- For editor-only actors this returns all the components bounds, otherwise it only includes non-editor components.
- Always skip transient components in the streaming bounds calculation.
- This fixes lights having a null bounds for streaming.
#rb none
#rb sebastien.lussier
#preflight 6091a12359592e0001fa3c4c
[CL 16219837 by JeanFrancois Dube in ue5-main branch]
- By default, don't skip GUID validation.
- Made the commandlet class and the skip GUID validation advanced settings for the in-editor World Partition convert UI.
- If the bGenerateIni option is enabled, automatically open windows explorer in the folder containing the resulting ini file.
#jira UE-107010, UE-107012, UE-107025
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 16011392 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16011416 by jeanfrancois dube in ue5-main branch]
#rb jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 15688310 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15688316 by richard malo in ue5-main branch]
Removed support of partitioned subworlds referenced by LevelInstances.
#rb jeanfrancois.dube, patrick.enfedaque
#ROBOMERGE-SOURCE: CL 15653352 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
[CL 15653371 by richard malo in ue5-main branch]
#rb jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 15530585 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15530602 by richard malo in ue5-main branch]
- Adapted runtime grid previewer to match new grid cell locations
- Allow 2D/3D debug draw of world partition runtime spatial hash while in SIE
#rb jeanfrancois.dube, #fyi patrick.enfedaque
#ROBOMERGE-SOURCE: CL 15493908 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15493919 by richard malo in ue5-main branch]
Also focus on the whole world when no actors are selected for the "focus selection" button.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 15456035 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15466001 by jeanfrancois dube in ue5-main branch]
- Last loaded cells list will be invalidated if the editor grid topology changes (it shouldn't).
- Can be disabled in the project setting with the bEnableLoadingOfLastLoadedCells property.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 15402139 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15402140 by jeanfrancois dube in ue5-main branch]
When loading a partitioned world smaller that this value, we automatically load all cells.
#rb patrick.enfedaque
#fyi simon.tourangeau
[CL 15132229 by JeanFrancois Dube in ue5-main branch]
- Store the actor label in the actor descriptors, to be able to show labels for unloaded actors.
- Show the actor label in the world partition editor debug display when possible.
- Always rely on the actor weak pointer to determine if an actor descriptor is loaded or not and stop calling FindObject unless we are loading.
- Removed on engine exit and GC hacks in actor descriptors references since we don't call FindObject anymore from IsLoaded.
#rb patrick.enfedaque
[CL 15128845 by JeanFrancois Dube in ue5-main branch]
Once enabled, creating new worlds will always make them partitioned and loading existing ones will ask for conversion.
#rb patrick.enfedaque
[CL 15048451 by JeanFrancois Dube in ue5-main branch]