Enable non-nanite VSMs by default in new projects in UE5
Submitted on behalf of Ola.Olsson.
#rb andrew.lauritzen
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15920930 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15922402 by andrew lauritzen in ue5-main branch]
#ROBOMERGE-SOURCE: CL 15699268 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15699295 by daniel wright 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]
#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]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
This was mistakenly removed by a previous refactoring to the created config when creating a project from a template.
#jira UE-85018
#rb jamie.dale
#lockdown cristina.riveron
#ROBOMERGE-SOURCE: CL 10811115 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v610-10636431)
[CL 10811252 by sebastian nordgren in Main branch]
+ Addition of a new Editor module inside existing SoundCueTemplate plugin
#jira: fort-244515
[FYI] seth.weedin
#ROBOMERGE-SOURCE: CL 10727766 via CL 10727767
#ROBOMERGE-BOT: (v610-10636431)
[CL 10727768 by ryan mangin in Main branch]