- This fixes a handful of crashes where ray tracing code would fail to find shaders for VF types that were not supported when we went to render.
- Added early out code in each proxy's GetDynamicRayTracingInstances() function to avoid adding ray tracing instances if we don't support the VF Type.
- I attempted to to early out of the function as early as possible.
- Since skeletal mesh sections can in theory have different vertex factories we have to check each one. The logic I've gone with is that if _any_ section uses an unsupported VF we opt out of adding any of the sections to ray trace. The result would be the whole skeletal mesh won't draw (idea being we wouldn't want partial meshes being draw).
#rb Juan.Canada
#review-15915627 @Yuriy.ODonnell, @Juan.Canada
#jira UE-110896
[CL 15920326 by Jason Nadro in ue5-main branch]
#ROBOMERGE-SOURCE: CL 15377577 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15378780 by matt kuhlenschmidt in ue5-main branch]
* Added new PrimitiveComponent flag bIsBeingMovedByEditor which is enabled by the editor when it moves an actor through the gizmos.
* Velocity rendering now draws components being moved by the editor on top of the usual Movable components
#rb Matt.Kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15373844 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15373874 by daniel wright in ue5-main branch]
warning V610: Undefined behavior. Check the shift operator '<<'. The left operand is negative ('(Sign ? - 2 : 1)' = [-2..1]).
#rb trivial
#jira UE-91644
[CL 15093797 by Tim Smith in ue5-main branch]
warning V1051: Consider checking for misprints. It's possible that the 'XYZ' should be checked here.
#rb trivial
#jira UE-91644
[CL 15054391 by Tim Smith in ue5-main branch]