Week 04: Monday
18.8k lines changed98 commits56 modules53 devs
Experimental
ProceduralVegetationEditor UAF Water PlainProps PlainPropsUObject SubtitlesAndClosedCaptions FastGeoStreaming ImageWidgets
Modules
UnrealEd EngineShaders Engine Renderer UbaCommon EngineBuild Core CoreUObject IoStoreOnDemandUtilities DatasmithMax2022 (+16 more)
Plugins
TextureGraph GameplayCameras nDisplay GameplayInsights MetaHumanCharacter AudioInsights MP4Utilities RigVM Mutable SmartObjects (+7 more)
Commits
1786734 PlainPropsUObjectPlainProps: Bug fixes for roundtripping an internal project.
Fix binding for Verse::FNativeString that has changed underlying storage from a direct FUtf8String to an FUtf8String wrapped in a TSharedPtr.
Fix use-after-free in GOptionals and GSets by cloning range bindings used in map keys.
Fix creation of FMemcpy plans with incorrect offsets for structs with unused supers.
Make sure to always patch up new plans in UpdateBatch (Memcpy only scenario).
Decorate the warning "Property '{Property}' is a '{Container}' of bitfield bools..." with owner information.
#rb johan.torp
#rnx
#Synced-CL 49808502
[CL 49922186 by pj kack in ue5-main branch]
1998e90 UAFUncookedOnlyUAF: Crash fix for receiving invalid data on serialization in debug builds when using shared variables and adding a non basic type
#jira UE-359918
#rb Thomas.Sarkanen
#Synced-CL 49917485
[CL 49920412 by jaqueline wieland in ue5-main branch]
36efdf9 UAFEditorUAF: Fix function nodes not updating correctly when selected via graph node
#jira UE-361104
#rb Jurre.deBaare
#Synced-CL 49917485
[CL 49922331 by jaqueline wieland in ue5-main branch]
8ceb822 ProceduralVegetationEditorSet up basic unit testing framework for PVE
- Move test related code to ProceduralVegetation/Source/Test & ProceduralVegetationEditor/Source/Test
- PVImportTests.cpp
- PVMockTree.cpp
- Add PVTestsCommon as a testing helper library
- Remove old debug logic used for manual testing (PVPlantDescription & PVImportHelpers)
- Add simple unit test for Slope and Carve node
#rb Sohail.Siddiqui
#Synced-CL 49880577
[CL 49918702 by mans isaksson in ue5-main branch]
aa61526 Water[Water]
Allow scene capture views within commandlets to have water info. This is intended to unblock world partition minimap renders since they render exclusively via scene captures and there is no opportunity for the water info texture and quadtree to be populated in those cases.
#jira UE-359953
#rb jonathan.bard
#Synced-CL 49921777
[CL 49927187 by roey borsteinas in ue5-main branch]
00efb46 Water[Water] Fixed potential crash in FWaterQuadTree::Unlock() which happened to some users with big quadtrees. Fixed by sizing the queue involved in breadth first traversal to match the number of total nodes in the tree instead of the theoretical maximum number of leaf nodes. In practice, this should also save some memory as most quadtrees are sparse.
#rb roey.borsteinas
#jira UE-214337
#Synced-CL 49929750
[CL 49930914 by tim doerries in ue5-main branch]
b21c101 ProceduralVegetation[PVE] Fix use branch length bug in Grower.
UseLFT functionality was broken it allows the branches to only reach a certain length from trunk.
Fix is the length from Trunk was not calculated correctly it should be the length from trunk of previous point + the Axial Elongation(bud length of current bud)
#rb Zohaib.Javed
#Synced-CL 49615862
[CL 49920919 by zulqarnain abbasi in ue5-main branch]
4d69a61 PlainPropsnss: Fixed truncated grab-token error string due to tchar/char8_t confusion.
#rb pj.kack
#rnx
#Synced-CL 49600073
[CL 49920591 by martin ridgers in ue5-main branch]
ca0527d UAFEditorUAF: Fix function outliner not updating correctly after adding a shared variable asset
#rb Jurre.deBaare
#Synced-CL 49917485
[CL 49921191 by jaqueline wieland in ue5-main branch]
b2a2b36 ProceduralVegetation[PVE] Light Detection Implementation
This change implements the Phototromism functionality in Grower.
when Phototropism is maximum and bias is 0 it should seak the optimal light direction otherwise it should seek sub optimal direction.
To calculate the Optimal and sub optimal directions from each point we cast 64 rays. the Ray directions are predefined in an array taken from houdini implementation directly. The trunk collision geometry is simplified to cylinders. LightDetection ExecuteLightDetection method execute the rayhits on the GPU and create and upload ralavent gpu buffers.
The Gpu setup is two pass first pass runs a thread for each ray for collision and hence for each point 64 rays detect the light value.
In the second pass light value is combined for each point.
The Output of above is Per Point Light vectors. these vectors are used in growth algorithm to calculate apical and axillary directions.
#rb Zohaib.Javed
#Synced-CL 49615862
[CL 49921070 by zulqarnain abbasi in ue5-main branch]
(+88 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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