* Specifying a flatten material that use VT samplers will automatically create textures of the correct type
* Moved default flatten material to config
* Default is now to use VT for HLOD
#rb jeremy.moore
#jira none
#lockdown simon.tourangeau
#ROBOMERGE-SOURCE: CL 15947766 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
[CL 15950281 by sebastien lussier in ue5-main branch]
Moved most of PCD3D_ES3_1 settings from code to DataDrivenPlatformInfo
#rb Dmitriy.Dyomin
#preflight 606d5b490ecb2c00011b988c
[CL 15938717 by Florin Pascu in ue5-main branch]
Content browser now hidden by default, opening tip is displayed showing you how to access it from the drawer. It can be permanently docked into the layout from there. Opening tip is never shown again
Placement browser is now closed by default
A UE4 classic layout has been added for those who want the placement browser and content browser docked by default
#jira UETOOL-2669
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15918688 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15921147 by matt kuhlenschmidt in ue5-main branch]
- Added PercentageUnusedShaderCompilingThreads which defaults to 50%. This means shader compilation will reserve 50% of your available cores so your machine is more responsive.
- Added ShaderCompilerCoreCountThreshold, which defaults to 12, which is a threshold that controls what heuristic is used to determine unused threads. If you are 12 or less you use the old behavior of reserving 3 threads. If you are greater than 12 you reserve threads based on the percentage (50% by default).
#rb Arciel.Rekman, Ben.Ingram
#review-15867806 @Arciel.Rekman, @Ben.Ingram
#jira none
[CL 15874996 by Jason Nadro in ue5-main branch]
In a previous change TraceAux::Initialize was moved to a point very early in process lifetime. At this point the config system is not ready, so resolving data driven channel presets does not work. To solve this we make two changes, define two presets in code (default and memory) which require very early application, and add a second pass of channel initialization which is executed directly after config system is up.
#rb martin.ridgers
#ROBOMERGE-OWNER: johan.berg
#ROBOMERGE-AUTHOR: johan.berg
#ROBOMERGE-SOURCE: CL 15822904 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf
[CL 15829754 by johan berg in ue5-main branch]
Also made a minor optimization re test for "verbose" flag in FCycleCounter::Start.
#rb Catalin.Dragoiu
#fyi Yuriy.ODonnell
[CL 15821781 by ionut matasaru in ue5-main branch]
#rb trivial
Removed reference to UE4 in comments
#ROBOMERGE-SOURCE: CL 15746265 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15750750 by mark lintott in ue5-main branch]
- Adjusting the Editor handling of preview platforms to not assume SM5 is the running feature level.
- Adding "bPreviewFeatureLevelIsMax" to user settings to signal if the last saved Preview Feature Level was the maximum supported by the RHI, aka the default. If this is true on load, we set the Preview Feature Level to the max supported. This is to allow situations were we go from DX12+SM6 to DX11+SM5 and back without forcing the user to change the Preview Feature Level.
- Preventing unsupported feature levels from being previewed.
- Fixing the preview button being enabled for the default feature level.
#jira none
#rb arciel.rekman, simon.tovey, josh.adams
[CL 15729038 by christopher waters in ue5-main branch]