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- Added loading state to frames. Now frame can be Unloaded/Loaded/Corrupt. This will be used if a frame cannot be read after multiple attempts and allow the tool decide if a frame should be skipped or should wait for it to be loaded - Now the tool waits for a frame to be fully loaded before attempting to read it, and waits if it is not ready. Frames not being fully loaded all the time happens during remote debugging - During scrubbing (or the automatic catch up done during live debugging), now instead of playing back all delta frames needed between keyframes, we collapse the all the delta frames data into a generated "keyframe" and play that one. This increases performance, needed to ensure we don't fall back constantly during remote debugging playback of large maps (and makes scrubbing better) - More granular time slicing for Geometry application after generation. Now we count each mesh component processed instead each mesh (which could be shared between multiple components) against the limit of geometry to process each tick. - Fix to ensure geometry components are created/updated in the game thread (geometry generation is still async) - Now we only destroy the Particle actors when the solver is not available anymore, in any other situation we just "deactivate" them, to avoid the cost of having to destroy and rebuild them during playback of large maps where a lot of level streaming was happening. The next step is implement an actor pool system as just deactivate them will not scale. #jira UE-193293 UE-189695 UE-193759 #rb benn.gallagher [CL 27387443 by sergio gardeazabal in ue5-main branch]