Only return true from FIoDispatcher::IsInitialized() when the script objects chunk exists to keep its behavior consistent. Later, this function will be deprecated in favor of a function on IAsyncPackageLoader.
#rb Zousar.Shaker
#fyi CarlMagnus.Nordin
#preflight 614541e1bf494a0001bd76bc
[CL 17570905 by Devin Doucette in ue5-main branch]
Add comments and a test framework for testing FPakProcessedReadRequest.
#robomerge[bot1] dev-enginemerge-test
#rb Graeme.Thornton
#rnx
[CL 17029321 by Matt Peters in ue5-main branch]
Add an earlier FATAL log to catch invalid premature deletion of FPakProcessedReadRequest before it can cause difficult-to-diagnose crashes on the asynchronous DoProcessing thread.
#rb Justin.Marcus
#rnx
#robomerge[bot1] dev-enginemerge-test
[CL 17015222 by Matt Peters 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]
FPakFile::DecodePakEntry: Fix special case handling for when CompressionBlockSize should be set equal to UncompressedSize.
The original legacy condition was to set CompressionBlockSize = UnCompressedSize when UncompressedSize < 65536.
That condition is incompatible with future plans for more flexible CompressionBlockSize.
We changed that to UnCompressedSize < CompressionBlockSize, but now we have found that
new check does not catch the case of e.g. UnCompressedSize == 909, CompressionBlockSize = 909, and encoded CompressionBlockSize == 909 >> 11 == 0.
The original legacy condition relied on the assumption that (UncompressedSize < 65536) implies (NumCompressionBlocks == 1).
In our second attempt at fixing the legacy condition, we now use the condition NumCompressionBlocks == 1.
#rb Charles.Bloom
#rnx
[CL 16161323 by Matt Peters in ue5-main branch]