Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/StaticLightingSystem/StaticLightingSystem.cpp
Ben Marsh f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3494741 by Steve.Robb

	Generated code size savings.

	#jira UE-43048

Change 3495484 by Steve.Robb

	Fix for generated indices of static arrays when saving configs.

Change 3497926 by Robert.Manuszewski

	Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.

Change 3498077 by Robert.Manuszewski

	Only use the recursion guard in async loading code when the event driven loader is enabled.

Change 3498112 by Ben.Marsh

	UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.

Change 3500239 by Robert.Manuszewski

	Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.

Change 3500395 by Steve.Robb

	Extra codegen savings when not in hot reload.

Change 3501004 by Steve.Robb

	EObjectFlags now have constexpr operators.

Change 3502079 by Ben.Marsh

	UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.

Change 3502527 by Steve.Robb

	Fix for zero-sized array compile error in generated code when all functions are editor-only.

Change 3502542 by Ben.Marsh

	UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.

Change 3502868 by Steve.Robb

	Workaround for inefficient generated code with stateless lambdas on Clang.

Change 3503550 by Steve.Robb

	Another generated code lambda optimization.

Change 3503582 by Ben.Marsh

	BuildGraph: Add support for nullable parameter types.

Change 3504424 by Steve.Robb

	New AllOf, AnyOf and NoneOf algorithms.

Change 3504712 by Ben.Marsh

	UAT: Less spammy log and error output from UAT.

	* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
	* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
	* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
	* Name of the calling function is not included in console output by default, but still included in the log.

Change 3504808 by Ben.Marsh

	UAT: Suppress P4 output when running a recursive instance of UAT.

Change 3505044 by Steve.Robb

	Code generation improved for TCppClassType code.

Change 3505485 by Ben.Marsh

	Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.

Change 3505699 by Ben.Marsh

	Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.

Change 3506055 by Ben.Marsh

	UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.

Change 3507745 by Robert.Manuszewski

	Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).

Change 3507911 by Ben.Marsh

	Plugins: Minor changes to plugin descriptors.

	* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
	* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.

Change 3508669 by Ben.Marsh

	EC: Parse multi-line messages from UBT and UAT.

Change 3508691 by Ben.Marsh

	Fix double-spacing of cook stats.

Change 3509245 by Steve.Robb

	UHT makefiles removed.
	Flag audit removed.

Change 3509275 by Steve.Robb

	Fix for mismatched stat categories in AudioMixer.

	#jira UE-46129

Change 3509289 by Robert.Manuszewski

	Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.

Change 3509294 by Robert.Manuszewski

	UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.

Change 3509312 by Steve.Robb

	GitHub# 3679: Add TArray constructor that takes a raw pointer and a count

	Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.

	#jira UE-46136

Change 3509396 by Steve.Robb

	GitHub# 3676: Fix TUnion operator<< compile error

	#jira UE-46099

Change 3509633 by Steve.Robb

	Fix for line numbers on multiline macros.

Change 3509938 by Gil.Gribb

	UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.

Change 3510593 by Daniel.Lamb

	Fixed up unsoilicited files getting populated with files which aren't finished being created yet.

	#test None

Change 3510594 by Daniel.Lamb

	Fixed up temp files directory for patching.

	Thanks David Yerkess @ Milestone
	#review@Ben.Marsh

Change 3511628 by Ben.Marsh

	PR #3707: Fixed UBT stack size (Contributed by gildor2)


Change 3511808 by Ben.Marsh

	Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)

	#jira UE-46540

Change 3512017 by Ben.Marsh

	Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.

Change 3513935 by Steve.Robb

	Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.

Change 3514142 by Steve.Robb

	MemoryProfiler2 added to generated solution.

Change 3516463 by Ben.Marsh

	Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.

Change 3517860 by Ben.Marsh

	PR #3727: FString Dereference Fixes (Contributed by jovisgCL)


Change 3517967 by Ben.Marsh

	Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.

Change 3518070 by Steve.Robb

	Disable Binned2 stats in shipping non-editor builds.

Change 3520079 by Steve.Robb

	Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.

	#jira UE-24034

Change 3520080 by Robert.Manuszewski

	Made max package summary size to be configurable with ini setting

Change 3520083 by Steve.Robb

	Force a GC after hot reload to clean up reinstanced objects which may still tick.

	#jira UE-40421

Change 3520480 by Robert.Manuszewski

	Improved assert message when the initial package read request was too small.

Change 3520590 by Graeme.Thornton

	SignedArchiveReader optimizations
	 - Loads more stats
	 - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
	 - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
	 - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries

Change 3521023 by Graeme.Thornton

	Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing

Change 3521787 by Ben.Marsh

	PR #3736: Small static code analysis fixes (Contributed by jovisgCL)


Change 3521789 by Ben.Marsh

	PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)


Change 3524721 by Ben.Marsh

	Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.

Change 3524741 by Ben.Marsh

	Move PumpMessages() into FPlatformApplicationMisc.

Change 3525399 by Ben.Marsh

	UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.

Change 3525743 by Ben.Marsh

	UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.

Change 3525746 by Ben.Marsh

	EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.

Change 3526453 by Ben.Marsh

	UGS: Do not generate project files when syncing precompiled binaries.

Change 3527045 by Ben.Marsh

	Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.

Change 3527420 by Ben.Marsh

	UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).

	Config files are now read from:

	Engine/Programs/UnrealGameSync/UnrealGameSync.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini

	If a project is selected:

	<ProjectDir>/Build/UnrealGameSync.ini
	<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini

	If the .uprojectdirs file is selected:

	Engine/Programs/UnrealGameSync/DefaultProject.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini

Change 3528063 by Ben.Marsh

	Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.

Change 3528415 by Ben.Marsh

	UAT: Remove \r characters from the end of multiline log messages.

Change 3528427 by Ben.Marsh

	EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.

Change 3528485 by Ben.Marsh

	EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.

Change 3528505 by Steve.Robb

	PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)


	#jira UE-46819

Change 3528772 by Robert.Manuszewski

	Enabling actor and blueprint clustering in ShooterGame

Change 3528786 by Robert.Manuszewski

	PR #3760: Fix typo (Contributed by jesseyeh)


Change 3528792 by Steve.Robb

	PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)


	#jira UE-46962

Change 3528941 by Robert.Manuszewski

	Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.

	#jira UE-44996

Change 3530241 by Ben.Marsh

	UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.

Change 3531377 by Ben.Marsh

	Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.

	This has several advantages over the per-module platform whitelist/blacklist:

	* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
	* References to dependent plugins from platform-specific plugins can now be eliminated.
	* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
	* The editor can load any plugins without having to whitelist supported editor host platforms.

	UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.

	Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.

Change 3531502 by Jin.Zhang

	Add support for GPUCrash #rb

Change 3531664 by Ben.Marsh

	UBT: Change output format from C# JSON writer to match output by the engine.

Change 3531848 by Ben.Marsh

	UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.

Change 3531869 by Ben.Marsh

	UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.

Change 3532474 by Ben.Marsh

	UBT: Use the same mechanism as UAT for logging exceptions.

Change 3532734 by Graeme.Thornton

	Initial VSCode Support
	 - Tasks generated for building all game/engine/program targets
	 - Debugging support for targets on Win64

Change 3532789 by Steve.Robb

	FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
	Set_Add and Map_Add no longer have a return value.
	FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
	FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.

Change 3532845 by Steve.Robb

	Obsolete UHT settings deleted.

Change 3532875 by Graeme.Thornton

	VSCode
	 - Add debug targets for different target configurations
	 - Choose between VS debugger (windows) and GDB (mac/linux)

Change 3532906 by Graeme.Thornton

	VSCode
	 - Point all builds directly at UBT rather than the batch files
	 - Adjust mac build tasks to run through mono

Change 3532924 by Ben.Marsh

	UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.

Change 3535234 by Graeme.Thornton

	VSCode - Pass intellisense system a list of paths to use for header resolution

Change 3535247 by Graeme.Thornton

	UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation

Change 3535376 by Graeme.Thornton

	VSCode
	 - Added build jobs for C# projects
	 - Linked launch tasks to relevant build task

Change 3537083 by Ben.Marsh

	EC: Change P4 swarm links to start at the changelist for a build.

Change 3537368 by Graeme.Thornton

	Fix for crash in FSignedArchiveReader when multithreading is disabled

Change 3537550 by Graeme.Thornton

	Fixed a crash in the taskgraph when running single threaded

Change 3537922 by Steve.Robb

	Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.

Change 3539691 by Graeme.Thornton

	VSCode - Various updates to get PC and Mac C++ projects building and debugging.
	 - Some other changes to C# setup to allow compilation. Debugging doesn't work.

Change 3539775 by Ben.Marsh

	Plugins: Various fixes to settings for enabling plugins.

	* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
	* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
	* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.

Change 3540788 by Ben.Marsh

	UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).

	Example usage:

	public class UnrealPakTarget : TargetRules
	{
		public UnrealPakTarget(TargetInfo Target) : base(Target)
		{
			Type = TargetType.Program;
			LinkType = TargetLinkType.Monolithic;
			LaunchModuleName = "UnrealPak";

			if(HostPlatform == UnrealTargetPlatform.Win64)
			{
				PreBuildSteps.Add("echo Before building:");
				PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");

				PostBuildSteps.Add("echo After building!");
				PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
			}
		}
	}

Change 3541664 by Graeme.Thornton

	VSCode - Add problemMatcher tag to cpp build targets

Change 3541732 by Graeme.Thornton

	VSCode - Change UBT command line switch to "-vscode" for simplicity

Change 3541967 by Graeme.Thornton

	VSCode - Fixes for Mac/Linux build steps

Change 3541968 by Ben.Marsh

	CRP: Pass through the EnabledPlugins element in crash context XML files.

	#jira UE-46912

Change 3542519 by Ben.Marsh

	UBT: Add chain of references to error messages when configuring plugins.

Change 3542523 by Ben.Marsh

	UBT: Add more useful error message when attempt to parse a JSON object fails.

Change 3542658 by Ben.Marsh

	UBT: Include a chain of references when reporting errors instantiating modules.

Change 3543432 by Ben.Marsh

	Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.

Change 3543436 by Ben.Marsh

	UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.

Change 3543536 by Ben.Marsh

	UBT: Downgrade message about redundant plugin references to a warning.

Change 3543871 by Gil.Gribb

	UE4 - Fixed a critical crash bug with non-EDL loading from pak files.

Change 3543924 by Robert.Manuszewski

	Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
	+Small optimization to token stream generation code.

Change 3544469 by Jin.Zhang

	Crashes page displays the list of plugins from the crash context #rb

Change 3544608 by Steve.Robb

	Fix for nativized generated code.

	#jira UE-47452

Change 3544612 by Ben.Marsh

	Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().

	#jira UE-47449

Change 3545954 by Gil.Gribb

	Fixed a critical crash bug relating to a race condition in async package summary reading.

Change 3545968 by Ben.Marsh

	UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.

	#jira UE-47419

Change 3545976 by Ben.Marsh

	EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.

Change 3546185 by Ben.Marsh

	Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.

Change 3547084 by Gil.Gribb

	Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.

Change 3547968 by Gil.Gribb

	Fixed critical race which potentially could cause a crash in the pak precacher.

Change 3504722 by Ben.Marsh

	BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.

	For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:

	ERROR: Unable to write to foo.txt
	         while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
	         at Engine\Build\InstalledEngineBuild.xml(91)
	       (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)

Change 3512255 by Ben.Marsh

	Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.

Change 3512332 by Ben.Marsh

	Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.

Change 3512393 by Ben.Marsh

	Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().

Change 3513452 by Ben.Marsh

	Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.

Change 3516262 by Ben.Marsh

	Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.

	* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
	* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).

Change 3517565 by Ben.Marsh

	Remove fixed engine version numbers from OSS plugins.

Change 3518005 by Ben.Marsh

	UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.

Change 3518054 by Ben.Marsh

	UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.

Change 3524496 by Ben.Marsh

	Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.

Change 3524641 by Ben.Marsh

	Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.

Change 3528723 by Steve.Robb

	MoveTemp now static asserts if passed a const reference or rvalue.
	MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
	Fixes to violations of these new rules.

Change 3528876 by Ben.Marsh

	Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.

Change 3529073 by Ben.Marsh

	Add script to package ShooterGame for any platforms.

Change 3531493 by Ben.Marsh

	Update platform-specific plugins to declare the target platforms they support.

Change 3531611 by Ben.Marsh

	UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.

Change 3531868 by Ben.Marsh

	Resaving project descriptors to remove invalid fields.

Change 3531983 by Ben.Marsh

	UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.

	* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
	* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
	* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
	* An error is output if any restricted folder names other than the output platform are in the staged output.

Change 3540315 by Ben.Marsh

	UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.

Change 3542410 by Ben.Marsh

	UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.

Change 3543018 by Ben.Marsh

	UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.

Change 3544371 by Steve.Robb

	Fixes to TSet_Add and TMap_Add BPs.

	#jira UE-47441

[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00

2352 lines
85 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
StaticLightingSystem.cpp: Bsp light mesh illumination builder code
=============================================================================*/
#include "CoreMinimal.h"
#include "Misc/MessageDialog.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Misc/ConfigCacheIni.h"
#include "HAL/IConsoleManager.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "UObject/ObjectMacros.h"
#include "UObject/GarbageCollection.h"
#include "Layout/Visibility.h"
#include "Framework/Application/SlateApplication.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/LightComponentBase.h"
#include "AI/Navigation/NavigationSystem.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Components/LightComponent.h"
#include "Model.h"
#include "Engine/Brush.h"
#include "Misc/PackageName.h"
#include "Editor/EditorEngine.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Settings/LevelEditorMiscSettings.h"
#include "Engine/Texture2D.h"
#include "Misc/FeedbackContext.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "GameFramework/WorldSettings.h"
#include "Engine/GeneratedMeshAreaLight.h"
#include "Components/SkyLightComponent.h"
#include "Components/ModelComponent.h"
#include "Engine/LightMapTexture2D.h"
#include "Editor.h"
#include "Engine/Selection.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "Dialogs/Dialogs.h"
FSwarmDebugOptions GSwarmDebugOptions;
#include "Lightmass/LightmassCharacterIndirectDetailVolume.h"
#include "StaticLighting.h"
#include "StaticLightingSystem/StaticLightingPrivate.h"
#include "ModelLight.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "EngineModule.h"
#include "LightMap.h"
#include "ShadowMap.h"
#include "EditorBuildUtils.h"
#include "ComponentRecreateRenderStateContext.h"
#include "Engine/LODActor.h"
DEFINE_LOG_CATEGORY(LogStaticLightingSystem);
#include "EngineGlobals.h"
#include "Toolkits/AssetEditorManager.h"
#include "Lightmass/LightmassImportanceVolume.h"
#include "Components/LightmassPortalComponent.h"
#include "Lightmass/Lightmass.h"
#include "StatsViewerModule.h"
#include "Logging/TokenizedMessage.h"
#include "Logging/MessageLog.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Misc/UObjectToken.h"
#define LOCTEXT_NAMESPACE "StaticLightingSystem"
/** The number of hardware threads to not use for building static lighting. */
#define NUM_STATIC_LIGHTING_UNUSED_THREADS 0
bool GbLogAddingMappings = false;
/** Counts the number of lightmap textures generated each lighting build. */
extern ENGINE_API int32 GLightmapCounter;
/** Whether to compress lightmaps. Reloaded from ini each lighting build. */
extern ENGINE_API bool GCompressLightmaps;
/** Whether to allow lighting builds to generate streaming lightmaps. */
extern ENGINE_API bool GAllowStreamingLightmaps;
// NOTE: We're only counting the top-level mip-map for the following variables.
/** Total number of texels allocated for all lightmap textures. */
extern ENGINE_API uint64 GNumLightmapTotalTexels;
/** Total number of texels used if the texture was non-power-of-two. */
extern ENGINE_API uint64 GNumLightmapTotalTexelsNonPow2;
/** Number of lightmap textures generated. */
extern ENGINE_API int32 GNumLightmapTextures;
/** Total number of mapped texels. */
extern ENGINE_API uint64 GNumLightmapMappedTexels;
/** Total number of unmapped texels. */
extern ENGINE_API uint64 GNumLightmapUnmappedTexels;
/** Whether to allow cropping of unmapped borders in lightmaps and shadowmaps. Controlled by BaseEngine.ini setting. */
extern ENGINE_API bool GAllowLightmapCropping;
/** Total lightmap texture memory size (in bytes), including GLightmapTotalStreamingSize. */
extern ENGINE_API uint64 GLightmapTotalSize;
/** Total memory size for streaming lightmaps (in bytes). */
extern ENGINE_API uint64 GLightmapTotalStreamingSize;
/** Largest boundingsphere radius to use when packing lightmaps into a texture atlas. */
extern ENGINE_API float GMaxLightmapRadius;
/** Total number of texels allocated for all shadowmap textures. */
extern ENGINE_API uint64 GNumShadowmapTotalTexels;
/** Number of shadowmap textures generated. */
extern ENGINE_API int32 GNumShadowmapTextures;
/** Total number of mapped texels. */
extern ENGINE_API uint64 GNumShadowmapMappedTexels;
/** Total number of unmapped texels. */
extern ENGINE_API uint64 GNumShadowmapUnmappedTexels;
/** Total shadowmap texture memory size (in bytes), including GShadowmapTotalStreamingSize. */
extern ENGINE_API uint64 GShadowmapTotalSize;
/** Total texture memory size for streaming shadowmaps. */
extern ENGINE_API uint64 GShadowmapTotalStreamingSize;
/** If non-zero, purge old lightmap data when rebuilding lighting. */
int32 GPurgeOldLightmaps=1;
static FAutoConsoleVariableRef CVarPurgeOldLightmaps(
TEXT("PurgeOldLightmaps"),
GPurgeOldLightmaps,
TEXT("If non-zero, purge old lightmap data when rebuilding lighting.")
);
int32 GMultithreadedLightmapEncode = 1;
static FAutoConsoleVariableRef CVarMultithreadedLightmapEncode(TEXT("r.MultithreadedLightmapEncode"), GMultithreadedLightmapEncode, TEXT("Lightmap encoding after rebuild lightmaps is done multithreaded."));
int32 GMultithreadedShadowmapEncode = 1;
static FAutoConsoleVariableRef CVarMultithreadedShadowmapEncode(TEXT("r.MultithreadedShadowmapEncode"), GMultithreadedShadowmapEncode, TEXT("Shadowmap encoding after rebuild lightmaps is done multithreaded."));
TSharedPtr<FStaticLightingManager> FStaticLightingManager::StaticLightingManager;
TSharedPtr<FStaticLightingManager> FStaticLightingManager::Get()
{
if (!StaticLightingManager.IsValid())
{
StaticLightingManager = MakeShareable(new FStaticLightingManager);
}
return StaticLightingManager;
}
void FStaticLightingManager::ProcessLightingData()
{
auto StaticLightingSystem = FStaticLightingManager::Get()->ActiveStaticLightingSystem;
check(StaticLightingSystem);
FNavigationLockContext NavUpdateLock(StaticLightingSystem->GetWorld(), ENavigationLockReason::LightingUpdate);
bool bSuccessful = StaticLightingSystem->FinishLightmassProcess();
FEditorDelegates::OnLightingBuildKept.Broadcast();
if (!bSuccessful)
{
FStaticLightingManager::Get()->FailLightingBuild();
}
FStaticLightingManager::Get()->ClearCurrentNotification();
}
void FStaticLightingManager::CancelLightingBuild()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem->IsAsyncBuilding())
{
GEditor->SetMapBuildCancelled( true );
FStaticLightingManager::Get()->ClearCurrentNotification();
FEditorDelegates::OnLightingBuildFailed.Broadcast();
}
else
{
FStaticLightingManager::Get()->FailLightingBuild();
}
}
void FStaticLightingManager::SendProgressNotification()
{
// Start the lightmass 'progress' notification
FNotificationInfo Info( LOCTEXT("LightBuildMessage", "Building lighting") );
Info.bFireAndForget = false;
Info.ButtonDetails.Add(FNotificationButtonInfo(
LOCTEXT("LightBuildCancel","Cancel"),
LOCTEXT("LightBuildCancelToolTip","Cancels the lighting build in progress."),
FSimpleDelegate::CreateStatic(&FStaticLightingManager::CancelLightingBuild)));
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (LightBuildNotification.IsValid())
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
void FStaticLightingManager::ClearCurrentNotification()
{
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
LightBuildNotification.Pin()->ExpireAndFadeout();
LightBuildNotification.Reset();
}
}
void FStaticLightingManager::SetNotificationText( FText Text )
{
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetText( Text );
}
}
void FStaticLightingManager::ImportRequested()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
{
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::ImportRequested;
}
}
void FStaticLightingManager::DiscardRequested()
{
if (FStaticLightingManager::Get()->ActiveStaticLightingSystem)
{
FStaticLightingManager::Get()->ClearCurrentNotification();
FStaticLightingManager::Get()->ActiveStaticLightingSystem->CurrentBuildStage = FStaticLightingSystem::Finished;
}
}
void FStaticLightingManager::SendBuildDoneNotification( bool AutoApplyFailed )
{
FText CompletedText = LOCTEXT("LightBuildDoneMessage", "Lighting build completed");
if (ActiveStaticLightingSystem != StaticLightingSystems.Last().Get() && ActiveStaticLightingSystem->LightingScenario)
{
FString PackageName = FPackageName::GetShortName(ActiveStaticLightingSystem->LightingScenario->GetOutermost()->GetName());
CompletedText = FText::Format(LOCTEXT("LightScenarioBuildDoneMessage", "{0} Lighting Scenario completed"), FText::FromString(PackageName));
}
FNotificationInfo Info(CompletedText);
Info.bFireAndForget = false;
Info.bUseThrobber = false;
FNotificationButtonInfo ApplyNow = FNotificationButtonInfo(
LOCTEXT( "LightBuildKeep", "Apply Now" ),
LOCTEXT( "LightBuildKeepToolTip", "Keeps and applies built lighting data." ),
FSimpleDelegate::CreateStatic( &FStaticLightingManager::ImportRequested ) );
ApplyNow.VisibilityOnSuccess = EVisibility::Collapsed;
FNotificationButtonInfo Discard = FNotificationButtonInfo(
LOCTEXT( "LightBuildDiscard", "Discard" ),
LOCTEXT( "LightBuildDiscardToolTip", "Ignores the built lighting data generated." ),
FSimpleDelegate::CreateStatic( &FStaticLightingManager::DiscardRequested ) );
Discard.VisibilityOnSuccess = EVisibility::Collapsed;
Info.ButtonDetails.Add( ApplyNow );
Info.ButtonDetails.Add( Discard );
FEditorDelegates::OnLightingBuildSucceeded.Broadcast();
LightBuildNotification = FSlateNotificationManager::Get().AddNotification( Info );
if ( LightBuildNotification.IsValid() )
{
LightBuildNotification.Pin()->SetCompletionState( AutoApplyFailed ? SNotificationItem::CS_Pending : SNotificationItem::CS_Success );
}
}
void FStaticLightingManager::CreateStaticLightingSystem(const FLightingBuildOptions& Options)
{
if (StaticLightingSystems.Num() == 0)
{
check(!ActiveStaticLightingSystem);
for (ULevel* Level : GWorld->GetLevels())
{
if (Level->bIsLightingScenario && Level->bIsVisible)
{
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, GWorld, Level));
}
}
if (StaticLightingSystems.Num() == 0)
{
StaticLightingSystems.Emplace(new FStaticLightingSystem(Options, GWorld, nullptr));
}
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
bool bSuccess = ActiveStaticLightingSystem->BeginLightmassProcess();
if (bSuccess)
{
SendProgressNotification();
}
else
{
DestroyStaticLightingSystems();
}
}
else
{
// Tell the user that they must close their current build first.
FNotificationInfo Info( LOCTEXT("LightBuildInProgressWarning", "A lighting build is already in progress! Please cancel it before triggering a new build.") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
}
}
void FStaticLightingManager::UpdateBuildLighting()
{
if (ActiveStaticLightingSystem != NULL)
{
// Note: UpdateLightingBuild can change ActiveStaticLightingSystem
ActiveStaticLightingSystem->UpdateLightingBuild();
if (ActiveStaticLightingSystem && ActiveStaticLightingSystem->CurrentBuildStage == FStaticLightingSystem::Finished)
{
ActiveStaticLightingSystem = nullptr;
StaticLightingSystems.RemoveAt(0);
if (StaticLightingSystems.Num() > 0)
{
ActiveStaticLightingSystem = StaticLightingSystems[0].Get();
bool bSuccess = ActiveStaticLightingSystem->BeginLightmassProcess();
if (bSuccess)
{
SendProgressNotification();
}
else
{
DestroyStaticLightingSystems();
}
}
}
if (!ActiveStaticLightingSystem)
{
FinishLightingBuild();
}
}
}
void FStaticLightingManager::FailLightingBuild( FText ErrorText)
{
FStaticLightingManager::Get()->ClearCurrentNotification();
if (GEditor->GetMapBuildCancelled())
{
ErrorText = LOCTEXT("LightBuildCanceledMessage", "Lighting build canceled.");
}
else
{
// Override failure message if one provided
if (ErrorText.IsEmpty())
{
ErrorText = LOCTEXT("LightBuildFailedMessage", "Lighting build failed.");
}
}
FNotificationInfo Info( ErrorText );
Info.ExpireDuration = 4.f;
FEditorDelegates::OnLightingBuildFailed.Broadcast();
LightBuildNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (LightBuildNotification.IsValid())
{
LightBuildNotification.Pin()->SetCompletionState(SNotificationItem::CS_Fail);
}
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to build lighting!!! %s"),*ErrorText.ToString());
FMessageLog("LightingResults").Open();
DestroyStaticLightingSystems();
}
void FStaticLightingManager::FinishLightingBuild()
{
UWorld* World = GWorld;
GetRendererModule().UpdateMapNeedsLightingFullyRebuiltState(World);
GEngine->DeferredCommands.AddUnique(TEXT("MAP CHECK NOTIFYRESULTS"));
if (World->Scene)
{
// Everything should be built at this point, dump unbuilt interactions for debugging
World->Scene->DumpUnbuiltLightInteractions(*GLog);
// Update reflection captures now that static lighting has changed
// Update sky light first because it's considered direct lighting, sky diffuse will be visible in reflection capture indirect specular
World->UpdateAllSkyCaptures();
World->UpdateAllReflectionCaptures();
}
}
void FStaticLightingManager::DestroyStaticLightingSystems()
{
ActiveStaticLightingSystem = NULL;
StaticLightingSystems.Empty();
}
bool FStaticLightingManager::IsLightingBuildCurrentlyRunning() const
{
return ActiveStaticLightingSystem != NULL;
}
bool FStaticLightingManager::IsLightingBuildCurrentlyExporting() const
{
return ActiveStaticLightingSystem != NULL && ActiveStaticLightingSystem->IsAmortizedExporting();
}
FStaticLightingSystem::FStaticLightingSystem(const FLightingBuildOptions& InOptions, UWorld* InWorld, ULevel* InLightingScenario)
: Options(InOptions)
, bBuildCanceled(false)
, DeterministicIndex(0)
, NextVisibilityId(0)
, CurrentBuildStage(FStaticLightingSystem::NotRunning)
, World(InWorld)
, LightingScenario(InLightingScenario)
, LightmassProcessor(NULL)
{
}
FStaticLightingSystem::~FStaticLightingSystem()
{
if (LightmassProcessor)
{
delete LightmassProcessor;
}
}
bool FStaticLightingSystem::BeginLightmassProcess()
{
StartTime = FPlatformTime::Seconds();
CurrentBuildStage = FStaticLightingSystem::Startup;
bool bRebuildDirtyGeometryForLighting = true;
bool bForceNoPrecomputedLighting = false;
{
FLightmassStatistics::FScopedGather StartupStatScope(LightmassStatistics.StartupTime);
// Flip the results page
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("TimeStamp"), FText::AsDateTime(FDateTime::Now()));
FText LightingResultsPageName(FText::Format(LOCTEXT("LightingResultsPageName", "Lighting Build - {TimeStamp}"), Arguments));
FMessageLog("LightingResults").NewPage(LightingResultsPageName);
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Clear();
GLightmapCounter = 0;
GNumLightmapTotalTexels = 0;
GNumLightmapTotalTexelsNonPow2 = 0;
GNumLightmapTextures = 0;
GNumLightmapMappedTexels = 0;
GNumLightmapUnmappedTexels = 0;
GLightmapTotalSize = 0;
GLightmapTotalStreamingSize = 0;
GNumShadowmapTotalTexels = 0;
GNumShadowmapTextures = 0;
GNumShadowmapMappedTexels = 0;
GNumShadowmapUnmappedTexels = 0;
GShadowmapTotalSize = 0;
GShadowmapTotalStreamingSize = 0;
for( TObjectIterator<UPrimitiveComponent> It ; It ; ++It )
{
UPrimitiveComponent* Component = *It;
Component->VisibilityId = INDEX_NONE;
}
FString SkippedLevels;
for ( int32 LevelIndex=0; LevelIndex < World->GetNumLevels(); LevelIndex++ )
{
ULevel* Level = World->GetLevel(LevelIndex);
if (ShouldOperateOnLevel(Level))
{
Level->LightmapTotalSize = 0.0f;
Level->ShadowmapTotalSize = 0.0f;
ULevelStreaming* LevelStreaming = NULL;
if ( World->PersistentLevel != Level )
{
LevelStreaming = FLevelUtils::FindStreamingLevel( Level );
}
if (!Options.ShouldBuildLightingForLevel(Level))
{
if (SkippedLevels.Len() > 0)
{
SkippedLevels += FString(TEXT(", "));
}
SkippedLevels += Level->GetName();
}
}
}
for( int32 LevelIndex = 0 ; LevelIndex < World->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* CurStreamingLevel = World->StreamingLevels[ LevelIndex ];
if (CurStreamingLevel && CurStreamingLevel->GetLoadedLevel() && !CurStreamingLevel->bShouldBeVisibleInEditor)
{
if (SkippedLevels.Len() > 0)
{
SkippedLevels += FString(TEXT(", ")) + CurStreamingLevel->GetWorldAssetPackageName();
}
else
{
SkippedLevels += CurStreamingLevel->GetWorldAssetPackageName();
}
}
}
if (SkippedLevels.Len() > 0 && !IsRunningCommandlet())
{
// Warn when some levels are not visible and therefore will not be built, because that indicates that only a partial build will be done,
// Lighting will still be unbuilt for some areas when playing through the level.
const FText SkippedLevelsWarning = FText::Format( LOCTEXT("SkippedLevels", "The following levels will not have the lighting rebuilt because of your selected lighting build options: {0}"), FText::FromString( SkippedLevels ) );
FSuppressableWarningDialog::FSetupInfo Info( SkippedLevelsWarning, LOCTEXT("SkippedLevelsDialogTitle", "Rebuild Lighting - Warning" ), "WarnOnHiddenLevelsBeforeRebuild" );
Info.ConfirmText = LOCTEXT("SkippedWarningConfirm", "Build");
FSuppressableWarningDialog WarnAboutSkippedLevels( Info );
WarnAboutSkippedLevels.ShowModal();
}
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
bForceNoPrecomputedLighting = World->GetWorldSettings()->bForceNoPrecomputedLighting || !bAllowStaticLighting;
GConfig->GetFloat( TEXT("TextureStreaming"), TEXT("MaxLightmapRadius"), GMaxLightmapRadius, GEngineIni );
GConfig->GetBool( TEXT("TextureStreaming"), TEXT("AllowStreamingLightmaps"), GAllowStreamingLightmaps, GEngineIni );
if (!bForceNoPrecomputedLighting)
{
// Begin the static lighting progress bar.
GWarn->BeginSlowTask( LOCTEXT("BeginBuildingStaticLightingTaskStatus", "Building lighting"), false );
}
else
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!"));
}
FConfigCacheIni::LoadGlobalIniFile(GLightmassIni, TEXT("Lightmass"), NULL, true);
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bUseBilinearFilterLightmaps"), GUseBilinearLightmaps, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bAllowCropping"), GAllowLightmapCropping, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bRebuildDirtyGeometryForLighting"), bRebuildDirtyGeometryForLighting, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bCompressLightmaps"), GCompressLightmaps, GLightmassIni));
GCompressLightmaps = GCompressLightmaps && World->GetWorldSettings()->LightmassSettings.bCompressLightmaps;
GAllowLightmapPadding = true;
FMemory::Memzero(&LightingMeshBounds, sizeof(FBox));
FMemory::Memzero(&AutomaticImportanceVolumeBounds, sizeof(FBox));
GLightingBuildQuality = Options.QualityLevel;
}
{
FLightmassStatistics::FScopedGather CollectStatScope(LightmassStatistics.CollectTime);
// Prepare lights for rebuild.
{
FLightmassStatistics::FScopedGather PrepareStatScope(LightmassStatistics.PrepareLightsTime);
if (!Options.bOnlyBuildVisibility)
{
// Delete all AGeneratedMeshAreaLight's, since new ones will be created after the build with updated properties.
USelection* EditorSelection = GEditor->GetSelectedActors();
for(TObjectIterator<AGeneratedMeshAreaLight> LightIt;LightIt;++LightIt)
{
if (ShouldOperateOnLevel((*LightIt)->GetLevel()))
{
if (EditorSelection)
{
EditorSelection->Deselect(*LightIt);
}
(*LightIt)->GetWorld()->DestroyActor(*LightIt);
}
}
for (TObjectIterator<ULightComponentBase> LightIt(RF_ClassDefaultObject, /** bIncludeDerivedClasses */ true, /** InternalExcludeFlags */ EInternalObjectFlags::PendingKill); LightIt; ++LightIt)
{
ULightComponentBase* const Light = *LightIt;
const bool bLightIsInWorld = Light->GetOwner()
&& World->ContainsActor(Light->GetOwner())
&& !Light->GetOwner()->IsPendingKill();
if (bLightIsInWorld && ShouldOperateOnLevel(Light->GetOwner()->GetLevel()))
{
if (Light->bAffectsWorld
&& Light->IsRegistered()
&& (Light->HasStaticShadowing() || Light->HasStaticLighting()))
{
// Make sure the light GUIDs are up-to-date.
Light->ValidateLightGUIDs();
// Add the light to the system's list of lights in the world.
Lights.Add(Light);
}
}
}
}
}
{
FLightmassStatistics::FScopedGather GatherStatScope(LightmassStatistics.GatherLightingInfoTime);
if (IsTexelDebuggingEnabled())
{
// Clear reference to the selected lightmap
GCurrentSelectedLightmapSample.Lightmap = NULL;
GDebugStaticLightingInfo = FDebugLightingOutput();
}
GatherStaticLightingInfo(bRebuildDirtyGeometryForLighting, bForceNoPrecomputedLighting);
}
// Sort the mappings - and tag meshes if doing deterministic mapping
if (GLightmassDebugOptions.bSortMappings)
{
struct FCompareNumTexels
{
FORCEINLINE bool operator()( const FStaticLightingMappingSortHelper& A, const FStaticLightingMappingSortHelper& B ) const
{
return B.NumTexels < A.NumTexels;
}
};
UnSortedMappings.Sort( FCompareNumTexels() );
for (int32 SortIndex = 0; SortIndex < UnSortedMappings.Num(); SortIndex++)
{
FStaticLightingMapping* Mapping = UnSortedMappings[SortIndex].Mapping;
Mappings.Add(Mapping);
if (Mapping->bProcessMapping)
{
if (Mapping->Mesh)
{
Mapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
}
}
UnSortedMappings.Empty();
}
// Verify deterministic lighting setup, if it is enabled...
for (int32 CheckMapIdx = 0; CheckMapIdx < Mappings.Num(); CheckMapIdx++)
{
if (Mappings[CheckMapIdx]->bProcessMapping)
{
FGuid CheckGuid = Mappings[CheckMapIdx]->Mesh->Guid;
if ((CheckGuid.A != 0) ||
(CheckGuid.B != 0) ||
(CheckGuid.C != 0) ||
(CheckGuid.D >= (uint32)(Mappings.Num()))
)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Lightmass: Error in deterministic lighting for %s:%s"),
*(Mappings[CheckMapIdx]->Mesh->Guid.ToString()), *(Mappings[CheckMapIdx]->GetDescription()));
}
}
}
// if we are dumping binary results, clear up any existing ones
if (Options.bDumpBinaryResults)
{
FStaticLightingSystem::ClearBinaryDumps();
}
}
ProcessingStartTime = FPlatformTime::Seconds();
bool bLightingSuccessful = false;
if (!bForceNoPrecomputedLighting)
{
bool bSavedUpdateStatus_LightMap = FLightMap2D::GetStatusUpdate();
if (GLightmassDebugOptions.bImmediateProcessMappings)
{
FLightMap2D::SetStatusUpdate(false);
}
bLightingSuccessful = CreateLightmassProcessor();
if (bLightingSuccessful)
{
GatherScene();
bLightingSuccessful = InitiateLightmassProcessor();
}
if (GLightmassDebugOptions.bImmediateProcessMappings)
{
FLightMap2D::SetStatusUpdate(bSavedUpdateStatus_LightMap);
}
}
else
{
InvalidateStaticLighting();
ApplyNewLightingData(true);
}
if (!bForceNoPrecomputedLighting)
{
// End the static lighting progress bar.
GWarn->EndSlowTask();
}
return bLightingSuccessful;
}
void FStaticLightingSystem::InvalidateStaticLighting()
{
FLightmassStatistics::FScopedGather InvalidationScopeStat(LightmassStatistics.InvalidationTime);
for( int32 LevelIndex=0; LevelIndex<World->GetNumLevels(); LevelIndex++ )
{
bool bMarkLevelDirty = false;
ULevel* Level = World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
if (bBuildLightingForLevel)
{
if (!Options.bOnlyBuildVisibility)
{
Level->ReleaseRenderingResources();
if (Level->MapBuildData)
{
Level->MapBuildData->InvalidateStaticLighting(World);
}
}
if (Level == World->PersistentLevel)
{
Level->PrecomputedVisibilityHandler.Invalidate(World->Scene);
Level->PrecomputedVolumeDistanceField.Invalidate(World->Scene);
}
// Mark any existing cached lightmap data as transient. This allows the derived data cache to purge it more aggressively.
// It is safe to do so even if some of these lightmaps are needed. It just means compressed data will have to be retrieved
// from the network cache or rebuilt.
if (GPurgeOldLightmaps != 0 && Level->MapBuildData)
{
UPackage* MapDataPackage = Level->MapBuildData->GetOutermost();
for (TObjectIterator<ULightMapTexture2D> It; It; ++It)
{
ULightMapTexture2D* LightMapTexture = *It;
if (LightMapTexture->GetOutermost() == MapDataPackage)
{
LightMapTexture->MarkPlatformDataTransient();
}
}
}
}
}
}
void UpdateStaticLightingHLODTreeIndices(TMultiMap<AActor*, FStaticLightingMesh*>& ActorMeshMap, ALODActor* LODActor, uint32 HLODTreeIndex, uint32& HLODLeafIndex)
{
check(LODActor && HLODTreeIndex > 0);
uint32 LeafStartIndex = HLODLeafIndex;
++HLODLeafIndex;
for (AActor* SubActor : LODActor->SubActors)
{
if (ALODActor* LODSubActor = Cast<ALODActor>(SubActor))
{
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODSubActor, HLODTreeIndex, HLODLeafIndex);
}
else
{
TArray<FStaticLightingMesh*> SubActorMeshes;
ActorMeshMap.MultiFind(SubActor,SubActorMeshes);
for (FStaticLightingMesh* SubActorMesh : SubActorMeshes)
{
if (SubActorMesh->HLODTreeIndex == 0)
{
SubActorMesh->HLODTreeIndex = HLODTreeIndex;
SubActorMesh->HLODChildStartIndex = HLODLeafIndex;
SubActorMesh->HLODChildEndIndex = HLODLeafIndex;
++HLODLeafIndex;
}
else
{
// Output error to message log containing tokens to the problematic objects
FMessageLog("LightingResults").Warning()
->AddToken(FUObjectToken::Create(SubActorMesh->Component->GetOwner()))
->AddToken(FTextToken::Create(LOCTEXT("LightmassError_InvalidHLODTreeIndex", "will not be correctly lit since it is part of another Hierarchical LOD cluster besides ")))
->AddToken(FUObjectToken::Create(LODActor));
}
}
}
}
TArray<FStaticLightingMesh*> LODActorMeshes;
ActorMeshMap.MultiFind(LODActor, LODActorMeshes);
for (FStaticLightingMesh* LODActorMesh : LODActorMeshes)
{
LODActorMesh->HLODTreeIndex = HLODTreeIndex;
LODActorMesh->HLODChildStartIndex = LeafStartIndex;
LODActorMesh->HLODChildEndIndex = HLODLeafIndex - 1;
check(LODActorMesh->HLODChildEndIndex >= LODActorMesh->HLODChildStartIndex);
}
}
void FStaticLightingSystem::GatherStaticLightingInfo(bool bRebuildDirtyGeometryForLighting, bool bForceNoPrecomputedLighting)
{
uint32 ActorsInvalidated = 0;
uint32 ActorsToInvalidate = 0;
for( int32 LevelIndex=0; LevelIndex<World->GetNumLevels(); LevelIndex++ )
{
ActorsToInvalidate += World->GetLevel(LevelIndex)->Actors.Num();
}
const int32 ProgressUpdateFrequency = FMath::Max<int32>(ActorsToInvalidate / 20, 1);
GWarn->StatusUpdate( ActorsInvalidated, ActorsToInvalidate, LOCTEXT("GatheringSceneGeometryStatus", "Gathering scene geometry...") );
bool bObjectsToBuildLightingForFound = false;
// Gather static lighting info from actor components.
for (int32 LevelIndex = 0; LevelIndex < World->GetNumLevels(); LevelIndex++)
{
bool bMarkLevelDirty = false;
ULevel* Level = World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
// If the geometry is dirty and we're allowed to automatically clean it up, do so
if (Level->bGeometryDirtyForLighting)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build detected that geometry needs to be rebuilt to avoid incorrect lighting (due to modifying a lighting property)."));
if (bRebuildDirtyGeometryForLighting)
{
// This will go ahead and clean up lighting on all dirty levels (not just this one)
UE_LOG(LogStaticLightingSystem, Warning, TEXT("WARNING: Lighting build automatically rebuilding geometry.") );
GEditor->Exec(World, TEXT("MAP REBUILD ALLDIRTYFORLIGHTING"));
}
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel(Level);
// Gather static lighting info from BSP.
bool bBuildBSPLighting = bBuildLightingForLevel;
TArray<FNodeGroup*> NodeGroupsToBuild;
TArray<UModelComponent*> SelectedModelComponents;
if (bBuildBSPLighting && !Options.bOnlyBuildVisibility)
{
if (Options.bOnlyBuildSelected)
{
UModel* Model = Level->Model;
GLightmassDebugOptions.bGatherBSPSurfacesAcrossComponents = false;
Model->GroupAllNodes(Level, Lights);
bBuildBSPLighting = false;
// Build only selected brushes/surfaces
TArray<ABrush*> SelectedBrushes;
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
ABrush* Brush = Cast<ABrush>(Actor);
if (Brush && Brush->IsSelected())
{
SelectedBrushes.Add(Brush);
}
}
}
TArray<int32> SelectedSurfaceIndices;
// Find selected surfaces...
for (int32 SurfIdx = 0; SurfIdx < Model->Surfs.Num(); SurfIdx++)
{
bool bSurfaceSelected = false;
FBspSurf& Surf = Model->Surfs[SurfIdx];
if ((Surf.PolyFlags & PF_Selected) != 0)
{
SelectedSurfaceIndices.Add(SurfIdx);
bSurfaceSelected = true;
}
else
{
int32 DummyIdx;
if (SelectedBrushes.Find(Surf.Actor, DummyIdx) == true)
{
SelectedSurfaceIndices.Add(SurfIdx);
bSurfaceSelected = true;
}
}
if (bSurfaceSelected == true)
{
// Find it's model component...
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
{
const FBspNode& Node = Model->Nodes[NodeIdx];
if (Node.iSurf == SurfIdx)
{
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
if (SomeModelComponent)
{
SelectedModelComponents.AddUnique(SomeModelComponent);
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
{
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
}
}
}
}
}
}
// Pass 2...
if (SelectedSurfaceIndices.Num() > 0)
{
for (int32 SSIdx = 0; SSIdx < SelectedSurfaceIndices.Num(); SSIdx++)
{
int32 SurfIdx = SelectedSurfaceIndices[SSIdx];
// Find it's model component...
for (int32 NodeIdx = 0; NodeIdx < Model->Nodes.Num(); NodeIdx++)
{
const FBspNode& Node = Model->Nodes[NodeIdx];
if (Node.iSurf == SurfIdx)
{
UModelComponent* SomeModelComponent = Level->ModelComponents[Node.ComponentIndex];
if (SomeModelComponent)
{
SelectedModelComponents.AddUnique(SomeModelComponent);
for (int32 InnerNodeIndex = 0; InnerNodeIndex < SomeModelComponent->Nodes.Num(); InnerNodeIndex++)
{
FBspNode& InnerNode = Model->Nodes[SomeModelComponent->Nodes[InnerNodeIndex]];
SelectedSurfaceIndices.AddUnique(InnerNode.iSurf);
}
}
}
}
}
}
if (SelectedSurfaceIndices.Num() > 0)
{
// Fill in a list of all the node group to rebuild...
bBuildBSPLighting = false;
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
{
FNodeGroup* NodeGroup = It.Value();
if (NodeGroup && (NodeGroup->Nodes.Num() > 0))
{
for (int32 GroupNodeIdx = 0; GroupNodeIdx < NodeGroup->Nodes.Num(); GroupNodeIdx++)
{
int32 CheckIdx;
if (SelectedSurfaceIndices.Find(Model->Nodes[NodeGroup->Nodes[GroupNodeIdx]].iSurf, CheckIdx) == true)
{
NodeGroupsToBuild.AddUnique(NodeGroup);
bBuildBSPLighting = true;
}
}
}
}
}
}
}
if (bBuildBSPLighting && !bForceNoPrecomputedLighting)
{
if (!Options.bOnlyBuildSelected || Options.bOnlyBuildVisibility)
{
// generate BSP mappings across the whole level
AddBSPStaticLightingInfo(Level, bBuildBSPLighting);
}
else
{
if (NodeGroupsToBuild.Num() > 0)
{
bObjectsToBuildLightingForFound = true;
AddBSPStaticLightingInfo(Level, NodeGroupsToBuild);
}
}
}
// Gather HLOD primitives
TMultiMap<AActor*, UPrimitiveComponent*> PrimitiveActorMap;
TMultiMap<UPrimitiveComponent*, UStaticMeshComponent*> PrimitiveSubStaticMeshMap;
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
ALODActor* LODActor = Cast<ALODActor>(Actor);
if (LODActor && LODActor->GetStaticMeshComponent())
{
UPrimitiveComponent* PrimitiveParent = LODActor->GetStaticMeshComponent()->GetLODParentPrimitive();
for (auto SubActor : LODActor->SubActors)
{
PrimitiveActorMap.Add(SubActor, LODActor->GetStaticMeshComponent());
if (PrimitiveParent)
{
PrimitiveActorMap.Add(SubActor, PrimitiveParent);
}
TArray<UStaticMeshComponent*> SubStaticMeshComponents;
SubActor->GetComponents<UStaticMeshComponent>(SubStaticMeshComponents);
for (auto SMC : SubStaticMeshComponents)
{
PrimitiveSubStaticMeshMap.Add(LODActor->GetStaticMeshComponent(), SMC);
}
}
}
}
}
TMultiMap<AActor*, FStaticLightingMesh*> ActorMeshMap;
TArray<ALODActor*> LODActors;
// Gather static lighting info from actors.
for (int32 ActorIndex = 0; ActorIndex < Level->Actors.Num(); ActorIndex++)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor)
{
const bool bBuildActorLighting =
bBuildLightingForLevel &&
(!Options.bOnlyBuildSelected || Actor->IsSelected());
TInlineComponentArray<UPrimitiveComponent*> Components;
Actor->GetComponents(Components);
if (bBuildActorLighting)
{
bObjectsToBuildLightingForFound = true;
}
TArray<UPrimitiveComponent*> HLODPrimitiveParents;
PrimitiveActorMap.MultiFind(Actor, HLODPrimitiveParents);
ALODActor* LODActor = Cast<ALODActor>(Actor);
if (LODActor)
{
LODActors.Add(LODActor);
}
// Gather static lighting info from each of the actor's components.
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
{
UPrimitiveComponent* Primitive = Components[ComponentIndex];
if (Primitive->IsRegistered() && !bForceNoPrecomputedLighting)
{
// Find the lights relevant to the primitive.
TArray<ULightComponent*> PrimitiveRelevantLights;
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
ULightComponentBase* LightBase = Lights[LightIndex];
ULightComponent* Light = Cast<ULightComponent>(LightBase);
// Only add enabled lights
if (Light && Light->AffectsPrimitive(Primitive))
{
PrimitiveRelevantLights.Add(Light);
}
}
// Query the component for its static lighting info.
FStaticLightingPrimitiveInfo PrimitiveInfo;
Primitive->GetStaticLightingInfo(PrimitiveInfo, PrimitiveRelevantLights, Options);
if (PrimitiveInfo.Meshes.Num() > 0 && (Primitive->Mobility == EComponentMobility::Static))
{
if (World->GetWorldSettings()->bPrecomputeVisibility)
{
// Make sure the level gets dirtied since we are changing the visibility Id of a component in it
bMarkLevelDirty = true;
}
PrimitiveInfo.VisibilityId = Primitive->VisibilityId = NextVisibilityId;
NextVisibilityId++;
}
TArray<UStaticMeshComponent*> LODSubActorSMComponents;
if (LODActor)
{
PrimitiveSubStaticMeshMap.MultiFind(Primitive, LODSubActorSMComponents);
}
for (auto Mesh : PrimitiveInfo.Meshes)
{
ActorMeshMap.Add(Actor, Mesh);
}
AddPrimitiveStaticLightingInfo(PrimitiveInfo, bBuildActorLighting);
}
}
}
ActorsInvalidated++;
if (ActorsInvalidated % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress(ActorsInvalidated, ActorsToInvalidate);
}
}
// Recurse through HLOD trees, group actors and calculate child ranges
uint32 HLODTreeIndex = 1;
uint32 HLODLeafIndex;
for (ALODActor* LODActor : LODActors)
{
// Only process fully merged (root) HLOD nodes
if (LODActor->GetStaticMeshComponent() && !LODActor->GetStaticMeshComponent()->GetLODParentPrimitive())
{
HLODLeafIndex = 0;
UpdateStaticLightingHLODTreeIndices(ActorMeshMap, LODActor, HLODTreeIndex, HLODLeafIndex);
++HLODTreeIndex;
}
}
if (bMarkLevelDirty)
{
Level->MarkPackageDirty();
}
}
if (Options.bOnlyBuildSelected)
{
FMessageLog("LightingResults").Warning(LOCTEXT("LightmassError_BuildSelected", "Building selected actors only, lightmap memory and quality will be sub-optimal until the next full rebuild."));
if (!bObjectsToBuildLightingForFound)
{
FMessageLog("LightingResults").Error(LOCTEXT("LightmassError_BuildSelectedNothingSelected", "Building selected actors and BSP only, but no actors or BSP selected!"));
}
}
}
void FStaticLightingSystem::EncodeTextures(bool bLightingSuccessful)
{
FLightmassStatistics::FScopedGather EncodeStatScope(LightmassStatistics.EncodingTime);
FScopedSlowTask SlowTask(2);
{
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingLightmapsTime);
// Flush pending shadow-map and light-map encoding.
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticLightMapsStatusMessage", "Encoding imported static light maps."));
FLightMap2D::EncodeTextures(World, bLightingSuccessful, GMultithreadedLightmapEncode ? true : false);
}
{
FLightmassStatistics::FScopedGather EncodeStatScope2(LightmassStatistics.EncodingShadowMapsTime);
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingImportedStaticShadowMapsStatusMessage", "Encoding imported static shadow maps."));
FShadowMap2D::EncodeTextures(World, LightingScenario, bLightingSuccessful, GMultithreadedShadowmapEncode ? true : false);
}
}
void FStaticLightingSystem::ApplyNewLightingData(bool bLightingSuccessful)
{
{
FLightmassStatistics::FScopedGather ApplyStatScope(LightmassStatistics.ApplyTime);
// Now that the lighting is done, we can tell the model components to use their new elements,
// instead of the pre-lighting ones
UModelComponent::ApplyTempElements(bLightingSuccessful);
}
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
// Mark lights of the computed level to have valid precomputed lighting.
for (int32 LevelIndex = 0; LevelIndex < World->GetNumLevels(); LevelIndex++)
{
ULevel* Level = World->GetLevel(LevelIndex);
if (!ShouldOperateOnLevel(Level))
{
continue;
}
ULevel* StorageLevel = LightingScenario ? LightingScenario : Level;
UMapBuildDataRegistry* Registry = StorageLevel->GetOrCreateMapBuildData();
// Notify level about new lighting data
Level->OnApplyNewLightingData(bLightingSuccessful);
Level->InitializeRenderingResources();
if (World->PersistentLevel == Level)
{
Level->PrecomputedVisibilityHandler.UpdateScene(World->Scene);
Level->PrecomputedVolumeDistanceField.UpdateScene(World->Scene);
}
uint32 ActorCount = Level->Actors.Num();
for (uint32 ActorIndex = 0; ActorIndex < ActorCount; ++ActorIndex)
{
AActor* Actor = Level->Actors[ActorIndex];
if (Actor && bLightingSuccessful && !Options.bOnlyBuildSelected)
{
TInlineComponentArray<ULightComponent*> Components;
Actor->GetComponents(Components);
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
{
ULightComponent* LightComponent = Components[ComponentIndex];
if (LightComponent && (LightComponent->HasStaticShadowing() || LightComponent->HasStaticLighting()))
{
if (!Registry->GetLightBuildData(LightComponent->LightGuid))
{
// Add a dummy entry for ULightComponent::IsPrecomputedLightingValid()
Registry->FindOrAllocateLightBuildData(LightComponent->LightGuid, true);
}
}
}
}
}
const bool bBuildLightingForLevel = Options.ShouldBuildLightingForLevel( Level );
// Store off the quality of the lighting for the level if lighting was successful and we build lighting for this level.
if( bLightingSuccessful && bBuildLightingForLevel )
{
Registry->LevelLightingQuality = Options.QualityLevel;
Registry->MarkPackageDirty();
}
}
// Ensure all primitives which were marked dirty by the lighting build are updated.
// First clear all components so that any references to static lighting assets held
// by scene proxies will be fully released before any components are reregistered.
// We do not rerun construction scripts - nothing should have changed that requires that, and
// want to know which components were not moved during lighting rebuild
{
FGlobalComponentRecreateRenderStateContext RecreateRenderState;
}
// Clean up old shadow-map and light-map data.
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
// Commit the changes to the world's BSP surfaces.
World->CommitModelSurfaces();
}
// Report failed lighting build (don't count cancelled builds as failure).
if ( !bLightingSuccessful && !bBuildCanceled )
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("LightingBuildFailedDialogMessage", "The lighting build failed! See the log for more information!") );
}
}
/**
* Reports lighting build statistics to the log.
*/
void FStaticLightingSystem::ReportStatistics()
{
extern UNREALED_API bool GLightmassStatsMode;
if ( GLightmassStatsMode )
{
double TrackedTime =
LightmassStatistics.StartupTime
+ LightmassStatistics.CollectTime
+ LightmassStatistics.ProcessingTime
+ LightmassStatistics.ImportTime
+ LightmassStatistics.ApplyTime
+ LightmassStatistics.EncodingTime
+ LightmassStatistics.InvalidationTime
+ LightmassStatistics.FinishingTime;
double UntrackedTime = LightmassStatistics.TotalTime - TrackedTime;
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Illumination: %s total\n")
TEXT(" %3.1f%%\t%8.1fs Untracked time\n")
, *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime)
, UntrackedTime / LightmassStatistics.TotalTime * 100.0
, UntrackedTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Illumination time\n")
TEXT(" %3.1f%%\t%8.1fs \tStarting up\n")
TEXT(" %3.1f%%\t%8.1fs \tCollecting\n")
TEXT(" %3.1f%%\t%8.1fs \t--> Preparing lights\n")
TEXT(" %3.1f%%\t%8.1fs \t--> Gathering lighting info\n")
TEXT(" %3.1f%%\t%8.1fs \tProcessing\n")
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
TEXT(" %3.1f%%\t%8.1fs \tEncoding\n")
TEXT(" %3.1f%%\t%8.1fs \tInvalidating\n")
TEXT(" %3.1f%%\t%8.1fs \tFinishing\n")
, LightmassStatistics.StartupTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.StartupTime
, LightmassStatistics.CollectTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.CollectTime
, LightmassStatistics.PrepareLightsTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.PrepareLightsTime
, LightmassStatistics.GatherLightingInfoTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.GatherLightingInfoTime
, LightmassStatistics.ProcessingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ProcessingTime
, LightmassStatistics.ImportTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ImportTime
, LightmassStatistics.ApplyTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ApplyTime
, LightmassStatistics.EncodingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.EncodingTime
, LightmassStatistics.InvalidationTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.InvalidationTime
, LightmassStatistics.FinishingTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.FinishingTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Processing time\n")
TEXT(" %3.1f%%\t%8.1fs \tCollecting Lightmass scene\n")
TEXT(" %3.1f%%\t%8.1fs \tExporting\n")
TEXT(" %3.1f%%\t%8.1fs \tLightmass\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm startup\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm callback\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm job open\n")
TEXT(" %3.1f%%\t%8.1fs \tSwarm job close\n")
TEXT(" %3.1f%%\t%8.1fs \tImporting\n")
TEXT(" %3.1f%%\t%8.1fs \tApplying\n")
, LightmassStatistics.CollectLightmassSceneTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.CollectLightmassSceneTime
, LightmassStatistics.ExportTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ExportTime
, LightmassStatistics.LightmassTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.LightmassTime
, LightmassStatistics.SwarmStartupTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmStartupTime
, LightmassStatistics.SwarmCallbackTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmCallbackTime
, LightmassStatistics.SwarmJobOpenTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmJobOpenTime
, LightmassStatistics.SwarmJobCloseTime / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.SwarmJobCloseTime
, LightmassStatistics.ImportTimeInProcessing / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ImportTimeInProcessing
, LightmassStatistics.ApplyTimeInProcessing / LightmassStatistics.TotalTime * 100.0
, LightmassStatistics.ApplyTimeInProcessing
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Breakdown of Export Times\n")
TEXT(" %8.1fs\tVisibility Data\n")
TEXT(" %8.1fs\tLights\n")
TEXT(" %8.1fs\tModels\n")
TEXT(" %8.1fs\tStatic Meshes\n")
TEXT(" %8.1fs\tMaterials\n")
TEXT(" %8.1fs\tMesh Instances\n")
TEXT(" %8.1fs\tLandscape Instances\n")
TEXT(" %8.1fs\tMappings\n")
, LightmassStatistics.ExportVisibilityDataTime
, LightmassStatistics.ExportLightsTime
, LightmassStatistics.ExportModelsTime
, LightmassStatistics.ExportStaticMeshesTime
, LightmassStatistics.ExportMaterialsTime
, LightmassStatistics.ExportMeshInstancesTime
, LightmassStatistics.ExportLandscapeInstancesTime
, LightmassStatistics.ExportMappingsTime
);
UE_LOG(LogStaticLightingSystem, Log,
TEXT("Scratch counters\n")
TEXT(" %3.1f%%\tScratch0\n")
TEXT(" %3.1f%%\tScratch1\n")
TEXT(" %3.1f%%\tScratch2\n")
TEXT(" %3.1f%%\tScratch3\n")
, LightmassStatistics.Scratch0
, LightmassStatistics.Scratch1
, LightmassStatistics.Scratch2
, LightmassStatistics.Scratch3
);
float NumLightmapTotalTexels = float(FMath::Max<uint64>(GNumLightmapTotalTexels,1));
float NumShadowmapTotalTexels = float(FMath::Max<uint64>(GNumShadowmapTotalTexels,1));
float LightmapTexelsToMT = float(NUM_HQ_LIGHTMAP_COEF)/float(NUM_STORED_LIGHTMAP_COEF)/1024.0f/1024.0f; // Strip out the SimpleLightMap
float ShadowmapTexelsToMT = 1.0f/1024.0f/1024.0f;
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing, %.1f M non-pow2 texels)")
, NumLightmapTotalTexels * LightmapTexelsToMT
, 100.0f * float(GNumLightmapMappedTexels) / NumLightmapTotalTexels
, 100.0f * float(GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
, 100.0f * float(GNumLightmapTotalTexels - GNumLightmapMappedTexels - GNumLightmapUnmappedTexels) / NumLightmapTotalTexels
, GNumLightmapTotalTexelsNonPow2 * LightmapTexelsToMT
);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap textures: %.1f M texels (%.1f%% mapped, %.1f%% unmapped, %.1f%% wasted by packing)")
, NumShadowmapTotalTexels * ShadowmapTexelsToMT
, 100.0f * float(GNumShadowmapMappedTexels) / NumShadowmapTotalTexels
, 100.0f * float(GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
, 100.0f * float(GNumShadowmapTotalTexels - GNumShadowmapMappedTexels - GNumShadowmapUnmappedTexels) / NumShadowmapTotalTexels
);
for ( int32 LevelIndex=0; LevelIndex < World->GetNumLevels(); LevelIndex++ )
{
ULevel* Level = World->GetLevel(LevelIndex);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Level %2d - Lightmaps: %.1f MB. Shadowmaps: %.1f MB."), LevelIndex, Level->LightmapTotalSize/1024.0f, Level->ShadowmapTotalSize/1024.0f );
}
}
else //if ( GLightmassStatsMode)
{
UE_LOG(LogStaticLightingSystem, Log, TEXT("Illumination: %s (%s encoding lightmaps, %s encoding shadowmaps)"), *FPlatformTime::PrettyTime(LightmassStatistics.TotalTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingLightmapsTime), *FPlatformTime::PrettyTime(LightmassStatistics.EncodingShadowMapsTime));
}
UE_LOG(LogStaticLightingSystem, Log, TEXT("Lightmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
GLightmapTotalSize/1024.0f/1024.0f,
GLightmapTotalStreamingSize/1024.0f/1024.0f,
(GLightmapTotalSize - GLightmapTotalStreamingSize)/1024.0f/1024.0f,
GNumLightmapTextures);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Shadowmap texture memory: %.1f MB (%.1f MB streaming, %.1f MB non-streaming), %d textures"),
GShadowmapTotalSize/1024.0f/1024.0f,
GShadowmapTotalStreamingSize/1024.0f/1024.0f,
(GShadowmapTotalSize - GShadowmapTotalStreamingSize)/1024.0f/1024.0f,
GNumShadowmapTextures);
}
void FStaticLightingSystem::CompleteDeterministicMappings(class FLightmassProcessor* InLightmassProcessor)
{
check(InLightmassProcessor != NULL);
if (InLightmassProcessor && GLightmassDebugOptions.bUseImmediateImport && GLightmassDebugOptions.bImmediateProcessMappings)
{
// Already completed in the Lightmass Run function...
return;
}
double ImportAndApplyStartTime = FPlatformTime::Seconds();
double ApplyTime = 0.0;
int32 CurrentStep = Mappings.Num();
int32 TotalSteps = Mappings.Num() * 2;
const int32 ProgressUpdateFrequency = FMath::Max<int32>(TotalSteps / 20, 1);
GWarn->StatusUpdate( CurrentStep, TotalSteps, LOCTEXT("CompleteDeterministicMappingsStatusMessage", "Importing and applying deterministic mappings...") );
// Process all the texture mappings first...
for (int32 MappingIndex = 0; MappingIndex < Mappings.Num(); MappingIndex++)
{
FStaticLightingTextureMapping* TextureMapping = Mappings[MappingIndex]->GetTextureMapping();
if (TextureMapping)
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("%32s Completed - %s"), *(TextureMapping->GetDescription()), *(TextureMapping->GetLightingGuid().ToString()));
if (!GLightmassDebugOptions.bUseImmediateImport)
{
InLightmassProcessor->ImportMapping(TextureMapping->GetLightingGuid(), true);
}
else
{
double ApplyStartTime = FPlatformTime::Seconds();
InLightmassProcessor->ProcessMapping(TextureMapping->GetLightingGuid());
ApplyTime += FPlatformTime::Seconds() - ApplyStartTime;
}
CurrentStep++;
if (CurrentStep % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress(CurrentStep , TotalSteps);
}
}
}
LightmassStatistics.ImportTimeInProcessing += FPlatformTime::Seconds() - ImportAndApplyStartTime - ApplyTime;
LightmassStatistics.ApplyTimeInProcessing += ApplyTime;
}
struct FCompareByArrayCount
{
FORCEINLINE bool operator()( const TArray<ULightComponent*>& A, const TArray<ULightComponent*>& B ) const
{
// Sort by descending array count
return B.Num() < A.Num();
}
};
/**
* Generates mappings/meshes for all BSP in the given level
*
* @param Level Level to build BSP lighting info for
* @param bBuildLightingForBSP If true, we need BSP mappings generated as well as the meshes
*/
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, bool bBuildLightingForBSP)
{
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
// function effectively. Instead, we look across all nodes in the Level's model and
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
// have the same lightmap resolution (henceforth known as being "conodes"). Each
// NodeGroup will get a mapping created for it
// cache the model
UModel* Model = Level->Model;
// reset the number of incomplete groups
Model->NumIncompleteNodeGroups = 0;
Model->CachedMappings.Empty();
Model->bInvalidForStaticLighting = false;
// create all NodeGroups
Model->GroupAllNodes(Level, Lights);
// now we need to make the mappings/meshes
bool bMarkLevelDirty = false;
for (TMap<int32, FNodeGroup*>::TIterator It(Model->NodeGroups); It; ++It)
{
FNodeGroup* NodeGroup = It.Value();
if (NodeGroup->Nodes.Num())
{
// get one of the surfaces/components from the NodeGroup
// @todo UE4: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
// Make sure mapping will have valid size
NodeGroup->SizeX = FMath::Max(NodeGroup->SizeX, 1);
NodeGroup->SizeY = FMath::Max(NodeGroup->SizeY, 1);
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
// Cache the surface's vertices and triangles.
NodeGroup->BoundingBox.Init();
TArray<int32> ComponentVisibilityIds;
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
{
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
const FVector& TextureBase = Model->Points[NodeSurf.pBase];
const FVector& TextureX = Model->Vectors[NodeSurf.vTextureU];
const FVector& TextureY = Model->Vectors[NodeSurf.vTextureV];
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
// Compute the surface's tangent basis.
FVector NodeTangentX = Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
FVector NodeTangentY = Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
FVector NodeTangentZ = Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
// Generate the node's vertices.
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
{
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
const FVector& VertexWorldPosition = Model->Points[Vert.pVertex];
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
DestVertex->WorldPosition = VertexWorldPosition;
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
DestVertex->WorldTangentX = NodeTangentX;
DestVertex->WorldTangentY = NodeTangentY;
DestVertex->WorldTangentZ = NodeTangentZ;
// Include the vertex in the surface's bounding box.
NodeGroup->BoundingBox += VertexWorldPosition;
}
// Generate the node's vertex indices.
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
{
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
// track the source surface for each triangle
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
}
UModelComponent* Component = Level->ModelComponents[Node.ComponentIndex];
if (Component->VisibilityId == INDEX_NONE)
{
if (World->GetWorldSettings()->bPrecomputeVisibility)
{
// Make sure the level gets dirtied since we are changing the visibility Id of a component in it
bMarkLevelDirty = true;
}
Component->VisibilityId = NextVisibilityId;
NextVisibilityId++;
}
ComponentVisibilityIds.AddUnique(Component->VisibilityId);
}
// Continue only if the component accepts lights (all components in a node group have the same value)
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
// node grouping logic is updated to account for CastShadow as well
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
{
// Create the object to represent the surface's mapping/mesh to the static lighting system,
// the model is now the owner, and all nodes have the same
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
// Give the surface mapping the visibility Id's of all components that have nodes in it
// This results in fairly ineffective precomputed visibility with BSP but is necessary since BSP mappings contain geometry from multiple components
SurfaceStaticLighting->VisibilityIds = ComponentVisibilityIds;
Meshes.Add(SurfaceStaticLighting);
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
if (SomeModelComponent->CastShadow)
{
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
}
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = CurrentMapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
if (bBuildLightingForBSP)
{
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
}
if (bBuildLightingForBSP)
{
CurrentMapping->bProcessMapping = true;
}
// count how many node groups have yet to come back as complete
Model->NumIncompleteNodeGroups++;
// add this mapping to the list of mappings to be applied later
Model->CachedMappings.Add(SurfaceStaticLighting);
}
}
}
if (bMarkLevelDirty)
{
Level->MarkPackageDirty();
}
}
/**
* Generates mappings/meshes for the given NodeGroups
*
* @param Level Level to build BSP lighting info for
* @param NodeGroupsToBuild The node groups to build the BSP lighting info for
*/
void FStaticLightingSystem::AddBSPStaticLightingInfo(ULevel* Level, TArray<FNodeGroup*>& NodeGroupsToBuild)
{
// For BSP, we aren't Component-centric, so we can't use the GetStaticLightingInfo
// function effectively. Instead, we look across all nodes in the Level's model and
// generate NodeGroups - which are groups of nodes that are coplanar, adjacent, and
// have the same lightmap resolution (henceforth known as being "conodes"). Each
// NodeGroup will get a mapping created for it
// cache the model
UModel* Model = Level->Model;
// reset the number of incomplete groups
Model->NumIncompleteNodeGroups = 0;
Model->CachedMappings.Empty();
Model->bInvalidForStaticLighting = false;
// now we need to make the mappings/meshes
for (int32 NodeGroupIdx = 0; NodeGroupIdx < NodeGroupsToBuild.Num(); NodeGroupIdx++)
{
FNodeGroup* NodeGroup = NodeGroupsToBuild[NodeGroupIdx];
if (NodeGroup && NodeGroup->Nodes.Num())
{
// get one of the surfaces/components from the NodeGroup
// @todo UE4: Remove need for GetSurfaceLightMapResolution to take a surfaceindex, or a ModelComponent :)
UModelComponent* SomeModelComponent = Level->ModelComponents[Model->Nodes[NodeGroup->Nodes[0]].ComponentIndex];
int32 SurfaceIndex = Model->Nodes[NodeGroup->Nodes[0]].iSurf;
// fill out the NodeGroup/mapping, as UModelComponent::GetStaticLightingInfo did
SomeModelComponent->GetSurfaceLightMapResolution(SurfaceIndex, true, NodeGroup->SizeX, NodeGroup->SizeY, NodeGroup->WorldToMap, &NodeGroup->Nodes);
NodeGroup->MapToWorld = NodeGroup->WorldToMap.InverseFast();
// Cache the surface's vertices and triangles.
NodeGroup->BoundingBox.Init();
for(int32 NodeIndex = 0;NodeIndex < NodeGroup->Nodes.Num();NodeIndex++)
{
const FBspNode& Node = Model->Nodes[NodeGroup->Nodes[NodeIndex]];
const FBspSurf& NodeSurf = Model->Surfs[Node.iSurf];
const FVector& TextureBase = Model->Points[NodeSurf.pBase];
const FVector& TextureX = Model->Vectors[NodeSurf.vTextureU];
const FVector& TextureY = Model->Vectors[NodeSurf.vTextureV];
const int32 BaseVertexIndex = NodeGroup->Vertices.Num();
// Compute the surface's tangent basis.
FVector NodeTangentX = Model->Vectors[NodeSurf.vTextureU].GetSafeNormal();
FVector NodeTangentY = Model->Vectors[NodeSurf.vTextureV].GetSafeNormal();
FVector NodeTangentZ = Model->Vectors[NodeSurf.vNormal].GetSafeNormal();
// Generate the node's vertices.
for(uint32 VertexIndex = 0;VertexIndex < Node.NumVertices;VertexIndex++)
{
const FVert& Vert = Model->Verts[Node.iVertPool + VertexIndex];
const FVector& VertexWorldPosition = Model->Points[Vert.pVertex];
FStaticLightingVertex* DestVertex = new(NodeGroup->Vertices) FStaticLightingVertex;
DestVertex->WorldPosition = VertexWorldPosition;
DestVertex->TextureCoordinates[0].X = ((VertexWorldPosition - TextureBase) | TextureX) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[0].Y = ((VertexWorldPosition - TextureBase) | TextureY) / UModel::GetGlobalBSPTexelScale();
DestVertex->TextureCoordinates[1].X = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).X;
DestVertex->TextureCoordinates[1].Y = NodeGroup->WorldToMap.TransformPosition(VertexWorldPosition).Y;
DestVertex->WorldTangentX = NodeTangentX;
DestVertex->WorldTangentY = NodeTangentY;
DestVertex->WorldTangentZ = NodeTangentZ;
// Include the vertex in the surface's bounding box.
NodeGroup->BoundingBox += VertexWorldPosition;
}
// Generate the node's vertex indices.
for(uint32 VertexIndex = 2;VertexIndex < Node.NumVertices;VertexIndex++)
{
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + 0);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex);
NodeGroup->TriangleVertexIndices.Add(BaseVertexIndex + VertexIndex - 1);
// track the source surface for each triangle
NodeGroup->TriangleSurfaceMap.Add(Node.iSurf);
}
}
// Continue only if the component accepts lights (all components in a node group have the same value)
// TODO: If we expose CastShadow for BSP in the future, reenable this condition and make sure
// node grouping logic is updated to account for CastShadow as well
//if (SomeModelComponent->bAcceptsLights || SomeModelComponent->CastShadow)
{
// Create the object to represent the surface's mapping/mesh to the static lighting system,
// the model is now the owner, and all nodes have the same
FBSPSurfaceStaticLighting* SurfaceStaticLighting = new FBSPSurfaceStaticLighting(NodeGroup, Model, SomeModelComponent);
Meshes.Add(SurfaceStaticLighting);
LightingMeshBounds += SurfaceStaticLighting->BoundingBox;
if (SomeModelComponent->CastShadow)
{
UpdateAutomaticImportanceVolumeBounds( SurfaceStaticLighting->BoundingBox );
}
FStaticLightingMapping* CurrentMapping = SurfaceStaticLighting;
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = CurrentMapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
CurrentMapping->Mesh->Guid = FGuid(0,0,0,DeterministicIndex++);
}
CurrentMapping->bProcessMapping = true;
// count how many node groups have yet to come back as complete
Model->NumIncompleteNodeGroups++;
// add this mapping to the list of mappings to be applied later
Model->CachedMappings.Add(SurfaceStaticLighting);
}
}
}
}
void FStaticLightingSystem::AddPrimitiveStaticLightingInfo(FStaticLightingPrimitiveInfo& PrimitiveInfo, bool bBuildActorLighting)
{
// Verify a one to one relationship between mappings and meshes
//@todo - merge FStaticLightingMesh and FStaticLightingMapping
check(PrimitiveInfo.Meshes.Num() == PrimitiveInfo.Mappings.Num());
// Add the component's shadow casting meshes to the system.
for(int32 MeshIndex = 0;MeshIndex < PrimitiveInfo.Meshes.Num();MeshIndex++)
{
FStaticLightingMesh* Mesh = PrimitiveInfo.Meshes[MeshIndex];
if (Mesh)
{
Mesh->VisibilityIds.Add(PrimitiveInfo.VisibilityId);
if (!GLightmassDebugOptions.bSortMappings && bBuildActorLighting)
{
Mesh->Guid = FGuid(0, 0, 0, DeterministicIndex++);
}
Meshes.Add(Mesh);
LightingMeshBounds += Mesh->BoundingBox;
if (Mesh->bCastShadow)
{
UpdateAutomaticImportanceVolumeBounds(Mesh->BoundingBox);
}
}
}
// If lighting is being built for this component, add its mappings to the system.
for(int32 MappingIndex = 0;MappingIndex < PrimitiveInfo.Mappings.Num();MappingIndex++)
{
FStaticLightingMapping* CurrentMapping = PrimitiveInfo.Mappings[MappingIndex];
if (GbLogAddingMappings)
{
FStaticLightingMesh* SLMesh = CurrentMapping->Mesh;
if (SLMesh)
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08p - %s"), *(CurrentMapping->GetDescription()), (PTRINT)(SLMesh->Component), *(SLMesh->Guid.ToString()));
}
else
{
//UE_LOG(LogStaticLightingSystem, Log, TEXT("Adding %32s: 0x%08x - %s"), *(CurrentMapping->GetDescription()), 0, TEXT("NO MESH????"));
}
}
if (bBuildActorLighting)
{
CurrentMapping->bProcessMapping = true;
}
if (GLightmassDebugOptions.bSortMappings)
{
int32 InsertIndex = UnSortedMappings.AddZeroed();
FStaticLightingMappingSortHelper& Helper = UnSortedMappings[InsertIndex];
Helper.Mapping = CurrentMapping;
Helper.NumTexels = Helper.Mapping->GetTexelCount();
}
else
{
Mappings.Add(CurrentMapping);
}
}
}
bool FStaticLightingSystem::CreateLightmassProcessor()
{
FLightmassStatistics::FScopedGather SwarmStartStatScope(LightmassProcessStatistics.SwarmStartupTime);
GWarn->StatusForceUpdate( -1, -1, LOCTEXT("StartingSwarmConnectionStatus", "Starting up Swarm Connection...") );
if (Options.bOnlyBuildVisibility && !World->GetWorldSettings()->bPrecomputeVisibility)
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "BuildFailed_VisibilityOnlyButVisibilityDisabled", "'Build Only Visibility' option was enabled but precomputed visibility is disabled! Aborting build."));
return false;
}
NSwarm::FSwarmInterface::Initialize(*(FString(FPlatformProcess::BaseDir()) + TEXT("..\\DotNET\\SwarmInterface.dll")));
// Create the processor
check(LightmassProcessor == NULL);
LightmassProcessor = new FLightmassProcessor(*this, Options.bDumpBinaryResults, Options.bOnlyBuildVisibility);
check(LightmassProcessor);
if (LightmassProcessor->IsSwarmConnectionIsValid() == false)
{
UE_LOG(LogStaticLightingSystem, Warning, TEXT("Failed to connect to Swarm."));
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("FailedToConnectToSwarmDialogMessage", "Failed to connect to Swarm."));
delete LightmassProcessor;
LightmassProcessor = NULL;
return false;
}
return true;
}
void FStaticLightingSystem::GatherScene()
{
LightmassProcessStatistics = FLightmassStatistics();
GWarn->StatusUpdate( 0, Meshes.Num() + Mappings.Num(), LOCTEXT("GatherSceneStatusMessage", "Collecting the scene...") );
FLightmassStatistics::FScopedGather SceneStatScope(LightmassProcessStatistics.CollectLightmassSceneTime);
// Grab the exporter and fill in the meshes
//@todo. This should be exported to the 'processor' as it will be used on the input side as well...
FLightmassExporter* LightmassExporter = LightmassProcessor->GetLightmassExporter();
check(LightmassExporter);
// The Level settings...
AWorldSettings* WorldSettings = World->GetWorldSettings();
if (WorldSettings)
{
LightmassExporter->SetLevelSettings(WorldSettings->LightmassSettings);
}
else
{
FLightmassWorldInfoSettings TempSettings;
LightmassExporter->SetLevelSettings(TempSettings);
}
LightmassExporter->SetNumUnusedLocalCores(Options.NumUnusedLocalCores);
LightmassExporter->SetQualityLevel(Options.QualityLevel);
if (World->PersistentLevel && Options.ShouldBuildLightingForLevel( World->PersistentLevel ))
{
LightmassExporter->SetLevelName(World->PersistentLevel->GetPathName());
}
LightmassExporter->ClearImportanceVolumes();
for( TObjectIterator<ALightmassImportanceVolume> It ; It ; ++It )
{
ALightmassImportanceVolume* LMIVolume = *It;
if (World->ContainsActor(LMIVolume) && !LMIVolume->IsPendingKill() && ShouldOperateOnLevel(LMIVolume->GetLevel()))
{
LightmassExporter->AddImportanceVolume(LMIVolume);
}
}
for( TObjectIterator<ALightmassCharacterIndirectDetailVolume> It ; It ; ++It )
{
ALightmassCharacterIndirectDetailVolume* LMDetailVolume = *It;
if (World->ContainsActor(LMDetailVolume) && !LMDetailVolume->IsPendingKill() && ShouldOperateOnLevel(LMDetailVolume->GetLevel()))
{
LightmassExporter->AddCharacterIndirectDetailVolume(LMDetailVolume);
}
}
for( TObjectIterator<ULightmassPortalComponent> It ; It ; ++It )
{
ULightmassPortalComponent* LMPortal = *It;
if (LMPortal->GetOwner() && World->ContainsActor(LMPortal->GetOwner()) && !LMPortal->IsPendingKill() && ShouldOperateOnLevel(LMPortal->GetOwner()->GetLevel()))
{
LightmassExporter->AddPortal(LMPortal);
}
}
float MinimumImportanceVolumeExtentWithoutWarning = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("MinimumImportanceVolumeExtentWithoutWarning"), MinimumImportanceVolumeExtentWithoutWarning, GLightmassIni));
// If we have no importance volumes, then we'll synthesize one now. A scene without any importance volumes will not yield
// expected lighting results, so it's important to have a volume to pass to Lightmass.
if (LightmassExporter->GetImportanceVolumes().Num() == 0)
{
FBox ReasonableSceneBounds = AutomaticImportanceVolumeBounds;
if (ReasonableSceneBounds.GetExtent().SizeSquared() > (MinimumImportanceVolumeExtentWithoutWarning * MinimumImportanceVolumeExtentWithoutWarning))
{
// Emit a serious warning to the user about performance.
FMessageLog("LightingResults").PerformanceWarning(LOCTEXT("LightmassError_MissingImportanceVolume", "No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times."));
// Clamp the size of the importance volume we create to a reasonable size
ReasonableSceneBounds = FBox(ReasonableSceneBounds.GetCenter() - MinimumImportanceVolumeExtentWithoutWarning, ReasonableSceneBounds.GetCenter() + MinimumImportanceVolumeExtentWithoutWarning);
}
else
{
// The scene isn't too big, so we'll use the scene's bounds as a synthetic importance volume
// NOTE: We don't want to pop up a message log for this common case when creating a new level, so we just spray a log message. It's not very important to a user.
UE_LOG(LogStaticLightingSystem, Warning, TEXT("No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes."));
float AutomaticImportanceVolumeExpandBy = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("AutomaticImportanceVolumeExpandBy"), AutomaticImportanceVolumeExpandBy, GLightmassIni));
// Expand the scene's bounds a bit to make sure volume lighting samples placed on surfaces are inside
ReasonableSceneBounds = ReasonableSceneBounds.ExpandBy(AutomaticImportanceVolumeExpandBy);
}
LightmassExporter->AddImportanceVolumeBoundingBox(ReasonableSceneBounds);
}
const int32 NumMeshesAndMappings = Meshes.Num() + Mappings.Num();
const int32 ProgressUpdateFrequency = FMath::Max<int32>(NumMeshesAndMappings / 20, 1);
// Meshes
for( int32 MeshIdx=0; !GEditor->GetMapBuildCancelled() && MeshIdx < Meshes.Num(); MeshIdx++ )
{
Meshes[MeshIdx]->ExportMeshInstance(LightmassExporter);
if (MeshIdx % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress( MeshIdx, NumMeshesAndMappings );
}
}
// Mappings
for( int32 MappingIdx=0; !GEditor->GetMapBuildCancelled() && MappingIdx < Mappings.Num(); MappingIdx++ )
{
Mappings[MappingIdx]->ExportMapping(LightmassExporter);
if (MappingIdx % ProgressUpdateFrequency == 0)
{
GWarn->UpdateProgress( Meshes.Num() + MappingIdx, NumMeshesAndMappings );
}
}
for (int32 LightIndex = 0; LightIndex < Lights.Num(); LightIndex++)
{
ULightComponentBase* LightBase = Lights[LightIndex];
USkyLightComponent* SkyLight = Cast<USkyLightComponent>(LightBase);
if (SkyLight && (SkyLight->Mobility == EComponentMobility::Static || SkyLight->Mobility == EComponentMobility::Stationary))
{
LightmassExporter->AddLight(SkyLight);
}
}
}
bool FStaticLightingSystem::InitiateLightmassProcessor()
{
// Run!
bool bSuccessful = false;
bool bOpenJobSuccessful = false;
if ( !GEditor->GetMapBuildCancelled() )
{
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateImport mode %s"), GLightmassDebugOptions.bUseImmediateImport ? TEXT("ENABLED") : TEXT("DISABLED"));
LightmassProcessor->SetImportCompletedMappingsImmediately(GLightmassDebugOptions.bUseImmediateImport);
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ ImmediateProcess mode %s"), GLightmassDebugOptions.bImmediateProcessMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Sorting mode %s"), GLightmassDebugOptions.bSortMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping paddings %s"), GLightmassDebugOptions.bPadMappings ? TEXT("ENABLED") : TEXT("DISABLED"));
UE_LOG(LogStaticLightingSystem, Log, TEXT("Running Lightmass w/ Mapping debug paddings %s"), GLightmassDebugOptions.bDebugPaddings ? TEXT("ENABLED") : TEXT("DISABLED"));
{
FLightmassStatistics::FScopedGather OpenJobStatScope(LightmassProcessStatistics.SwarmJobOpenTime);
bOpenJobSuccessful = LightmassProcessor->OpenJob();
}
if (bOpenJobSuccessful)
{
LightmassProcessor->InitiateExport();
bSuccessful = true;
CurrentBuildStage = FStaticLightingSystem::AmortizedExport;
}
}
return bSuccessful;
}
void FStaticLightingSystem::KickoffSwarm()
{
bool bSuccessful = LightmassProcessor->BeginRun();
if (bSuccessful)
{
CurrentBuildStage = FStaticLightingSystem::AsynchronousBuilding;
}
else
{
FStaticLightingManager::Get()->FailLightingBuild(LOCTEXT("SwarmKickoffFailedMessage", "Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass."));
}
}
bool FStaticLightingSystem::FinishLightmassProcess()
{
bool bSuccessful = false;
GEditor->ResetTransaction( LOCTEXT("KeepLightingTransReset", "Applying Lighting") );
CurrentBuildStage = FStaticLightingSystem::Import;
double TimeWaitingOnUserToAccept = FPlatformTime::Seconds() - WaitForUserAcceptStartTime;
{
FScopedSlowTask SlowTask(7);
SlowTask.MakeDialog();
SlowTask.EnterProgressFrame(1, LOCTEXT("InvalidatingPreviousLightingStatus", "Invalidating previous lighting"));
InvalidateStaticLighting();
SlowTask.EnterProgressFrame(1, LOCTEXT("ImportingBuiltStaticLightingStatus", "Importing built static lighting"));
bSuccessful = LightmassProcessor->CompleteRun();
SlowTask.EnterProgressFrame();
if (bSuccessful)
{
CompleteDeterministicMappings(LightmassProcessor);
if (!Options.bOnlyBuildVisibility)
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
ULightComponent::ReassignStationaryLightChannels(GWorld, true, LightingScenario);
}
}
SlowTask.EnterProgressFrame(1, LOCTEXT("EncodingTexturesStaticLightingStatis", "Encoding textures"));
EncodeTextures(bSuccessful);
SlowTask.EnterProgressFrame();
{
FLightmassStatistics::FScopedGather CloseJobStatScope(LightmassProcessStatistics.SwarmJobCloseTime);
bSuccessful = LightmassProcessor->CloseJob() && bSuccessful;
}
{
FLightmassStatistics::FScopedGather FinishStatScope(LightmassStatistics.FinishingTime);
// Add in the time measurements from the LightmassProcessor
LightmassStatistics += LightmassProcessor->GetStatistics();
// A final update on the lighting build warnings and errors dialog, now that everything is finished
FMessageLog("LightingResults").Open();
// Check the for build cancellation.
bBuildCanceled = bBuildCanceled || GEditor->GetMapBuildCancelled();
bSuccessful = bSuccessful && !bBuildCanceled;
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
if (bSuccessful)
{
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Refresh();
}
bool bShowLightingBuildInfo = false;
GConfig->GetBool( TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), bShowLightingBuildInfo, GEditorPerProjectIni );
if( bShowLightingBuildInfo )
{
StatsViewerModule.GetPage(EStatsPage::LightingBuildInfo)->Show();
}
}
SlowTask.EnterProgressFrame();
ApplyNewLightingData(bSuccessful);
SlowTask.EnterProgressFrame();
// Finish up timing statistics
LightmassStatistics += LightmassProcessStatistics;
LightmassStatistics.TotalTime += FPlatformTime::Seconds() - StartTime - TimeWaitingOnUserToAccept;
}
ReportStatistics();
return bSuccessful;
}
void FStaticLightingSystem::UpdateLightingBuild()
{
if (CurrentBuildStage == FStaticLightingSystem::AmortizedExport)
{
bool bCompleted = LightmassProcessor->ExecuteAmortizedMaterialExport();
FFormatNamedArguments Args;
Args.Add( TEXT("PercentDone"), FText::AsPercent( LightmassProcessor->GetAmortizedExportPercentDone() ) );
FText Text = FText::Format( LOCTEXT("LightExportProgressMessage", "Exporting lighting data: {PercentDone} Done"), Args );
FStaticLightingManager::Get()->SetNotificationText( Text );
if (bCompleted)
{
CurrentBuildStage = FStaticLightingSystem::SwarmKickoff;
}
}
else if (CurrentBuildStage == FStaticLightingSystem::SwarmKickoff)
{
FText Text = LOCTEXT("LightKickoffSwarmMessage", "Kicking off Swarm");
FStaticLightingManager::Get()->SetNotificationText( Text );
KickoffSwarm();
}
else if (CurrentBuildStage == FStaticLightingSystem::AsynchronousBuilding)
{
bool bFinished = LightmassProcessor->Update();
FString ScenarioString;
if (LightingScenario)
{
FString PackageName = FPackageName::GetShortName(LightingScenario->GetOutermost()->GetName());
ScenarioString = FString(TEXT(" for ")) + PackageName;
}
FText Text = FText::Format(LOCTEXT("LightBuildProgressMessage", "Building lighting{0}: {1}%"), FText::FromString(ScenarioString), FText::AsNumber(LightmassProcessor->GetAsyncPercentDone()));
FStaticLightingManager::Get()->SetNotificationText( Text );
if (bFinished)
{
LightmassStatistics.ProcessingTime += FPlatformTime::Seconds() - ProcessingStartTime;
WaitForUserAcceptStartTime = FPlatformTime::Seconds();
FStaticLightingManager::Get()->ClearCurrentNotification();
if (LightmassProcessor->IsProcessingCompletedSuccessfully())
{
CurrentBuildStage = FStaticLightingSystem::AutoApplyingImport;
}
else
{
// automatically fail lighting build (discard)
FStaticLightingManager::Get()->FailLightingBuild();
CurrentBuildStage = FStaticLightingSystem::Finished;
}
}
}
else if ( CurrentBuildStage == FStaticLightingSystem::AutoApplyingImport )
{
if ( CanAutoApplyLighting() || IsRunningCommandlet() )
{
bool bAutoApplyFailed = false;
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
FStaticLightingManager::ProcessLightingData();
CurrentBuildStage = FStaticLightingSystem::Finished;
}
else
{
bool bAutoApplyFailed = true;
FStaticLightingManager::Get()->SendBuildDoneNotification(bAutoApplyFailed);
CurrentBuildStage = FStaticLightingSystem::WaitingForImport;
}
}
else if (CurrentBuildStage == FStaticLightingSystem::ImportRequested)
{
FStaticLightingManager::ProcessLightingData();
CurrentBuildStage = FStaticLightingSystem::Finished;
}
}
void FStaticLightingSystem::UpdateAutomaticImportanceVolumeBounds( const FBox& MeshBounds )
{
// Note: skyboxes will be excluded if they are properly setup to not cast shadows
AutomaticImportanceVolumeBounds += MeshBounds;
}
bool FStaticLightingSystem::CanAutoApplyLighting() const
{
const bool bAutoApplyEnabled = GetDefault<ULevelEditorMiscSettings>()->bAutoApplyLightingEnable;
const bool bSlowTask = GIsSlowTask;
const bool bInterpEditMode = GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_InterpEdit );
const bool bPlayWorldValid = GEditor->PlayWorld != nullptr;
const bool bAnyMenusVisible = (FSlateApplication::IsInitialized() && FSlateApplication::Get().AnyMenusVisible());
//const bool bIsInteratcting = false;// FSlateApplication::Get().GetMouseCaptor().IsValid() || GEditor->IsUserInteracting();
const bool bHasGameOrProjectLoaded = FApp::HasProjectName();
return ( bAutoApplyEnabled && !bSlowTask && !bInterpEditMode && !bPlayWorldValid && !bAnyMenusVisible/* && !bIsInteratcting */&& !GIsDemoMode && bHasGameOrProjectLoaded );
}
/**
* Clear out all the binary dump log files, so the next run will have just the needed files for rendering
*/
void FStaticLightingSystem::ClearBinaryDumps()
{
IFileManager::Get().DeleteDirectory(*FString::Printf(TEXT("%sLogs/Lighting_%s"), *FPaths::ProjectDir(), TEXT("Lightmass")), false, true);
}
/** Marks all lights used in the calculated lightmap as used in a lightmap, and calls Apply on the texture mapping. */
void FStaticLightingSystem::ApplyMapping(
FStaticLightingTextureMapping* TextureMapping,
FQuantizedLightmapData* QuantizedData,
const TMap<ULightComponent*,FShadowMapData2D*>& ShadowMapData) const
{
TextureMapping->Apply(QuantizedData, ShadowMapData, LightingScenario);
}
UWorld* FStaticLightingSystem::GetWorld() const
{
return World;
}
bool FStaticLightingSystem::IsAsyncBuilding() const
{
return CurrentBuildStage == FStaticLightingSystem::AsynchronousBuilding;
}
bool FStaticLightingSystem::IsAmortizedExporting() const
{
return CurrentBuildStage == FStaticLightingSystem::AmortizedExport;
}
void UEditorEngine::BuildLighting(const FLightingBuildOptions& Options)
{
// Forcibly shut down all texture property windows as they become invalid during a light build
FAssetEditorManager& AssetEditorManager = FAssetEditorManager::Get();
TArray<UObject*> EditedAssets = AssetEditorManager.GetAllEditedAssets();
for (int32 AssetIdx = 0; AssetIdx < EditedAssets.Num(); AssetIdx++)
{
UObject* EditedAsset = EditedAssets[AssetIdx];
if (EditedAsset->IsA(UTexture2D::StaticClass()))
{
IAssetEditorInstance* Editor = AssetEditorManager.FindEditorForAsset(EditedAsset, false);
if (Editor)
{
Editor->CloseWindow();
}
}
}
FEditorDelegates::OnLightingBuildStarted.Broadcast();
FStaticLightingManager::Get()->CreateStaticLightingSystem(Options);
}
void UEditorEngine::UpdateBuildLighting()
{
FStaticLightingManager::Get()->UpdateBuildLighting();
}
bool UEditorEngine::IsLightingBuildCurrentlyRunning() const
{
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyRunning();
}
bool UEditorEngine::IsLightingBuildCurrentlyExporting() const
{
return FStaticLightingManager::Get()->IsLightingBuildCurrentlyExporting();
}
bool UEditorEngine::WarnIfLightingBuildIsCurrentlyRunning()
{
bool bFailure = IsLightingBuildCurrentlyRunning();
if (bFailure)
{
FNotificationInfo Info( LOCTEXT("LightBuildUnderwayWarning", "Static light is currently building! Please cancel it to proceed!") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
}
else if (FEditorBuildUtils::IsBuildCurrentlyRunning())
{
// Another, non-lighting editor build is running.
FNotificationInfo Info( LOCTEXT("EditorBuildUnderwayWarning", "A build process is currently underway! Please cancel it to proceed!") );
Info.ExpireDuration = 5.0f;
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
if (Notification.IsValid())
{
Notification->SetCompletionState(SNotificationItem::CS_Fail);
}
bFailure = true;
}
return bFailure;
}
#undef LOCTEXT_NAMESPACE