QUICK_SCOPE_CYCLE_COUNTER( STAT_FEngineLoop_Tick_AutomationController );
static FName AutomationController( "AutomationController" );
//Check if module loaded to support the change to allow this to be hot compilable.
if (FModuleManager::Get().IsModuleLoaded( AutomationController ))
{
FModuleManager::GetModuleChecked<IAutomationControllerModule>( AutomationController ).Tick();
}
}
#endif
#if WITH_ENGINE
#if WITH_AUTOMATION_WORKER
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_Tick_AutomationWorker);
//Check if module loaded to support the change to allow this to be hot compilable.
static const FName AutomationWorkerModuleName = TEXT("AutomationWorker");
if (FModuleManager::Get().IsModuleLoaded(AutomationWorkerModuleName))
{
FModuleManager::GetModuleChecked<IAutomationWorkerModule>(AutomationWorkerModuleName).Tick();
}
}
#endif
#endif //WITH_ENGINE
{
SCOPE_CYCLE_COUNTER(STAT_RHITickTime);
RHITick( FApp::GetDeltaTime() ); // Update RHI.
}
// Increment global frame counter. Once for each engine tick.
GFrameCounter++;
// Disregard first few ticks for total tick time as it includes loading and such.
if( GFrameCounter > 6 )
{
TotalTickTime+=FApp::GetDeltaTime();
}
// Find the objects which need to be cleaned up the next frame.
FPendingCleanupObjects* PreviousPendingCleanupObjects = PendingCleanupObjects;
PendingCleanupObjects = GetPendingCleanupObjects();
{
SCOPE_CYCLE_COUNTER( STAT_FrameSyncTime );
// this could be perhaps moved down to get greater parallelizm
// Sync game and render thread. Either total sync or allowing one frame lag.
static FFrameEndSync FrameEndSync;
static auto CVarAllowOneFrameThreadLag = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.OneFrameThreadLag"));
FrameEndSync.Sync( CVarAllowOneFrameThreadLag->GetValueOnGameThread() != 0 );
}
{
SCOPE_CYCLE_COUNTER( STAT_DeferredTickTime );
// Delete the objects which were enqueued for deferred cleanup before the previous frame.
delete PreviousPendingCleanupObjects;
// Destroy all linkers pending delete
#if WITH_COREUOBJECT
DeleteLoaders();
#endif
FTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
FThreadManager::Get().Tick();
GEngine->TickDeferredCommands();
}
ENQUEUE_UNIQUE_RENDER_COMMAND(
EndFrame,
{
RHICmdList.EndFrame();
GPU_STATS_ENDFRAME(RHICmdList);
RHICmdList.PopEvent();
});
// Set CPU utilization stats.
const FCPUTime CPUTime = FPlatformTime::GetCPUTime();
SET_FLOAT_STAT( STAT_CPUTimePct, CPUTime.CPUTimePct );
SET_FLOAT_STAT( STAT_CPUTimePctRelative, CPUTime.CPUTimePctRelative );
// Set the UObject count stat
#if UE_GC_TRACK_OBJ_AVAILABLE
SET_DWORD_STAT(STAT_Hash_NumObjects, GUObjectArray.GetObjectArrayNumMinusAvailable());
#endif
}
}
void FEngineLoop::ClearPendingCleanupObjects()
{
delete PendingCleanupObjects;
PendingCleanupObjects = nullptr;
}
#endif // WITH_ENGINE
static TAutoConsoleVariable<int32> CVarLogTimestamp(
TEXT("log.Timestamp"),
1,
TEXT("Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n")
TEXT(" 0 = Do not display log timestamps\n")
TEXT(" 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n")
TEXT(" 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]"),
ECVF_Default);
static TAutoConsoleVariable<int32> CVarLogCategory(
TEXT("log.Category"),
1,
TEXT("Defines if the categoy is included in each line in the log file and in what form.\n")
TEXT(" 0 = Do not log category\n")
TEXT(" 2 = Log the category (default)"),
ECVF_Default);
// Gets called any time cvars change (on the main thread)
static void CVarLogSinkFunction()
{
{
// for debugging
ELogTimes::Type OldGPrintLogTimes = GPrintLogTimes;
int32 LogTimestampValue = CVarLogTimestamp.GetValueOnGameThread();
// Note GPrintLogTimes can be used on multiple threads but it should be no issue to change it on the fly
switch(LogTimestampValue)
{
default:
case 0: GPrintLogTimes = ELogTimes::None; break;
case 1: GPrintLogTimes = ELogTimes::UTC; break;
case 2: GPrintLogTimes = ELogTimes::SinceGStartTime; break;
}
}
{
int32 LogCategoryValue = CVarLogCategory.GetValueOnGameThread();
// Note GPrintLogCategory can be used on multiple threads but it should be no issue to change it on the fly
GPrintLogCategory = LogCategoryValue != 0;
}
}
FAutoConsoleVariableSink CVarLogSink(FConsoleCommandDelegate::CreateStatic(&CVarLogSinkFunction));
static void CheckForPrintTimesOverride()
{
// Determine whether to override the default setting for including timestamps in the log.
FString LogTimes;
if (GConfig->GetString( TEXT( "LogFiles" ), TEXT( "LogTimes" ), LogTimes, GEngineIni ))
{
if (LogTimes == TEXT( "SinceStart" ))
{
CVarLogTimestamp->Set(2, ECVF_SetBySystemSettingsIni);
}
// Assume this is a bool for backward compatibility
else if (FCString::ToBool( *LogTimes ))
{
CVarLogTimestamp->Set(1, ECVF_SetBySystemSettingsIni);
}
}
if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMES" ) ))
{
CVarLogTimestamp->Set(1, ECVF_SetByCommandline);
}
else if (FParse::Param( FCommandLine::Get(), TEXT( "NOLOGTIMES" ) ))
{
CVarLogTimestamp->Set(0, ECVF_SetByCommandline);
}
else if (FParse::Param( FCommandLine::Get(), TEXT( "LOGTIMESINCESTART" ) ))
{
CVarLogTimestamp->Set(2, ECVF_SetByCommandline);
}
}
/* FEngineLoop static interface
*****************************************************************************/
bool FEngineLoop::AppInit( )
{
// Output devices.
GError = FPlatformOutputDevices::GetError();
GWarn = FPlatformOutputDevices::GetWarn();
BeginInitTextLocalization();
// Avoiding potential exploits by not exposing command line overrides in the shipping games.
#if !UE_BUILD_SHIPPING && WITH_EDITORONLY_DATA
FString CmdLineFile;
if (FParse::Value(FCommandLine::Get(), TEXT("-CmdLineFile="), CmdLineFile))
{
if (CmdLineFile.EndsWith(TEXT(".txt")))
{
FString FileCmds;
if (FFileHelper::LoadFileToString(FileCmds, *CmdLineFile))
{
FileCmds = FString(TEXT(" ")) + FileCmds.Trim().TrimTrailing();
if (FileCmds.Len() > 1)
{
UE_LOG(LogInit, Log, TEXT("Appending commandline from file:%s"), *FileCmds);
FCommandLine::Append(*FileCmds);
}
}
else
{
UE_LOG(LogInit, Warning, TEXT("Failed to load commandline file '%s'."), *CmdLineFile);
}
}
else
{
UE_LOG(LogInit, Warning, TEXT("Can only load commandline files ending with .txt, can't load: %s"), *CmdLineFile);
}
}
// 8192 is the maximum length of the command line on Windows XP.
TCHAR CmdLineEnv[8192];
// Retrieve additional command line arguments from environment variable.
FPlatformMisc::GetEnvironmentVariable(TEXT("UE-CmdLineArgs"), CmdLineEnv,ARRAY_COUNT(CmdLineEnv));
// Manually nullptr terminate just in case. The nullptr string is returned above in the error case so
// we don't have to worry about that.
CmdLineEnv[ARRAY_COUNT(CmdLineEnv)-1] = 0;
FString Env = FString(CmdLineEnv).Trim();
if (Env.Len())
{
// Append the command line environment after inserting a space as we can't set it in the
// environment. Note that any code accessing GCmdLine before appInit obviously won't
// respect the command line environment additions.
FCommandLine::Append(TEXT(" -EnvAfterHere "));
FCommandLine::Append(CmdLineEnv);
}
#endif
// Error history.
FCString::Strcpy(GErrorHist, TEXT("Fatal error!" LINE_TERMINATOR LINE_TERMINATOR));
// Platform specific pre-init.
FPlatformMisc::PlatformPreInit();
// Keep track of start time.
GSystemStartTime = FDateTime::Now().ToString();
// Switch into executable's directory.
FPlatformProcess::SetCurrentWorkingDirectoryToBaseDir();
// Now finish initializing the file manager after the command line is set up
IFileManager::Get().ProcessCommandLineOptions();
FPageAllocator::LatchProtectedMode();
if (FParse::Param(FCommandLine::Get(), TEXT("purgatorymallocproxy")))
{
FMemory::EnablePurgatoryTests();
}
if (FParse::Param(FCommandLine::Get(), TEXT("poisonmallocproxy")))
{
FMemory::EnablePoisonTests();
}
#if !UE_BUILD_SHIPPING
if (FParse::Param(FCommandLine::Get(), TEXT("BUILDMACHINE")))
{
GIsBuildMachine = true;
}
// If "-WaitForDebugger" was specified, halt startup and wait for a debugger to attach before continuing
if( FParse::Param( FCommandLine::Get(), TEXT( "WaitForDebugger" ) ) )
{
while( !FPlatformMisc::IsDebuggerPresent() )
{
FPlatformProcess::Sleep( 0.1f );
}
}
#endif // !UE_BUILD_SHIPPING
#if PLATFORM_WINDOWS
// make sure that the log directory exists
IFileManager::Get().MakeDirectory( *FPaths::GameLogDir() );
// update the mini dump filename now that we have enough info to point it to the log folder even in installed builds
FCString::Strcpy(MiniDumpFilenameW, *IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*FString::Printf(TEXT("%sunreal-v%i-%s.dmp"), *FPaths::GameLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString())));
#endif
// Init logging to disk
FPlatformOutputDevices::SetupOutputDevices();
// init config system
FConfigCacheIni::InitializeConfigSystem();
// Now that configs have been initialized, setup stack walking options
FPlatformStackWalk::Init();
CheckForPrintTimesOverride();
// Check whether the project or any of its plugins are missing or are out of date
#if UE_EDITOR && !IS_MONOLITHIC
if(!GIsBuildMachine && FPaths::IsProjectFilePathSet() && IPluginManager::Get().AreRequiredPluginsAvailable())
{
const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject();
if(CurrentProject != nullptr && CurrentProject->Modules.Num() > 0)
{
bool bNeedCompile = false;
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorLoadingSavingSettings"), TEXT("bForceCompilationAtStartup"), bNeedCompile, GEditorPerProjectIni);
if(FParse::Param(FCommandLine::Get(), TEXT("SKIPCOMPILE")) || FParse::Param(FCommandLine::Get(), TEXT("MULTIPROCESS")))
{
bNeedCompile = false;
}
if(!bNeedCompile)
{
// Check if any of the project or plugin modules are out of date, and the user wants to compile them.
TArray<FString> IncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(IncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(IncompatibleFiles);
if (IncompatibleFiles.Num() > 0)
{
// Log the modules which need to be rebuilt
FString ModulesList = TEXT("The following modules are missing or built with a different engine version:\n\n");
for (int Idx = 0; Idx < IncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Incompatible or missing module: %s"), *IncompatibleFiles[Idx]);
ModulesList += IncompatibleFiles[Idx] + TEXT("\n");
}
ModulesList += TEXT("\nWould you like to rebuild them now?");
// If we're running with -stdout, assume that we're a non interactive process and about to fail
if (FApp::IsUnattended() || FParse::Param(FCommandLine::Get(), TEXT("stdout")))
{
return false;
}
// Ask whether to compile before continuing
if (FPlatformMisc::MessageBoxExt(EAppMsgType::YesNo, *ModulesList, *FString::Printf(TEXT("Missing %s Modules"), FApp::GetGameName())) == EAppReturnType::No)
{
return false;
}
bNeedCompile = true;
}
}
if(bNeedCompile)
{
// Try to compile it
FFeedbackContext *Context = (FFeedbackContext*)FDesktopPlatformModule::Get()->GetNativeFeedbackContext();
Context->BeginSlowTask(FText::FromString(TEXT("Starting build...")), true, true);
bool bCompileResult = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), FPaths::GetProjectFilePath(), Context);
Context->EndSlowTask();
// Get a list of modules which are still incompatible
TArray<FString> StillIncompatibleFiles;
IProjectManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
IPluginManager::Get().CheckModuleCompatibility(StillIncompatibleFiles);
if(!bCompileResult || StillIncompatibleFiles.Num() > 0)
{
for (int Idx = 0; Idx < StillIncompatibleFiles.Num(); Idx++)
{
UE_LOG(LogInit, Warning, TEXT("Still incompatible or missing module: %s"), *StillIncompatibleFiles[Idx]);
}
if (!FApp::IsUnattended())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, *FString::Printf(TEXT("%s could not be compiled. Try rebuilding from source manually."), FApp::GetGameName()), TEXT("Error"));
}
return false;
}
}
}
}
#endif
// NOTE: This is the earliest place to init the online subsystems (via plugins)
// Code needs GConfigFile to be valid
// Must be after FThreadStats::StartThread();
// Must be before Render/RHI subsystem D3DCreate()
// For platform services that need D3D hooks like Steam
// Load "pre-init" plugin modules
if (!IProjectManager::Get().LoadModulesForProject(ELoadingPhase::PostConfigInit) || !IPluginManager::Get().LoadModulesForEnabledPlugins(ELoadingPhase::PostConfigInit))
{
return false;
}
// Register the callback that allows the text localization manager to load data for plugins
FTextLocalizationManager::Get().GatherAdditionalLocResPathsCallback.AddLambda([](TArray<FString>& OutLocResPaths)
{
IPluginManager::Get().GetLocalizationPathsForEnabledPlugins(OutLocResPaths);
});
PreInitHMDDevice();
// Put the command line and config info into the suppression system
FLogSuppressionInterface::Get().ProcessConfigAndCommandLine();
// after the above has run we now have the REQUIRED set of engine .INIs (all of the other .INIs)
// that are gotten from .h files' config() are not requires and are dynamically loaded when the .u files are loaded
#if !UE_BUILD_SHIPPING
// Prompt the user for remote debugging?
bool bPromptForRemoteDebug = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugging"), bPromptForRemoteDebug, GEngineIni);
bool bPromptForRemoteDebugOnEnsure = false;
GConfig->GetBool(TEXT("Engine.ErrorHandling"), TEXT("bPromptForRemoteDebugOnEnsure"), bPromptForRemoteDebugOnEnsure, GEngineIni);
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUG")))
{
bPromptForRemoteDebug = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("PROMPTREMOTEDEBUGENSURE")))
{
bPromptForRemoteDebug = true;
bPromptForRemoteDebugOnEnsure = true;
}
FPlatformMisc::SetShouldPromptForRemoteDebugging(bPromptForRemoteDebug);
FPlatformMisc::SetShouldPromptForRemoteDebugOnEnsure(bPromptForRemoteDebugOnEnsure);
// Feedback context.
if (FParse::Param(FCommandLine::Get(), TEXT("WARNINGSASERRORS")))
{
GWarn->TreatWarningsAsErrors = true;
}
if (FParse::Param(FCommandLine::Get(), TEXT("SILENT")))
{
GIsSilent = true;
}
#endif // !UE_BUILD_SHIPPING
// Show log if wanted.
if (GLogConsole && FParse::Param(FCommandLine::Get(), TEXT("LOG")))
{
GLogConsole->Show(true);
}
//// Command line.
UE_LOG(LogInit, Log, TEXT("Build: %s"), FApp::GetBuildVersion());
UE_LOG(LogInit, Log, TEXT("Engine Version: %s"), *FEngineVersion::Current().ToString());
UE_LOG(LogInit, Log, TEXT("Compatible Engine Version: %s"), *FEngineVersion::CompatibleWith().ToString());
UE_LOG(LogInit, Log, TEXT("Net CL: %u"), FNetworkVersion::GetNetworkCompatibleChangelist());
FDevVersionRegistration::DumpVersionsToLog();
#if PLATFORM_64BITS
UE_LOG(LogInit, Log, TEXT("Compiled (64-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#else
UE_LOG(LogInit, Log, TEXT("Compiled (32-bit): %s %s"), ANSI_TO_TCHAR(__DATE__), ANSI_TO_TCHAR(__TIME__));
#endif
// Print compiler version info
#if defined(__clang__)
UE_LOG(LogInit, Log, TEXT("Compiled with Clang: %s"), ANSI_TO_TCHAR( __clang_version__ ) );
#elif defined(__INTEL_COMPILER)
UE_LOG(LogInit, Log, TEXT("Compiled with ICL: %d"), __INTEL_COMPILER);
#elif defined( _MSC_VER )
#ifndef __INTELLISENSE__ // Intellisense compiler doesn't support _MSC_FULL_VER
{
const FString VisualCPPVersion( FString::Printf( TEXT( "%d" ), _MSC_FULL_VER ) );
const FString VisualCPPRevisionNumber( FString::Printf( TEXT( "%02d" ), _MSC_BUILD ) );
UE_LOG(LogInit, Log, TEXT("Compiled with Visual C++: %s.%s.%s.%s"),
*VisualCPPVersion.Mid( 0, 2 ), // Major version
*VisualCPPVersion.Mid( 2, 2 ), // Minor version
*VisualCPPVersion.Mid( 4 ), // Build version
*VisualCPPRevisionNumber // Revision number
);
}
#endif
#else
UE_LOG(LogInit, Log, TEXT("Compiled with unrecognized C++ compiler") );
#endif
UE_LOG(LogInit, Log, TEXT("Build Configuration: %s"), EBuildConfigurations::ToString(FApp::GetBuildConfiguration()));
UE_LOG(LogInit, Log, TEXT("Branch Name: %s"), *FApp::GetBranchName() );
UE_LOG(LogInit, Log, TEXT("Command line: %s"), FCommandLine::GetForLogging() );
UE_LOG(LogInit, Log, TEXT("Base directory: %s"), FPlatformProcess::BaseDir() );
//UE_LOG(LogInit, Log, TEXT("Character set: %s"), sizeof(TCHAR)==1 ? TEXT("ANSI") : TEXT("Unicode") );
UE_LOG(LogInit, Log, TEXT("Installed Engine Build: %d"), FApp::IsEngineInstalled() ? 1 : 0);
// if a logging build, clear out old log files
#if !NO_LOGGING
FMaintenance::DeleteOldLogs();
#endif
#if !UE_BUILD_SHIPPING
FApp::InitializeSession();
#endif
// Checks.
check(sizeof(uint8) == 1);
check(sizeof(int8) == 1);
check(sizeof(uint16) == 2);
check(sizeof(uint32) == 4);
check(sizeof(uint64) == 8);
check(sizeof(ANSICHAR) == 1);
#if PLATFORM_TCHAR_IS_4_BYTES
check(sizeof(TCHAR) == 4);
#else
check(sizeof(TCHAR) == 2);
#endif
check(sizeof(int16) == 2);
check(sizeof(int32) == 4);
check(sizeof(int64) == 8);
check(sizeof(bool) == 1);
check(sizeof(float) == 4);
check(sizeof(double) == 8);
// Init list of common colors.
GColorList.CreateColorMap();
bool bForceSmokeTests = false;
GConfig->GetBool(TEXT("AutomationTesting"), TEXT("bForceSmokeTests"), bForceSmokeTests, GEngineIni);
bForceSmokeTests |= FParse::Param(FCommandLine::Get(), TEXT("bForceSmokeTests"));
FAutomationTestFramework::Get().SetForceSmokeTests(bForceSmokeTests);
// Init other systems.
FCoreDelegates::OnInit.Broadcast();
return true;
}
void FEngineLoop::AppPreExit( )
{
UE_LOG(LogExit, Log, TEXT("Preparing to exit.") );
FCoreDelegates::OnPreExit.Broadcast();
MALLOC_PROFILER( GMalloc->Exec(nullptr, TEXT("MPROF STOP"), *GLog); );
#if WITH_ENGINE
if (FString(FCommandLine::Get()).Contains(TEXT("CreatePak")) && GetDerivedDataCache())
{
// if we are creating a Pak, we need to make sure everything is done and written before we exit
UE_LOG(LogInit, Display, TEXT("Closing DDC Pak File."));
GetDerivedDataCacheRef().WaitForQuiescence(true);
}
#endif
#if WITH_EDITOR
FRemoteConfig::Flush();
#endif
FCoreDelegates::OnExit.Broadcast();
// Clean up the thread pool
if (GThreadPool != nullptr)
{
GThreadPool->Destroy();
}
if (GIOThreadPool != nullptr)
{
GIOThreadPool->Destroy();
}
#if WITH_ENGINE
if ( GShaderCompilingManager )
{
GShaderCompilingManager->Shutdown();
delete GShaderCompilingManager;
GShaderCompilingManager = nullptr;
}
#endif
}
void FEngineLoop::AppExit( )
{
UE_LOG(LogExit, Log, TEXT("Exiting."));
FPlatformMisc::PlatformTearDown();
if (GConfig)
{
GConfig->Exit();
delete GConfig;
GConfig = nullptr;
}
if( GLog )
{
GLog->TearDown();
}
FInternationalization::TearDown();
}
void FEngineLoop::PreInitHMDDevice()
{
#if WITH_ENGINE && !UE_SERVER
if (!FParse::Param(FCommandLine::Get(), TEXT("nohmd")) && !FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
{
// Get a list of modules that implement this feature
FName Type = IHeadMountedDisplayModule::GetModularFeatureName();
IModularFeatures& ModularFeatures = IModularFeatures::Get();
TArray<IHeadMountedDisplayModule*> HMDModules = ModularFeatures.GetModularFeatureImplementations<IHeadMountedDisplayModule>(Type);
// Iterate over modules, calling PreInit
for (auto HMDModuleIt = HMDModules.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
{
IHeadMountedDisplayModule* HMDModule = *HMDModuleIt;
if (!HMDModule->PreInit())
{
// Unregister modules which fail PreInit
ModularFeatures.UnregisterModularFeature(Type, HMDModule);
}
}
}
#endif // #if WITH_ENGINE && !UE_SERVER
}
#undef LOCTEXT_NAMESPACE