3 min read

Week 05: Saturday

17.5k lines changed
18 commits
15 modules
16 devs


Experimental

ChaosFlesh PythonScriptPlugin Dataflow


Modules

UnrealEd EngineBuild EngineSource


Plugins

AccumulationDOF EditorTests PCG GameFeatures XRBase Harmonix MeshModelingToolset (+1 more)


Commits

680d445 ChaosFleshEditor
Dataflow:
- Added tetrahedron rendering to the new rendering system

#rb cedric.caillaud
[FYI] Jack.Oakman

#Synced-CL 50373364

[CL 50381278 by gustav melich in ue5-main branch]

7f2d3ca PythonScriptPlugin
Fixed Optional property support not working for Python-defined function return types

[FYI] nathan.martz
#rb none
#rnx

#Synced-CL 50324810

[CL 50387136 by jamie dale in ue5-main branch]

9818b96 DataflowEditor
Dataflow : fix icon covering small list item thumbnails

[FYI] kriss.gossart
#rb trivial

#Synced-CL 50358557

[CL 50378350 by cedric caillaud in ue5-main branch]

938f547 EditorTests
Improve JsonSchema generation for complex types.
* UObject* and UClass* are all supported by default because they can be converted to and from strings.
* Only FMaps with string keys are supported. Other keys are unsupported but no longer trip an ensure.
* Removed some unnecessary validation code that was out of sync with actual schema gen logic.
* Added code for custom property generation callbacks.
* Rewrote tests to be simpler and complete.

#rb shane.cooper

#Synced-CL 50276354

[CL 50381272 by nathan martz in ue5-main branch]

39282e6 AccumulationDOF
AccumulationDOF: Experimental plugin that renders depth of field by accumulating deferred renders from multiple aperture view points, intended for production rendering (not gameplay).

Provides a way to render depth of field that greatly mitigates artifacts due to missing parallax, while preserving deferred rendering lookdev.
Use when not getting the desired visual results with the default DOF. Rendering time increases linearly with number of samples.

Main settings:

* Number of samples. The scene will be rendered from multiple aperture locations and accumulate the results.
* Splats size. To improve bokeh fill, it uses standard DOF as splats. The size is the fraction of the aperture diameter (defaults to 1/8), and kept small as to not reintroduce artifacts or over-soften the bokeh edges.

Usage:

* In-editor preview, under level viewport >> scalability dropdown >> Accumulation DOF
* MRQ integration via Accumulation DOF pass. Set spatial samples to 1, and temporal samples to the value you desire for high quality motion blur. (Note: Aperture renders are not currently amortized across temporal samples).

Feature support:

* Petzval swirly bokeh
* Cat's eye (barrel)
* Anamorphic squeeze
* Multi-band lateral chromatic aberration
* Multi-band axial chromatic aberration
* Spherical aberration
* User-customizable bokeh texture.

Main pending work:

* MRG integration
* Improve AA
* Improve motion blur

[RN] Accumulation DOF option for production rendering. Includes in-editor preview option.
#jira UE-361334
#rb eric.renaudhoude, chad.williams, rod.bogart

#Synced-CL 49977182

[CL 50382803 by alejandro arango in ue5-main branch]

989762a UnrealEd
World Partition - HLOD: Ensure distributed HLOD builds can work with UE projects outside of the engine root.
#jira UE-232223
#rb a.bialokozowicz

#Synced-CL 50353017

[CL 50383478 by sebastien lussier in ue5-main branch]

a79d3ad EngineBuild
Mocap Manager - GC leak fix. Now prevent user creation and transient scene capture in a world that is in /Temp

#jira UE-362611
#rnx
[FYI] [at]tommy.lahitte


#virtualized
#Synced-CL 50362327

[CL 50377782 by richard graham in ue5-main branch]

e45376f UnrealEd
Fixed incomplete application of 'EncryptionKey' tag to encrypted assets, when they are added to keychain via pull-in.

This broke Cosmo mapping of PrimaryAssetId to pak EncryptionKey in cooked builds, leading to incorrect Como URL requests (URL hash for unencrypted asset, when it should be encrypted asset only).

#rb none
#Synced-CL -1

[CL 50386181 by john barrett in ue5-main branch]

09491a2 PCG
[PCG] Produce spatial hashes/culling cells that define bounds for ranges of instances and allow early culling within the renderer.

This saves a large amount of memory on low end devices.

We already run an analysis pass on the input points to static mesh spawner to count how many instances per primitive. This change expands that functionality to also allow bucketing the instances into the cells at the same time.

#rb adrien.logut, julien.lheureux, wyatt.marvil
#jira UE-297472
[RN] [PCG] Added experimental support for passing bounds data for subranges of instances in a primitive to the renderer which can save substantial memory allocated for draw calls on low end

#Synced-CL 50382473

[CL 50386137 by huw bowles in ue5-main branch]

6efd41d InterchangeFbxParser
[Interchange][FBX] ufbx - recognize bones without skeleton attribute

- bones may be simple nodes, just used in skinning(i.e. found in skin clusters)

#jira UE-362689
#rb JeanLuc.Corenthin

#Synced-CL 49917634

[CL 50385410 by kerim borchaev in ue5-main branch]

(+8 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.