- bUsePlatformFileStub = true replaces the default platform file. The default PF is saved and can be reused at any time.
The side effect is lots of warnings for missing files and object loading errors which is acceptable for low level tests.
- bMockEngineDefaults = true sets some mandatory engine defaults (materials, fonts etc) that can only be loaded from cooked assets.
#jira UE-178194
#rb Ryan.Gerleve
#preflight 63f8e7051206d91a2bd8b0cd
[CL 24407283 by chris constantinescu in ue5-main branch]
#rb trivial
#jira UE-175158
#preflight 63f8cd34ae54ee4ce9ea207b
- We really should just read this value out of the users p4 environment settings, but that would require a source control api change and would need to be done in a source control agnostic way. Letting a project just define the name is a quick way to expose the functionality.
- At some point if we do extend the source control api then this option can be deprecated.
[CL 24400577 by paul chipchase in ue5-main branch]
#rb trivial
#jira UE-175157
#rnx
#preflight 63f8b493ae54ee4ce9de6b78
- This feature was requested so that a team could opt into submitting from their appdata or temp directories instead of the project saved directory (our default)
- Deprecated the option '-SubmitFromTempDir' as it could be replacated with "-WorkingDir=$(Temp)/UnrealEngine/VASubmission"
[CL 24399707 by paul chipchase in ue5-main branch]
- Memory Insights: Added support for unlimited number of heap specs. Previously, it was limited to 256 heap specs. Also, encapsulated the SbTree, the live allocations collection and the event index into a new FRootHeap class.
- Fixed usage of not null terminated heap name in debug log message.
- Disabled warning for 0x0 address for root heaps other than SystemMemory.
#jira UE-177098
#rb Johan.Berg
#preflight 63f873c3f8665674aa7b23a2
[CL 24399286 by ionut matasaru in ue5-main branch]
* Use FMatrix as the conversion to FTransform can't handle non uniform scaling
#rb patrick.enfedaque
#preflight 63f7bb45dd78dd50f60568bb
#tests built HLOD for Asteria, no more floating pieces (a few neon signs were using ISMCs with non-uniform scaling)
[CL 24397797 by sebastien lussier in ue5-main branch]
FHierarchicalLODUtilities::BuildStaticMeshForLODActor() - When adding impostors, should use the component transform rather than the actor transform
PR #8624: HLOD imposters take component instead of actor transform (Contributed by ToniSeifert)
#rb patrick.enfedaque
[CL 24393186 by ToniSeifert in ue5-main branch]
Replace some checks causing crashes to errors/warning and exit.
#preflight 63f5de4e9129b42b252fd98b
#rb martin.ridgers
[CL 24380815 by dan engelbrecht in ue5-main branch]