Removing texture build metadata due to ddc complexities. It will be added to the metadata system in the new build flow SoonTM. Additionally, the alpha information for the source mips is no longer necessary as that is computed elsewhere now.
#rb fabian.giesen
#jira UE-183750
[CL 30895383 by dan thompson in 5.4 branch]
[FYI] Dan.Thompson
Original CL Desc
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Removing texture build metadata due to ddc complexities. It will be added to the metadata system in the new build flow SoonTM. Additionally, the alpha information for the source mips is no longer necessary as that is computed elsewhere now.
#rb fabian.giesen
#jira UE-183750
[CL 30772772 by evgenii babinets in ue5-main branch]
This also fixes the missing include path for TextureFormat.Build.cs
#rb fabian.giesen
#rb charles.bloom
#preflight 6421fa27974dfaa53cb188e5
[CL 24808879 by Dan Thompson in ue5-main branch]
#fyi Dan.Thompson
Original CL Desc
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Cache TextureFormat on the BuildSettings so we don't have to look through the TPM whenever we want it.
#rb charles.bloom
#preflight 638f926c5624e6da5e0afa93
#preflight 638fa3c05624e6da5e12c8b9
[CL 23415924 by Dan Thompson in ue5-main branch]
1. Whether the source mips detects alpha
2. Several hashes to track the state of data at various stages of the build process.
Move the r.SharedLinearTextureEncoding out of the ConsoleManager as that's The Old Way.
Rename TextureDerivedDataVersion for uniqueness.
#rb devin.doucette
#rb charles.bloom
#preflight 6377fca7815e4b9b75681765
[CL 23206768 by Dan Thompson in ue5-main branch]
This allows for pausing of async texture compilation and limiting concurrent texture builds based on the same memory limits that the asset compiling manager uses.
#jira UE-141137
#jira UE-141139
#preflight 636a78af4d3c1d9d92d2ce5a
#rb Zousar.Shaker
[CL 23033009 by Devin Doucette in ue5-main branch]
todo for the future to separate x/y mip gen clamp/wrap
#jira UE-162283
#preflight 63612d38ef6d25c67459c5ed
#rb alexander.suvorov
[CL 22921412 by charles bloom in ue5-main branch]