We need to ensure that our component is still valid before handling the async callback.
#[review] @simon.therriault @george.rolfe @alejandro.arango
#jira UE-143309
#preflight 621174208123eded8065cf22
#lockdown alejandro.arango
#ushell-cherrypick of 19063729 by Jon.Nabozny
[CL 19117181 by Jason Nadro in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f86c4ca6632a34f35dfbca
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18800855 in //UE5/Release-5.0/... via CL 18802061 via CL 18802724
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18810177 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
Runtime-built static meshes now have a flag determining whether they were built with the fast path, or the full editor-only path. They are then built and cached in the DDC as per any static mesh.
The default behaviour when calling BuildFromMeshDescriptions from C++ is to use the full static mesh build in editor builds, and the fast build in non-editor builds.
The default behaviour when calling BuildFromStaticMeshDescriptions (normally from BP) is to use the fast build as its general use case is to generate transient static meshes at runtime.
This fixes issues where meshes are continually rebuilt and assigned new keys on every load.
#jira UE-113210
#rb Danny.Couture
[CL 16128262 by Richard TalbotWatkin in ue5-main branch]