Adding this now will cause serialization failures in replays recorded between 14369221 and this change, but it fixes replays that were recorded before 14369221, including in UE4, as hit results are commonly used in network serialization of the ability system and various RPCs.
#jira UE-120095
#jira FORT-374004
#rb brian.bekich
[CL 16931110 by Ryan Gerleve in ue5-main branch]
- This makes the output of memreport much easier to read:
812.081MB - StaticMesh Total Memory - STAT_StaticMeshTotalMemory2 - STATGROUP_MemoryStaticMesh - STATCAT_Advanced
#rb Dave.Jones2
#ROBOMERGE-SOURCE: CL 16926919
#ROBOMERGE-BOT: (v836-16769935)
[CL 16927028 by jason nadro in ue5-main branch]
FPreloadShaderTask takes the ShaderPreloadLock in FShaderCodeArchive::OnShaderPreloadFinished() and then issues an async read. Another task can be picked up by the thread while waiting on that read. If that new task is also a FPreloadShaderTask it will try to aquire the ShaderPreloadLock again and deadlock.
Introduce an EnsureReadNonBlocking method to IMemoryReadStream which can be called outside the lock to ensure the data is ready. We can then lock and copy out the data without incuring a wait and the potential for another FPreloadShaderTask being run while we hold the lock.
#rb Ben.Ingram, Michal.Valient
#ROBOMERGE-SOURCE: CL 16917416
#ROBOMERGE-BOT: (v836-16769935)
[CL 16924675 by eric mcdaniel in ue5-main branch]
Cloth - Tidy up ClothingAsset and ClothPhysicalMeshData to allow for more cloth data caching.
#rb Benn.Gallagher, Cedric.Caillaud, Michael.Forot
#preflight 16823444
#ROBOMERGE-SOURCE: CL 16882246
#ROBOMERGE-BOT: (v836-16769935)
[CL 16913004 by kriss gossart in ue5-main branch]
Instead, add 'SourceIndex' directly to UEdGraphPin and remove the map
Too many edge cases where something would modify pins directly, and the map would get out of sync with actual pins
#jira UE-119861
#rb lauren.barnes
[CL 16897567 by Ben Ingram in ue5-main branch]
The UObject would write the correct config state, but UpdateSinglePropertyInSection would fail to remove the data for the updated key as it (correctly) wasn't present in the config being applied. This change has it remove the key from the config section if it exists.
#jira UE-119534
#rb Brooke.Hubert, Matt.Peters
[CL 16884096 by Jamie Dale in ue5-main branch]
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
[CL 16879404 by charles bloom in ue5-main branch]
useful for RVT on mobile platforms, to save the cost of runtime compression
#rb Dmitriy.Dyomin mihnea.balta
[CL 16872220 by yangke li in ue5-main branch]