- Data Layer sections can be assigned any number of data layers for World Partition worlds, and can be instructed to Load, Unload or Activate layers.
- Pre-rolled data layer sections that are set to Activate will automatically preload data layers without making them visible
#jira UE-116691
#preflight 60c903b72da784000156f28b
#rb Ludovic.Chabant, JeanFrancois.Dube
#robomerge private-frosty
[CL 16688434 by Andrew Rodham in ue5-main branch]
- Predictions do not understand changes of attachment that might occur between the current time and the predicted time
- Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels
- The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations
- Spawnable annotations are now available in-game (not just in-editor)
#rb Mike.Zyracki, Max.Chen
#jira none
#preflight 606757c002d50100019f0d4f
[CL 15930213 by Andrew Rodham in ue5-main branch]
- Referencing the CDO directly in a persistent way causes issues with class recompilation and reinstancing since CDO's are never reinstanced.
- We now create a copy of the class instead
[Copied from 15749122]
[CL 15749444 by Andrew Rodham in ue5-main branch]
Also converted lots of code to go through LoadSequence instead of manually calling TryLoad.
#rb andrew.rodham
#ROBOMERGE-SOURCE: CL 15315165 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15315175 by jeanfrancois dube in ue5-main branch]
- This change introduces two separate types for dealing with binding IDs in different spaces explicitly: FFixedObjectBindingID and FRelativeObjectBindingID. The latter is portable if the sequence it was created within is nested inside another foreign hierarchy.
- FMovieSceneObjectBindingID remains, and is able to represent both of the new types, but should only be used for serialization to ensure compatability and consistency with editor tools that operate in different spaces.
- Any manual ResolveLocalToRoot or GetSequenceID processing has now been replaced with the new ResolveBoundObjects API, which provides a less error-prone way of resolving bindings that live in different sequences
#jira UE-74450
#rb Max.Chen, Ludovic.Chabant
[CL 14915667 by Andrew Rodham in ue5-main branch]
Call-site changes for non-scalar wrapped object pointer upgrade that overlap with automated pointer changes.
#rb devin.doucette
[CL 14822398 by Zousar Shaker in ue5-main branch]