Enable UPS by default for all non-dedicated server targets for all projects.
When staging, remove the requirement to specify the -iostore command line argument by reading the value "bUseIoStore" from the platform game ini section "/Script/UnrealEd.ProjectPackagingSettings".
The command line arguments (-iostore and -skipiostore) can still be used to override the ini file setting.
#rb per.larsson,carlmagnus.nordin
#rnx
#robomerge Release-5.0-EarlyAccess
[CL 15637476 by PJ Kack in ue5-main branch]
#jira UE-90241
#fix changed subset of the AnimationBlueprintLibrary API to take an UAnimSequenceBase/UAnimationAsset instead of an UAnimSequence
#misc added redirectors for all cases
#ROBOMERGE-SOURCE: CL 15558241 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15558273 by jurre debaare in ue5-main branch]
There are cases in use where the (unused) self pin has been connected that fail to compile
#jira UE-108972 - //UE5/Main - Cook Windows Client - Anim Instance Object Reference is not compatible with Kismet Animation Library Object Reference
#rb Jurre.deBaare
[CL 15556433 by Thomas Sarkanen in ue5-main branch]
#fyi devin.doucette, zousar.shaker
This option allows the engine to run against an empty DDC folder whilst preserving any existing DDC folders
Fixed settings so clean=false flush=true
[CL 15502042 by mark lintott in ue5-main branch]
#fyi devin.doucette, zousar.shaker
This option allows the engine to run against an empty DDC folder whilst preserving any existing DDC folders
[CL 15499094 by mark lintott in ue5-main branch]
Function should be available in more than just anim instances, expecially now we want to prefer using property access
#jira none
#rb Jurre.deBaare
[CL 15432851 by Thomas Sarkanen in ue5-main branch]
- Moved source models related classes and implementation into separate files.
- Created a new UObject wrapper for holding mesh description bulk data; this is created as a transactable object inside a UStaticMesh.
- The cached mesh description is now an inner object of the bulk data wrapper; this allows transactions on the bulk data to affect the cached mesh.
- The static mesh SourceModels array can no longer be accessed directly: FStaticMeshSourceModel requires extra initialization before it should be used, so new LODs should be added through the static mesh API.
- Undo/redo is now fixed within the geometry tools
- Fixed regression where mesh description was being unpacked unnecessarily during transactions
- MeshDescription bulk data and its cached MeshDescriptions are now emptied prior to removing the UObject reference, in order to immediately free memory instead of needing to wait for garbage collection
- No more deadlocks when clearing or committing mesh descriptions during garbage collection
- Bulk data UObjects are constructed, where possible, at startup, in order to prevent it from happening during critical moments, e.g. during garbage collection or package saving.
#rb Danny.Couture, Alexis.Matte, Ryan.Schmidt
[CL 15420827 by Richard TalbotWatkin in ue5-main branch]
bPromptToRetryFailedShaderCompiles can be enabled to get prompts on any shader compile errors
[CODEREVIEW] arciel.rekman
#ROBOMERGE-SOURCE: CL 15381155 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15384097 by daniel wright in ue5-main branch]
- r.Shaders.KeepDebugInfo: if we should compile with debugging information included and export that data to files for platforms that support it.
- r.Shaders.PrepareExportedDebugInfo: precompile debug info for platforms that export it to files.
- r.Shaders.AllowUniqueDebugInfo: used to disallow debug info sharing, will increase debug export sizes.
#jira none
#rb luke.thatcher, lukas.hermanns
[CL 14991674 by christopher waters in ue5-main branch]