Week 03: Thursday
26.3k lines changed191 commits90 modules109 devs
Experimental
UAF UIFramework SlateIM EditorDataStorageFeatures Dataflow EditorTelemetry Subsonic NFORDenoise Mover EditorDataStorage PythonScriptPlugin
Modules
Engine Renderer CoreUObject Core UnrealEd Chaos EngineBuild EngineSource GeometryCollectionEngine EngineShaders (+36 more)
Plugins
Mutable HairStrands GameplayCameras PixelCapture nDisplay PoseSearch ReplicationSystemTestPlugin RigVM StateTree ControlRig (+13 more)
Commits
0903e51 SlateIMSlateIM: You can now add a canvas render target image and draw to it via an event.
#jira UE-247758
#rb dylan.dumesnil
#Synced-CL 49784486
[CL 49833718 by matt chapman in ue5-main branch]
0e90a51 UAFChooserAdd missing evaluationfrequency setting to chooser AssetData
#rb daren.cheng, samuele.rigamonti
#Synced-CL 49830712
[CL 49833104 by keith yerex in ue5-main branch]
9fc7e35 UIFrameworkMake material_block and umg_widget work with material root object replication
[REVIEW] [at]yohann.dossantos, [at]paul.miller, [at]louisphilippe.seguin
#rb yohann.dossantos
#Synced-CL 49823132
[CL 49848082 by tom noonan in ue5-main branch]
5b676db EditorTelemetryA refactor of Editor Telemetry events to reduce duplication of attribute data. As a result events are much smaller.
We should be using Database joins from now on to add additonal contexts to a given event.
Added the functionality to push Span GUIDs into the EditorTelemetry events. This will allow us to join spans to detailed event information.
Prepended the Content Worker default attributes so they don't clash with default attributes in StudioTelemetry
[REVIEW] [at]oguz.agac, [at]julian.gamble, [at]matt.hoyle
#rb oguz.agac, matt.hoyle
#Synced-CL 49803489
[CL 49843656 by mark lintott in ue5-main branch]
d2b5604 NFORDenoise[NFOR] Add low memory mode for memory constrained GPUs. All 32bit channel cache will be stored in 16bit when `r.NFOR.Memory.Mode = 0`. Might have small quality drop. 4k rendering total cached texture memory usage reduced from 2814MB to 2113 MB when Frame Count = 2.
[REVIEW] [at]aleksander.netzel
#tests local projects produce similar results when compared to high memory mode.
#rb aleksander.netzel
#Synced-CL 49788808
[CL 49871558 by tiantian xie in ue5-main branch]
17fb41a UIFrameworkUIFText: add wrapping
#jira UE-350091
#rb yohann.dossantos
#Synced-CL 49794217
#Synced-CL 49794217
#Synced-CL 49794217
[CL 49858485 by zahra nikbakht in ue5-main branch]
f06880a UAFLayeringEditorUAF: Populate editor mode info for the layering editor mode
#rb lucas.dower
#Synced-CL 49839474
[CL 49857946 by jaqueline wieland in ue5-main branch]
6d60b2b EditorDataStorageFeaturesWidgetDropHandler now ignores the drop operation if no operations support it.
#rb aditya.ravichandran
[CL 49846911 by torsten strunck in ue5-main branch]
2c1129c TedsCoreTEDS UI: Fix a bug where widget constructors were allocated with FMemory::Malloc but deleted using the delete operator, causing a mismatch
- Replace TUniquePtr arguments with TSharedPtr since most widget constructors were converted to the latter anyways
- Provide a custom deleter for the shared ptr that properly calls the destructor and FMemory::Free to match the allocation
- Add an alias for TSharedPtr<FTypedElementWidgetConstructor> to make it easier to change in the future
- Deprecate old arguments and functions and replace uses
- Also do the same for decorator widgets to ensure they are deleted properly, but there is nothing to deprecate since they are created and destructed internally
#jira UE-358166
#rb Ronald.Koppers
#Synced-CL 49721519
[CL 49846620 by aditya ravichandran in ue5-main branch]
f3f92d5 MoverMover: fixes bug where the Play Montage BP node for Mover would find the first skeletal mesh component, rather than favoring the primary visual component.
#rb ben.hoffman
#Synced-CL 49732268
[CL 49848933 by justin hare in ue5-main branch]
(+181 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.
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