Week 02: Saturday
3.9k lines changed16 commits14 modules10 devs
Experimental
ChaosEditor MovieSceneMixedControlRig
Modules
UbaCommon Renderer UbaVisualizer DataflowCore EngineBuild DataflowEngine ShaderCompileWorker CoreUObject EngineShaders UnrealEd (+2 more)
Plugins
Commits
03ccae8 RendererMobile: Added a separate shader permutation for desktop-like Single Layer Water (SLW) rendering
Can be toggled at runtime on supported configurations (deferred multi-pass) via r.Water.SingleLayer.MobileFallback
The default remains the translucent fallback rendering.
#jira UE-351108
#rb Florin.Pascu, tim.doerries
#Synced-CL 49714310
[CL 49715343 by dmitriy dyomin in ue5-main branch]
50307b5 UbaVisualizer[UBA]
* Fixed bug where visualizer d2d backend would crash if showing jobs and resizing window
* Fixed so brushes are not recreated every render frame
* Added support for special case "IDLE" which renders processor graphs differently
[CL 49709469 by henrik karlsson in ue5-main branch]
5b930d2 DataflowCoreDataflow : add new evaluators, enable new evaluation for the fracture editor as a test
For now only the Tick based evaluator is being used by the fracture editor, other evaluator will be put in use at a later stage
#rb trivial
#Synced-CL 49661615
[CL 49714032 by cedric caillaud in ue5-main branch]
47d8cd3 PoseSearchPoseSearch - Created UPoseSearchSettings class with AvailabilitiesBufferSize property to control initial allocation of AnimContextsAvailabilitiesBuffer in UPoseSearchInteractionSubsystem
Contribution from daniel.ruizmanero
[REVIEW] [at]ue-anim-gameplay
#rb jack.potter
#Synced-CL 49689419
[CL 49708163 by samuele rigamonti in ue5-main branch]
9e2a93c DataflowEngineDataflow : Fix macArm64 build
- Move template method back to the header and keep the implementation details in private functions
#rb trivial
#Synced-CL 49661615
[CL 49715700 by cedric caillaud in ue5-main branch]
037326f UbaCommon[UBA]
* Added support for calling process re-use multiple times from the same process
* Added new reuse callback function that takes in timeout and outShouldExit. This can (should) be used for processes to wait in the most optimal place where it can trigger quickly on new processes
[CL 49709488 by henrik karlsson in ue5-main branch]
4f0ea2e ShaderCompileWorker[ShaderCompileWorker]
* Added so uba path for reusing process supports TimeToLive.
#rb none
#Synced-CL 49713413
[CL 49714313 by henrik karlsson in ue5-main branch]
882d9b0 UbaCommon[UBA]
* Fixed bug where process stats was not properly reset on remote side
[CL 49709847 by henrik karlsson in ue5-main branch]
8d5c519 CoreUObject[Backout] - CL49687580
[FYI] kevin.macaulayvacher
#rnx
Original CL Desc
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[UObject][AsyncLoading]
- When renaming an object, the object will be detached from it's linker (if any). Previously we only cleared the linker for the object when renaming the object to a new package (this still happens), and before that would always called ResetLoaders (this never happens now) which was too heavy weight and resulted in hard to debug issues.
- When a loaded object is renamed, a new CoreUObject delegate OnLoadedObjectRenamed is invoked to allow informing listeners (in this case the loader) that the loaded package is no longer fully loaded and requires work when the package is requested for load again (Importantly, this works even before a GC has had a chance to run)
- The loader now maintains a queue of objects that have been renamed and will flush that queue when the ALT thread runs. Renamed objects will remove the object from the ImportStore implicitly marking its owning package as bAreAllPublicExports = false allowing the package to properly reload when requested.
- In order to allow for the same level of validation for releasing references on FLoadedPackageRefs, a new bWasFullyLoaded flag has been added so we can ensure when releasing packages we are not incorrectly working on an object that hasn't been loaded yet, while still allowing packages to become partially loaded later.
#jira UE-357405
#rnx
[REVIEW] [at]danny.couture, [at]Francis.Hurteau
#rb Francis.Hurteau
#Synced-CL 49684429
[CL 49715756 by bob tellez in ue5-main branch]
93a0ab8 EngineShadersPath Tracing: Remove trace opaque first permutation from path tracer
Remove the experimental option to turn off "trace opaque first". This cuts the number of permutations in half when experimental options are enabled.
Also, enable translucent tracing by default for path tracing debug mode.
#rb trivial
#Synced-CL 49691844
[CL 49711778 by chris kulla in ue5-main branch]
(+6 more)
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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.
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