2 min read

Week 48: Monday

33.4k lines changed
136 commits
78 modules
91 devs


Experimental

UAF EditorDataStorageFeatures ChaosMover ControlRigPhysics ChaosFlesh Workspace PhysicsControl ProceduralVegetationEditor ChaosModularVehicle EvaluationNotifies InstanceDataObjectFixupTool


Modules

Engine CoreUObject EngineBuild UnrealEd Renderer Chaos Core EngineSource Jupiter SubmitToolCore (+30 more)


Plugins

Mutable PCG Niagara ControlRig StateTree nDisplay MetaHumanCalibrationProcessing ProjectLauncher MetaHumanCoreTechLib LiveLinkHub (+11 more)


Commits

ae991dc UAF
Add crash reporter contexts of UAF instances and Workspace Editor instances

#rb Thomas.Sarkanen
#Synced-CL 48508358

[CL 48606297 by jurre debaare in ue5-main branch]

34a6e44 ControlRigPhysics
Support for applying forces in the control rig physics and RigidBodyWithControl animation graph nodes

#jira UE-347515, UE-163100
#rb Helge.Mathee, nick.brett
#Synced-CL 48547444

[CL 48608266 by danny chapman in ue5-main branch]

8cd6809 UAFEditor
Prevent creating shared variable assets from properties in a native shared variable struct

#jira UE-354810
#rb Jurre.deBaare
#Synced-CL 48503794

[CL 48605730 by lucas dower in ue5-main branch]

da15037 UAF
UAF: Change defered task queues to MPSC

We can enqueue tasks here from multiple threads
Additionally simplified the dequeue loops

#rb daniel.holden
#Synced-CL 48607479

[CL 48607922 by thomas sarkanen in ue5-main branch]

7c96fad ProceduralVegetationEditor
[PVE] Gracefully replace older assets in case of replace export policy

#rb mans.isaksson
#jira none
#Synced-CL 48384499

[CL 48602460 by tayyab ejaz in ue5-main branch]

707726b ChaosModularVehicleEngine
Change code so not dependant on being a pawn in order to setup vehicle, plus some tightening of pointer use

#rb markus.boberg, tom.waterson
#Synced-CL 48553644

[CL 48603230 by bill henderson in ue5-main branch]

94b3f61 ChaosFleshEngine
ChaosFlesh:
-added CompactSurfaceVertices function to extract & compact flesh surface vertices and triangle mesh (for constructing render mesh for flesh)
-supported building render data for flesh
-supported getting reference skeleton for flesh
-added AssetGuid in flesh for asset identification

#jira none
#rb cedric.caillaud
#Synced-CL 48489583

[CL 48621392 by yushan han in ue5-main branch]

eb28283 EditorDataStorageFeatures
TEDS Alert: Add support for the new hierarchy interface + various fixes

AddAlert now has an argument for the hierarchy name to use when calculating child alerts
- The old FTableRowParent queries have been removed completely, so you need to use the new interface
Added an FTedsAlertHierarchyColumn to rows with the alert or child alert column to signify which hierarchy this particular alert operates on
- Added new subqueries to copy/swap FTedsAlertHierarchyColumn as alerts are moved
Certain alert queries are now registered "per hierarchy" lazily since queries can only operate on single hierarchies
- These Queries check the alert to only propagate to the parent to the relevant hierearchy for each alert.
Cleanup alerts on deletion properly by removing the action and hierarchy column
Instead of using a cached parent + sync tags, the alert hierarchies use the ParentChangedColumn to track changes

#rb Ronald.Koppers
#jira UE-349880

#Synced-CL 48607495

[CL 48614051 by aditya ravichandran in ue5-main branch]

1e29fbf UAFEditor
Handle collapsed graphs recursively when generating functions outliner hierarchy

#rb Thomas.Sarkanen
#Synced-CL 48606655

[CL 48608405 by jurre debaare in ue5-main branch]

1e8772b UAFAnimGraph
UAF: Timelines can now fail state & delta queries

This is to allow clients of the APIs to reason about what to do when querying outside of the 'regular' UpdateGraph call flow (e.g. traversing into not-yet-relevant children).
Calling from PreUpdate into the same stack is a path that should not fail, so I've added ensures for those existing cases.

#rb Nicholas.Frechette
#Synced-CL 48607479

[CL 48607898 by thomas sarkanen in ue5-main branch]

(+126 more)


Experimental lists all experimental plugins touched today.

Modules shows the top engine modules ranked by impact score.

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
ue5-main branch. It may make mistakes, and I'm improving it day by day. If something looks off, please let me know — feedback helps make it better.

This project is part of my broader work at
Mundus Creatus.