Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19973745 by bob tellez in ue5-main branch]
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19964485 by Ben Ingram in ue5-main branch]
Otherwise we can hit callbacks before editor has a chance to refresh, and crash on stale pointer access
#jira UE-140971
#preflight 6202eb2a7e40979d33ba9fd7
#rb lauren.barnes
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 18913293 in //UE5/Release-5.0/... via CL 18919947 via CL 18920839
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18921506 by ben ingram in ue5-main branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
[at]lauren.barnes
#ROBOMERGE-SOURCE: CL 15406937 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15406941 by sebastian nordgren in ue5-main branch]
SObjectPropertyEntryBox no longer has a CustomResetToDefault argument that was being ignored. Instead, all uses of it now directly use the FDetailWidgetRow OverrideResetToDefault().
#rb lauren.barnes
[CL 14444450 by sebastian nordgren in ue5-main branch]