Added function to set up dynamic UB parameters using the existing proxy BuildUniformShaderParameters function to avoid divergence in functionality. This pattern should eventually be used in the other dynamic primitives.
#jira UE-206282
#rb Juan.Canada
[CL 31727155 by chris kulla in 5.4 branch]
- This functionality was lost at some point during UE4 and wasn't bound to anything in the engine since then.
- Removed all property coloration specific code and made it go through the new Actor Coloration Framework, and kept the original white color for non-matching objects and red for matching objects.
- In UE3, property coloration was bound to shift-click on a property, but this was replaced by copy/paste in UE4, so this is now bound to control-click instead.
#jira none
#rb Sebastien.Lussier
#fyi Brooke.Hubert, Aditya.RaviChandran
#p4v-cherrypick 31083998
[CL 31101359 by JeanFrancois Dube in 5.4 branch]
This change represents the final round of improvements to the Sequencer outliner UI per UX team's mockups. The notable changes are:
- All widgets on the outliner are now properly aligned and maintained through a rich and extensible column management API. All columns can be toggled on and off as desired.
- Previous/Add/Next key navigation buttons have updated icons and spacing and are consistent with the pin/lock/mute/solo icons
- Labels and edit widgets will now forcibly overflow other, less important, widgets on hover if they are occluded because of a narrow overal outliner width
- All rows now have a separator line
- Track rows are now uniform heights
- Lock camera button is now more prominent
#rb Max.Chen
#jira UE-200166
[CL 30976306 by andrew rodham in 5.4 branch]
- Upgraded engine Level Coloration into Actor Coloration, while maintaining Level Coloration in the editor show flags for backward compatibility.
- Added Actor Coloration framework to allow subsystems to register their own per-actor coloration handlers instead of having fixed solutions.
- Actor Coloration handlers can be activated with the `SHOW ACTORCOLORATION <HANDLERNAME>` command.
- Implemented Level Coloration using the new framework, can be activated using `SHOW ACTORCOLORATION LEVELCOLOR`.
#rb Sebastien.Lussier
[CL 30317416 by jeanfrancois dube in ue5-main branch]
Upgrade the overrides and callsites in all of Epic's code.
Every class that can be subclassed by licensees that has its override change needs to keep the old version of the function as deprecated. Otherwise subclasses that call Super::GetAssetRegistryTags will have a compile error instead of a deprecation warning.
Several classes had their own extension method for GetAssetRegistryTags being passed on to user data classes. Updated all of those to take FAssetRegistryTagsContext just like GetAssetRegistryTags does.
#rnx
#rb Francis.Hurteau
[CL 30224166 by matt peters in ue5-main branch]
- Hair visualization mode context needs a mutex to initialize. Hair also currently requires deterministic ordering of dynamic meshes to avoid artifacts, so disabling parallel support for now.
- Fixed race in allocating particle order buffer.
- Fixed Geometry Collection UpdateFrame to support a command list.
#jira UE-199472, UE-199456, UE-199463
[CL 29329272 by zach bethel in ue5-main branch]
* Fixed geometry cache material mapping when visibility animation is used. Now, the materials won't shift around when a mesh section is hidden.
* Import can now be interrupted.
#jira UE-192005
#rb Anousack.Kitisa
[CL 28204095 by MaximeRobinot in ue5-main branch]
- Without this duplicated a system for validation can crash as we access a subobject which has not been PostLoaded yet
#rb rob.krajcarski
[CL 27694844 by stu mckenna in ue5-main branch]
* Fixed USD geometry cache streams not being unregistered when the stage is unloaded.
* Fixed geometry cache assets being evicted from the asset cache due to their size varying with the streamer settings.
#jira UE-193306
#rb Daniel.Coelho
[CL 27460465 by Anousack Kitisa in ue5-main branch]
- RHICreate{Vertex, Index, Structured}Buffer
- RHICreate{ShaderResource, UnorderedAccess}View
- RHIUpdateUniformBuffer
- Various initialization / locking methods for helper buffer types in RHIUtilities.h
The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.
#rb christopher.waters
[CL 26183242 by zach bethel in ue5-main branch]