* Stop using Nanite builder to generate the first reductions of fallback LOD, and instead only use Nanite to generate the first LOD, and perform the reductions with the mesh reduction module.
* Split out parts of the Nanite build portion of static mesh to prepare for upcoming changes (Nanite Assemblies) that will require building Nanite meshes with multiple inputs for the same static mesh.
* Re-introduce a Nanite DDC data fix since these changes require version bumps anyway.
#rb brian.karis
#jira UE-207151
[CL 35004573 by jamie hayes in ue5-main branch]
Add the widget to the trace control widget.
Use the widget in the Insights Status Bar widget also.
#rb ionut.matasaru
#jira UE-215072
[CL 34936089 by catalin dragoiu in ue5-main branch]
#rnx
[FYI] ben.clayton
Original CL Desc
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[AutoRTFM] Migrate more critical sections to using the transactionally safe variants.
#rb neil.henning
[CL 34914957 by alex kahn in ue5-main branch]
Info is now stored in shader map in editor only data alongside platform data
Includes shader bump
#jira UE-218748
#rb dan.elksnitis
#tests local tests on Lyra cooking and DDC-Verify
[FYI] Zousar.Shaker
[CL 34906103 by tom holmes in ue5-main branch]
- add strings as an option for shader statistics, and a flags member/option to hide specific shader statistics from UI (so we can use statistics for other internal usage)
- add debug output for shader platform hashes (use to track down cases of shader job output which has identical bytecode but differing metadata), using the above to record a stat containing the shader hash computed by the compiler. currently only implemented for a subset of platforms
- fix a bug in shader diagnostic remapping for cache hits - the value stored in the cache/DDC for a job should contain non-remapped diagnostics (so cache hits can properly remap them to their version of the unstripped shader code). this also slightly improves deduplication within the job cache/DDC. fixed by storing the job output in the cache/DDC before running the job oncomplete callback (which performs the remapping)
- cleanup dxc hash retrieval code to use actual type instead of hacking around with an offset into the opaque blob
#rb Jason.Nadro
[CL 34864220 by dan elksnitis in ue5-main branch]
* UbaCoordinatorHorde now sets DISABLE_CWD_CHANGES to work with applications that needs current directory to not be set
* Added more initialization code in UbaCoordinatorHorde to more gracefully initialize ue core code
* Added code to coordinator wrapper to use scheduler queued process count in order to figure out how many remote cores are desired
[CL 34789340 by henrik karlsson in ue5-main branch]
* Explicitly send in basedir when running oidc tool instead of relying on cwd. Reason is because if we run horde through a UE application that has DISABLE_CWD_CHANGES set oidc won't work.
[CL 34789151 by henrik karlsson in ue5-main branch]