- FRHITexture2D
- FRHITexture2DArray
- FRHITexture3D
- FRHITextureCube
- FTexture2DRHIRef
- FTexture2DArrayRHIRef
- FTexture3DRHIRef
- FTextureCubeRHIRef
Replaced with FRHITexture and FTextureRHIRef
These types were unified in UE 5.1 and have been defined via "using" statements to the same underlying texture type for several engine releases.
#rb christopher.waters
[CL 31724002 by luke thatcher in ue5-main branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]
Add a condition to FinishTest to make sure it gets trigger only if the screenshot was taken and compared.
+ move functional test metadata log to when the test is about to run
#jira UE-204671
#rnx
#rb christopher.fiala, rob.huyett, sebastian.lewicki
[CL 30856076 by jerome delattre in ue5-main branch]
Removing Actor.h from NavigationTypes.h
Removing NavigationQueryFilter.h when unnecessary in headers
And additional non-unity build fixes
#rb Maxime.Mercier
[CL 30621909 by aris theophanidis in ue5-main branch]
[FYI] christopher.fiala
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL30314361
[FYI] christopher.fiala
Original CL Desc
-----------------------------------------------------------------
Overhaul stereo variants to support an arbitrary number of variants and correctly implement per-variant frame delays and test preparation, significantly reducing false failures.
Fixes compatibility with TSR sequence screenshot functional test blueprints.
#jira UE-194361
#rb sean.sweeney
[CL 30352401 by christopher fiala in ue5-main branch]
[FYI] christopher.fiala
Original CL Desc
-----------------------------------------------------------------
Overhaul stereo variants to support an arbitrary number of variants and correctly implement per-variant frame delays and test preparation, significantly reducing false failures.
Fixes compatibility with TSR sequence screenshot functional test blueprints.
#jira UE-194361
#rb sean.sweeney
[CL 30342529 by christopher fiala in ue5-main branch]
Fixes compatibility with TSR sequence screenshot functional test blueprints.
#jira UE-194361
#rb sean.sweeney
[CL 30314369 by christopher fiala in ue5-main branch]
Upgrade the overrides and callsites in all of Epic's code.
Every class that can be subclassed by licensees that has its override change needs to keep the old version of the function as deprecated. Otherwise subclasses that call Super::GetAssetRegistryTags will have a compile error instead of a deprecation warning.
Several classes had their own extension method for GetAssetRegistryTags being passed on to user data classes. Updated all of those to take FAssetRegistryTagsContext just like GetAssetRegistryTags does.
#rnx
#rb Francis.Hurteau
[CL 30224166 by matt peters in ue5-main branch]
Now `Automation.EnableStereoTestVariants=1` (off by default) enables ViewRectOffset, and adding `Automation.LightweightStereoTestVariants=1` causes us to ONLY run ViewRectOffset (on by default).
#jira UE-194361
#rb Jerome.Delattre
[CL 30174576 by christopher fiala in ue5-main branch]
+ Improve messaging when movie pipeline test is failing for reason other than image comparison.
+ Store ScreenshotName inside comparison request and result.
#jira UE-194701
#rnx
#rb Matt.Hoffman, Sean.Sweeney
[CL 28750594 by jerome delattre in ue5-main branch]