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UnrealEngineUWP
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ba1a48435c3695fd4cf0cd712aa7d08472b5bd5f
UnrealEngineUWP
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Engine
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Ben Marsh
ba1a48435c
Horde: Include inputs & outputs in graph templates.
...
#preflight none [CL 22309963 by Ben Marsh in ue5-main branch]
2022-10-03 14:40:26 -04:00
..
Binaries
…
Build
Horde: Include inputs & outputs in graph templates.
2022-10-03 14:40:26 -04:00
Config
Workaround Lumen Radiance Cache corruption on Cinematic scalability level
2022-09-30 19:35:02 -04:00
Documentation
Documentation for build tools
2022-09-28 00:38:10 -04:00
Extras
Add a branchspec functional test
2022-09-30 18:38:40 -04:00
Platforms
/Hololens
marc.audy, please merge this change by hand.
2022-09-29 19:30:07 -04:00
Plugins
ensure that the anim instance is linked as InitAnim can reset the linked instances
2022-10-03 13:16:26 -04:00
Programs
Allow an Epic-only configuration on UnrealHeaderTool that enforces TObjectPtr usage in Engine Plugins specifically. Cannot be used externally due to the occurrance of third party plugins being placed in the engine plugins directory. Tested against C++ UHT and C# UHT both with and without the Epic-only configuration file present.
2022-09-28 12:58:24 -04:00
Shaders
Implemented depth prepass for SingleLayerWater. Depth prepass output is fed into VSM page marking/allocation shader to get correct VSM pages for sampling VSM on water. The depth prepass is also used in the main water pass by setting the main pass depth test to EQUAL and forcing earlyZ. CopyTexture() is currently not supported for depth buffers on all platforms, so I had to write a custom copy shader to create a copy of the main depth buffer to render the water depth prepass into.
2022-10-03 12:55:37 -04:00
Source
Horde: Include inputs & outputs in graph templates.
2022-10-03 14:40:26 -04:00