#ROBOMERGE-SOURCE: CL 15407158 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15407160 by matt kuhlenschmidt in ue5-main branch]
* These map to r.DynamicGlobalIlluminationMethod and r.ReflectionMethod under the hood
* Removed r.ssgi.enable. Projects with r.ssgi.enable=1 lose SSGI being enabled, because there�s no way to do backward compatibility on cvars.
* Removed r.LumenScene. Lumen GI and Reflections are now enabled independently and Lumen Scene will be set up if either feature is enabled.
Setting �Dynamic Global Illumination Method� to Lumen in Project Settings automatically sets �Reflection Method� to Lumen and enables �Generate Mesh Distance Fields�, so you only have to change one setting to convert your project to Lumen.
Newly created projects have:
* r.GenerateMeshDistanceFields=True. Needed for Lumen Software tracing. Note this means all new projects have Mesh Distance Field memory overhead by default.
* r.DynamicGlobalIlluminationMethod=1 (Lumen)
* r.ReflectionMethod=1 (Lumen)
Added GI method and Reflection method overrides to Post Process Volume, and new Final Gather Quality and Reflections Quality for Lumen.
Changed the default for r.DistanceFields.DefaultVoxelDensity from .1 to .2, for all projects. This is needed for good software tracing quality with Lumen.
Lumen GI operates on all lights, regardless of Mobility. Precomputed shadowing on Stationary lights are ignored, and Lumen will fall back to SDF tracing to solve shadowing for these.
When Lumen GI is enabled, lightmap lighting is discarded in the shader. This breaks Static lights with lighting built, because their direct lighting is only stored in the lightmap. A future change will be needed to render Static Lights when Lumen GI is enabled.
NeedsVelocityDepth will be true on any platform that supports Lumen or Ray Tracing. Lumen needs Velocity Depth but doesn�t have a readonly cvar to use to modify shader compilation.
#ROBOMERGE-SOURCE: CL 15321505 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15321508 by daniel wright in ue5-main branch]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI
[CL 13966487 by Josh Adams in ue5-main branch]
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei
[CL 13816905 by Josh Adams in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 12670998 via CL 12671001 via CL 12671002
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12672075 by danny couture in Main branch]
#jira UE-90745
#rb none
#ROBOMERGE-SOURCE: CL 12491611 in //UE4/Release-4.25/... via CL 12491616 via CL 12491625
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)
[CL 12491632 by graeme thornton in Main branch]