Updating FVirtualizedUntypedBulkData and textures to use the BulkDataRegistry.
BulkDataRegistry: Add get/put accessors for the cached BulkDataList of packages.
EditorDomain: Move ClassDigests into a global variable that can be shared with BulkDataRegistry.
EditorDomain: Improve performance of GetFileSize by fetching metadata only.
Tickable Cook Objects, for systems used by the cooker that need to be ticked.
Implementation of the the BulkDataRegistry that uses the DDC cache for persistent storage of the BulkDataList.
#rb Devin.Doucette, Paul.Chipchase, Zousar.Shaker
[CL 16768772 by Matt Peters in ue5-main branch]
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.
#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1
[CL 16703582 by Tim Smith in ue5-main branch]
Adding {ProjectDir} and {ProjectSavedDir} to r.Shaders.SymbolPathOverride
#rb none
#preflight 60c29c63c612640001dd54a4
#ROBOMERGE-SOURCE: CL 16633386
#ROBOMERGE-BOT: (v831-16623017)
[CL 16633428 by christopher waters in ue5-main branch]
Adding shader symbol export path override cvar. This cvar supports specifying the shader platform name via "{Platform}".
Adding Luke's change for having build machine specific shader configs.
#jira none
#rb rolando.caloca, david.harvey, lukas.hermanns
#preflight 60c243181264df0001a2c283
[CL 16631848 by christopher waters in ue5-main branch]
Currently it is not 'safe' for external code/scripts to be able to 'poke' data that is ostensibly thread-safe. Restricting to only private data is one possible option to solve this.
Gated behind a config flag for now as most content does not obey these rules at the moment.
This change also covers a case with 'valid' UObject use on worker threads where those UObjects are returned from thread-safe functions (which can only be native given the BP-level checks). It is assumed that the native thread-safe fucntion returning a UObject 'knows' that the UObject should be safe to access (e.g. some sub-object like a linked anim instance).
#rb Phillip.Kavan
[CL 16569224 by Thomas Sarkanen in ue5-main branch]
I have verified that the shader generated does not increase on QAGame.
ShooterGame compiled and but not really tested as there is a runtime assert.
#jira UE-115939
#rb Charles.derousiers
#fyi ben.woodhouse, jian.ru
[CL 16531196 by Sebastien Hillaire in ue5-main branch]
Providing a new flatten material with the correct texture samplers.
Retrieve texture properties from the default textures in the material (linear vs srgb, compression, vt enabled, lod group...)
Previously generated material instances are unchanged.
All MergeActor engine tests pass successfully.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 16484038 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
[CL 16484318 by sebastien lussier in ue5-main branch]
-- implemented deferred initialization using the existing SimulatePhysics property and SetSimulatePhysics blueprint function.
-- Cleaned out old caching code
#jira FROST-1065
#rb brice.criswell
#ROBOMERGE-SOURCE: CL 16461543 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)
[CL 16461679 by brett miller in ue5-main branch]