---
Temp revert changes to FMath::{Abs, Min, Max} due to undesirable interactions w/ multi-dimensional vector types.
Will add back in changes after putting in type traits to check for this edge case.
---
[FYI] fabian.giesen
#preflight 62c60dcb7e606620fdcfa4f3
#ROBOMERGE-AUTHOR: daren.cheng
#ROBOMERGE-SOURCE: CL 21206576 via CL 21206614 via CL 21206632
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21210722 by daren cheng in ue5-main branch]
* Added IgnoreLogEvents automation command / cvar that can be used to exclude log events from automation reports. Specifically here this prevents errors/warnings in something like PIE from manigesting as automation events
* Automation Controller Manager now waits for an interactive framerate before executing. This ensures automation doesn't occur when async loading is being flushedcritical to startup or level loading and f
* Renamed FWaitForAverageFrameRate to FWaitForInteractiveFramerate and moved default values to be ini-driven
* Editor now disables throttling when -benchmarking is specified
* FIxed issue where Project.Maps.PIE only worked if the provided map was a full object name (/Game/Path/MyMap.MyMap)
#rb swarm
#ROBOMERGE-OWNER: andrew.grant
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 21201287 via CL 21201301 via CL 21203967 via CL 21203996 via CL 21204009
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21205507 by andrew grant in ue5-main branch]
Fixed incorrect condition in normal test
#preflight skip
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 21200146 via CL 21200170 via CL 21200178
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21201348 by rune stubbe in ue5-main branch]
-Fixed issue where cluster DAG cut from Trim was sometimes inconsistent between clusters and groups, which could lead to encoder crashes
-Reenabled Trim for NaniteDisplacedMesh
-Added vertex sanitation code to builder that eliminates floating point specials and clamps value ranges so we won't have to worry about overflows
-Fixed incorrect asserts around NumHierachyFixups/NumClusterFixups that used '<' instead of '<='
-Fixed DoesTargetPlatformSupportNanite not taken into account for StaticMesh DDC key (from Brian)
#rb brian.karis
#preflight 62d92bb0bc175ec68c6f8e42
#jira UE-159539
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 21199742 via CL 21199746 via CL 21199751
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21201321 by rune stubbe in ue5-main branch]
#rb none
#jira UE-159596
#rnx
#preflight 62d94160110da0f944afdd32
### Problem
- When rolling our virtualization to projects we have run into a number of set up problems which has caused users to fail to submit packages from the editor as when the virtualization failed we prevented the overall submit from going through.
- Although we will eventually work through all of these problems and add better fault tolerance for now it is annoying for the content team so we need an easy way for a project to allow package submits to be completed even if the virtualization process part of the submit failed.
- Worth noting that the virtualization process failing should never affect the state of the package files, the only downside is that the packages may not be virtualized.
### Fix
- The virtualization/rehydration of packages now return an enum instead of a bool although at the moment we are only returning Success and Failed, but it will allow us to expand in the future
- Combined the code calling the virtualization process from both the source control window and the source control changelist window into a single utility function.
-- Now the two windows only diverge on how they report failure to the user.
- This new utility function now checks to see if the virtualization manager suggests if failing the virtualization process should block any package submission to source control or not.
- I am not happy with this solution, but I haven't come up with anything that feels right, this solution will at least work.
[CL 21199597 by paul chipchase in ue5-main branch]
[FYI] bernard.lambert
Original CL Desc
-----------------------------------------------------------------
- Added functions to get and set allowed screen orientations through the PlatformMisc class.
- Implemented logic for setting allowed screen orientations on iOS.
- Added possibility to set allowed screen orientation to SCREEN_ORIENTATION_SENSOR on Android so that the screen orientation can be unlocked to adjust itself according to the sensor.
- Exposed PortraitSensor, LandscapeSensor and FullSensor screen orientations in blueprint library.
#ROBOMERGE-AUTHOR: nat.parkinson
#ROBOMERGE-SOURCE: CL 21197038 via CL 21197050 via CL 21197054 via CL 21197064 via CL 21197075
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21197499 by nat parkinson in ue5-main branch]
- Implemented logic for setting allowed screen orientations on iOS.
- Added possibility to set allowed screen orientation to SCREEN_ORIENTATION_SENSOR on Android so that the screen orientation can be unlocked to adjust itself according to the sensor.
- Exposed PortraitSensor, LandscapeSensor and FullSensor screen orientations in blueprint library.
#ROBOMERGE-AUTHOR: bernard.lambert
#ROBOMERGE-SOURCE: CL 21196825 via CL 21196834 via CL 21196849 via CL 21196861 via CL 21196876
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21197495 by bernard lambert in ue5-main branch]
- Pose watches can now contain elements which represent different asspects of an anim nodes debug draw (i.e. bodies and constraints in RBAN)
- Elements can be used to enable anim node debug draw even when a node is not selected, acting in the same way as the previous pose watches
- The previous Pose watch behavior is now provided by an element within a pose watch
- RBAN nodes now make use of Pose Watch Elements
- Moved skeleton draw parameter UPROPERTIES from PoseWatch to specialised PoseWatchPoseElement class
#rb [at]Thomas.Sarkanen, [at]Lucas.Dower
#preflight 62d6a3e43c3df323901fca27
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 21174786 via CL 21175779 via CL 21181135
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21192394 by nick brett in ue5-main branch]
2D vectors are not canonically ordered and having these operators results in very unfortunate interactions with generic code. In particular FMath::{Min,Max,Abs} on TVector2s compile but do not behave as one would expect.
Add explicit comparison methods as a replacement and deprecate uses of TVector2 overloaded relational operators since it's confusing and error-prone. Fix existing uses to avoid deprecation warnings. Several of these fixes are behavioral changes to fix what I am reasonably certain are bugs in the existing code - in particular, uses of FMath::{Min,Max,Abs} on TVector2s that almost certainly actually want TVector2::{Min,Max,GetAbs} instead.
#rb charles.bloom,jeff.roberts
#preflight 62d70a6547779a730aaac04b
#ROBOMERGE-AUTHOR: fabian.giesen
#ROBOMERGE-SOURCE: CL 21168341 via CL 21173069 via CL 21173193
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21192034 by fabian giesen in ue5-main branch]
World Partition Streaming Generation:
- Create actor descriptors map and actors clustering once per container instead of per container instance.
- Created IGenerateStreamingContext interface between streaming generation and runtime hashes to completly separate the two processes.
- Deprecated FActorClusterContext which was replaced by generic function GenerateObjectsClusters which was added in Engine recently.
Tests performed:
- Generated HLODs for AncientWorld and Small_City and tested in PIE, -game and cooked builds.
- Several tests usingf internal maps and projects.
#jira UE-155836
#rb patrick.enfedaque, richard.malo
#preflight 62d59ef699514be7eb70f984
#ROBOMERGE-OWNER: jeanfrancois.dube
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 21160902 via CL 21160925 via CL 21165383
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182495 by jeanfrancois dube in ue5-main branch]
* New Console for windows. Instead of using build in console window a win32 window is used with a bunch of convenience features
* Activity fields. Useful to visualize what is going on in the process
* Log list view that can be navigated while new entries are being added.
* Filters that can include/exclude log entries based on keywords
* Console command box. Execute your console commands directly in the console window. Note that they won't run until Tick loop has started.
* Customizable color support. Make your dedicated server console dark gray and your client console light blue.
* Remembers size and position separately for client/server/other. This means that UnrealEngine.exe can be used for all and console can be separately placed
Is currently only enabled if "-NewConsole" exists on command line. Once new console is well tested we will probably change so built-in console can be enabled with -DefaultConsole or something. There is one advantage with the default console and that is that it is still interactive even though process is not running. Sometimes that can be useful
#rb Devin.Doucette
#preflight 62d5dc13d54af4b9a247b08c
#ROBOMERGE-AUTHOR: henrik.karlsson
#ROBOMERGE-SOURCE: CL 21155164 via CL 21156947 via CL 21159300 via CL 21164070
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182267 by henrik karlsson in ue5-main branch]
* TrackedActivity - New class that will be used to track what is going on in running process. This is being used by the new console window. This is designed to be used mainly for developers and not end consumers
#rb Devin.Doucette
#preflight
#ROBOMERGE-AUTHOR: henrik.karlsson
#ROBOMERGE-SOURCE: CL 21149667 via CL 21153061 via CL 21156478 via CL 21157070
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21181831 by henrik karlsson in ue5-main branch]