The game was deadlocking due to UI elements being accessed in non-main threads.
The main issue here is that running the game on an iPhone 13 with iOS 18.0 the game will almost certainly hang at some point.
With this fix, the game runs smoothly.
During gameplay, it seems to have improved performance.
But I was not able to measure yet due to the inability to run Insights Captures, it will OOM.
Context here: https://epicgames.slack.com/archives/C06S7N8LAD7/p1727302915935169
#rb adam.kinge, Peter.Sauerbrei
#rnx
[CL 36762847 by anderson ramos in 5.5 branch]
While deadzone handling should always be done on the game's side, some device libraries also do some input filtering themselves so that noisy unintended input doesn't prevent power-saving modes from activating.
Since a game may allow players to set deadzones lower than the device defaults, we've added a way to inform the device of the player's deadzone settings.
#tests PIE, affected controllers, minimum, maximum, and default deadzone settings, among others.
#rb ben.woodhouse
[CL 36760458 by jibb smart in 5.5 branch]
Fix for setting playerIndex to PlayerOne on controllers 2-4 when controller disconnects.
#jira UE-217946
#rb zack.neyland
[CL 35974577 by adam kinge in ue5-main branch]
- Upgrade to latest
- Manually load shared library libswappy.so built with static libstdc++ and hidden symbol vis
#rb Allan.Bentham
[FYI] Florian.Penzkofer
[CL 35708434 by jack porter in ue5-main branch]
Implemented independent logic for each platform Android and iOS
No platforms were affected besides the target ones
#rb Peter.Sauerbrei
[CL 35630820 by anderson ramos in ue5-main branch]