To preserve the old behavior, multiple asset drag drop support is off by default.
#Jira none
#preflight 60b93274771eff0001f04dc4
#review-16552770
#rb lauren.barnes richard.malo
[CL 16587196 by brooke hubert in ue5-main branch]
* Changed the API of the actor factory's CreateActor/SpawnActor in order to take a FActorSpawnParameters in parameter, so as to expose UWorld::SpawnActor's own option to the factory user.
* The level pointer is still part of the function prototypes in order to make it explicit to the user that he needs to pass in a valid ULevel (rather than relying on FActorSpawnParameters's OverrideLevel, which is easy to miss). In the case where OverrideLevel is indeed passed within FActorSpawnParameters, the functions validate that the pointer is the same as the level param
* Also, removed automatic creation of water mesh actor on map load : this is not playing well with world partition because it will keep on creating new actors if the level containing the water mesh actor is not loaded
#rb marc.audy, kevin.ortegren
#jira none
#tests editor + full build preflight
[CL 16219600 by jonathan bard in ue5-main branch]
# Moved access that was in the landscape editor module to the landscape editor mode, and added a check which should help better track down invalid access in the future, until we can clean up the global mode tools completely.
#Jira UE-114232
#preflight 6089b7312377910001349bc2
#rb lauren.barnes matt.peters
#fyi patrick.enfedaque
[CL 16148842 by brooke hubert in ue5-main branch]
Minor change to FImageWrapperBase. GetRaw and GetCompressed now consume the array with the same name instead of having to do a copy of it.
I changed the api IImageWrapper::GetCompressed to return a TArray64<uint8> instead of returning a const TArray64<uint8>&.
Added the format RGBAF to the struct ERGBFormat. Changed the engine code using the EXR image wrapper to reflect that.
The EXR image wrapper now avoid doing an unessary copy of the compressed image when calling compress.
Improvement to the performence of the function UTextureFactory::ImportImage. We now use the magic bytes of the file for certains format to skip some tests.
Here is some performance metrics I captured on my desktop (6 core, 12 threads XEON)
Importing a folder of tiff files (22 files, 4.16 GB Total)
Before: 66.152738 seconds
After: 43.609245 seconds
#jira UEENT-3822
#rb Alexis.Matte
[CL 16128765 by Julien StJean in ue5-main branch]