In Editor, when using -game we now also load the TPS module of the preview platform if we are using OverrideSP command
#jira UE-210166
#rb Arciel.Rekman
[CL 36749959 by florin pascu in 5.5 branch]
- currently only enabled when AutoSDK is configured (i.e. UE_SDKS_ROOT is set)
#jira UE-211151, UE-211152, UE-211153
#rb Josh.Adams, Wojciech.Krywult
[CL 34195340 by david harvey in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]
* New options:
- "Disabled" - will turn off cooking and running with ray tracing.
- "Inline" - will not compile any ray tracing material shaders and disable support for ray tracing shaders at runtime (saving time and memory) only inline passes will work.
- "Full" - will enable full support for any ray tracing pass using inline or material shaders.
* Set "Inline" as a default mode on those platforms.
* Made barycentrics the new default ray tracing visualization mode because it's supported in all modes.
#rb Krzysztof.Narkowicz, Yuriy.ODonnell
#tests project with different RayTracingMode configurations
[CL 33473937 by aleksander netzel in ue5-main branch]
Replaced with FTargetPlatformControlsBase/FTargetPlatformSettingsBase, TTargetPlatformControlsBase/TTargetPlatformSettingsBase and TNonDesktopTargetPlatformControlsBase
#jira UE-206488
#rb Josh.Adams
[CL 32151592 by florin pascu in ue5-main branch]
This limit is a hard limit on the size of a texture resource that will not crash the game
this is not a dimensional limit, or a heuristic limit to make small platform-friendly textures
rather this enforces the absolute limit of texture sizes that will not crash the runtime or fail to package
#rb fabian.giesen
#jira UE-203737, FORT-694622
[CL 31536312 by charles bloom in ue5-main branch]
TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter
[CL 30963885 by florin pascu in ue5-main branch]
The DBuffer layout and most code is the same as for the desktop renderer.
Added new CVar r.Mobile.DBuffer so that is disabled by default. DBuffer for the SM5 renderer on mobile is enabled by default.
#rb Dmitriy.Dyomin, Sebastien.Hillaire
[CL 28598190 by florian penzkofer in ue5-main branch]
* Add IsCompressed() to FRHIRayTracingGeometry.
* If BLAS is compressed it will trigger a build that will do the decompression.
* Controlled by target platform setting "Enable Static Mesh Offline BVH Compression"
* Enabled by default.
#jira UE-146162
#rb yuriy.odonnell
[CL 26559972 by aleksander netzel in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
- Without doing this the found formats might not contain the format leading to a crash when compiling with the VVM
#rb Dan.Elksnitis
#jira UE-185063
#rnx
#preflight 645405e8023fe5d3ad3fbb52
[CL 25343124 by Stu McKenna in ue5-main branch]
#preflight 641c21eeec01de16647b08f0
#rb john.huelin, wojciech.krywult
RESOLUTION: fixed conflict with new "impl" method
[CL 24762328 by gwennael arbona in ue5-main branch]