2 min read

Week 42: Saturday

1.9k lines changed
10 commits
8 modules
8 devs


Modules

EngineBuild Core ApplicationCore UbaCommon Engine Templates StorageServerWidgets


Plugins

InstancedActors


Commits

5f3f2a1 EngineBuild
Add alternate platform cook during incremental compare to help evaluate whether cooking for another platform affects null incremental cook.

#rb none

[CL 47089207 by zousar shaker in ue5-main branch]

aa1e2a4 ApplicationCore
Windows: Urgent disabling of visual c++ redistributable validation added in CL 47042812 per remaining Horde issues.

#jira UE-316567
#rb joe.kirchoff
#rnx

[CL 47077428 by eric renaudhoude in ue5-main branch]

b9ae9d6 EngineBuild
Localization Automation using CL 47077428

[CL 47084938 by buildmachine in ue5-main branch]

1111302 UbaCommon
[UBA]
* Added so casdb deletes defaults to first move to a temporary folder and then deleted in a separate job
* Added CasEntryWriteLock and CasEntryReadLock. Intention is to implement code where threads waiting on a cas entry lock can help out doing the work needed for them to get the lock (compress file etc)

#rb none

[CL 47086540 by henrik karlsson in ue5-main branch]

5e71c3c Core
Curl: Upgrade curl to 8.15.0 again, with the instrumentation for detecting unsafe multithreaded access in place.
#rnx
#rb None

[CL 47084114 by matt peters in ue5-main branch]

1471a05 InstancedActors
[InstancedActors] Destroy/release the UInstancedActorsData's entity template when calling RemoveVisualization(). This is a workaround fix - the issue is that the entity template/UInstancedActorsVisualizationTrait treats the FMassRepresentationFragment::StaticMeshDescHandle as invariant.

Removing a visualization means that an entity's FMassRepresentationFragment::StaticMeshDescHandle becomes silently invalid (the index could point to blank ISM data, or that index can be re-used by another UInstancedActorsData populating it with entirely different ISM data). The FMassRepresentationFragment data is setup via UInstancedActorsVisualizationTrait, but any future calls to UInstancedActorsData::CreateEntityTemplate() will not allow a recomputation of this trait because it already exists. By releasing the entity template, we essentially force UInstancedActorsVisualizationTrait::BuildTemplate() to be called again, thus assigning FMassRepresentationFragment::StaticMeshDescHandle to that matching the proper visualization.

In practice, we would see this happen when the parent IAM is switching subsystems, which then forces UInstancedActorsData::DespawnEntities() to be called, and then RemoveAllVisualizations().

#rb jared.schibel, titouan.deslandes

[CL 47085093 by edmund park in ue5-main branch]

8ad541c Engine
SDCE, fixed cvar definition

#rb none
[FYI] miguel.peterson, gary.yuan, sam.gent

[CL 47091707 by chad garyet in ue5-main branch]

cf36ce8 Templates
ICVFX: Revert previous config change to ICVFX template project given added alpha costs.

#jira UE-349444
#rb none
#rnx

[CL 47084586 by eric renaudhoude in ue5-main branch]

6ff7c14 Core
Fix PVS warnings

#rb none
#rnx

[CL 47092352 by marc audy in ue5-main branch]

377cb1c StorageServerWidgets
Fix UI bug in BuildStorageTool where the "Append build name" checkbox would sometimes show the wrong state.

#rb none

[CL 47088785 by zousar shaker in ue5-main branch]


Experimental lists all experimental plugins touched today.

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Plugins shows the top plugins ranked by impact score.

Commits highlights the most significant changes ranked by impact score.

Main Radar is experimental and generated automatically from Unreal Engine's
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This project is part of my broader work at
Mundus Creatus.