Added ability for PreLoadScreenSettingsContainer to load slate brushes in groups. This way not all brushes are loaded at the same time.
#rb none
#tests Windows Editor, iOS client
#ROBOMERGE-SOURCE: CL 6354660 via CL 6354661 via CL 6354936
[CL 6354941 by thomas ross in Main branch]
#tests Android Client, IOS Client
[REVIEW] [at]Peter.Sauerbrei, [at]Josh.Adams
#ROBOMERGE-SOURCE: CL 5959301 via CL 5965795 via CL 5966253
[CL 5966300 by thomas ross in Main branch]
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people
#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024
[CL 5226277 by Josh Adams in Main branch]
- Move call to SwitchGameWindowToUseGameViewport to happen right after EngineInit instead of after first tick of GameEngine. Fixes cases where we are capturing video and trying to get viewport settings earlier in the process.
- Clean up moved to only happen on the first GameEngine tick isntead of checking for the PreLoadScreenManager every tick
#tests windows editor, windows editor client, ios client
#rb none
#ROBOMERGE-SOURCE: CL 4976275 via CL 4977561
[CL 4978220 by thomas ross in Main branch]
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]