ROB: Legacy fix for WMR. Kinda clumsy, but fits in with current pattern + what is done in FMicrosoftSpatialSoundModule::StartupModule()
#jira UE-150190 UE-150184
#rb Jeff.Fisher
#preflight 626a4863631e64c0b9ec52ad
#ROBOMERGE-AUTHOR: robert.srinivasiah
#ROBOMERGE-SOURCE: CL 19966611 in //UE5/Release-5.0/... via CL 19967577
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19971930 by fieldsJacksonG in ue5-main branch]
-Added a check that the RHI is DX11, because only that is supported. If not we log a warning and do not attempt to connect.
#jira UE-145518
#preflight 6269ccad2735a2c0eabd1570
#rb Joe.Conley
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 19965022 in //UE5/Release-5.0/... via CL 19966072
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19971815 by jeff fisher in ue5-main branch]
RHICreateTargetableShaderResource2D changes will come in a later CL.
#jira none
#rb luke.thatcher
#preflight 6242188fc61d8a458f1ea406
[CL 19533075 by christopher waters in ue5-main branch]
-Initializing a struct.
-Pipeline pixel density because it is accessed from multiple threads.
#review-19392556
#rb Jules.Blok
#preflight 62337068bc1cf28038296afe
[CL 19423447 by Jeff Fisher in ue5-main branch]
-Updated a couple type names due to rhi refactor.
#jira UE-146001
#rb build
#preflight 623206f6736af8e08227cbac
[CL 19406619 by Jeff Fisher in ue5-main branch]
This change is the copy-up of work from //UE5/Dev-ParallelRendering to unify the various RHI texture types
- The separate RHI texture types (FRHITexture2D, FRHITexture2DArray, FRHITexture3D, FRHITextureCube, FRHITextureCubeArray) have been replaced with a single type: FRHITexture.
- Includes the required refactoring / fixes for the various platform RHIs.
The old texture types are still supported via typedefs, but will soon be marked deprecated. Future rendering code should make use of the FRHITexture type instead.
#jira UE-139559
#rb Mihnea.Balta
#preflight 622f3af819287beb2c3047f6
#robomerge[FN_ENGINEMERGE] DEV-NC
[CL 19371962 by Luke Thatcher in ue5-main branch]
- Adding ID3D12DynamicRHI and ID3D11DynamicRHI interfaces for plugins that want to touch DirectX resources/devices directly.
- Adding specific headers for including DirectX headers: D3D12ThirdParty.h and D3D11ThirdParty.h
- Modifying plugins that were using D3D11RHIPrivate.h and D3D12RHIPrivate.h to use the interfaces instead.
- Removing plugin references to UE Modules and ThirdParty libraries that were only needed because they included the private RHI headers.
- Removing D3D11RHI/Private and D3D12RHI/Private from plugin include paths.
#jira none
#rb jeannoe.morissette, kenzo.terelst, mihnea.balta, eric.mcdaniel
#preflight 6222395bb066ef60bbad004a
[CL 19267223 by christopher waters in ue5-main branch]
-WindowsMixedReality.uplugin needs to be reverted, this is referencing a module that still exists, not the plugin that was removed.
#rb build
#jira UE-134396
#preflight TBD
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18984457 in //UE5/Release-5.0/... via CL 18985583 via CL 18987618
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18987970 by jeff fisher in ue5-main branch]
UE-134396 Engine not taking correct HoloLens SDK
-Because the HoloLensTargetPlatform module was defined in a plugin it was missed by code which checks for the existence of such modules very early in editor startup, before any plugins are loaded. This meant that parts of the editor never found that compiled support existed. Other parts did so the packaging options would show up, but the menu layout was incorrect. Possibly other features were also breaking based on this cached data saying that the platform had no support.
-We are moving the modules out of the HoloLensAR plugin into Engine/Source/Developer/HoloLens, like all other non-extension platforms.
-It was also discovered that HoloLensPlatformProperties did not enable virtual texture support. Because HoloLens currently shares SM5 shaders with windows and the code that decides what platform properties to use for SM5 simply applies the first SM5 properties it finds shaders could be built with or without virtual texture support arbitrarily. As a temporary fix we have enabled virtual texture support for hololens. The properties are now the same and it doesn't matter which is chosen. At present the windows properties are found first.
-Deleting the now empty HoloLensAR plugin. This results in a pop up warning when opening a project which had this plugin enabled, but 5.0 seems as good a time as any for that to happen.
-Removed the now missing HoloLensAR from several projects and templates that enabled it.
-Fixed a project material that needed a new flag set for ue5.
#rb Josh.Adams Rob.srinivasiah steve.smith
#jira UE-133356 UE-134396
#preflight 620a7e7017632e94845adafd
#preflight 620a857bd332bab8531f49bb
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18983886 in //UE5/Release-5.0/... via CL 18985213 via CL 18987568
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18987907 by jeff fisher in ue5-main branch]
We can't share DDPI infrastructure with PC D3D ES3.1 because of conflicts from sharing. We need a separate shader platform.
For now, we'll just 'intrusively' plumb the new Hololens shader platform. In the future, we want to move as much code out into
Hololens-specific platform code to reduce conflict with shared paths that don't need to know about Hololens.
#rb steve.smith, christopher.waters
#jira UE-133375
#preflight 61f9ca302251c6fb596e583e
#ROBOMERGE-AUTHOR: robert.srinivasiah
#ROBOMERGE-SOURCE: CL 18818524 in //UE5/Release-5.0/... via CL 18818546 via CL 18822881
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824735 by robert srinivasiah 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]
-Switched to using the release interop dll because the debug dll has dependency problems. There appear to be incompatibilities between the interop debug config and unreal's debug config. This is a quick fix to get the debug build working. The interop itself will have release grade debugging info, but at least we can run and debug UE code more easily.
#rb
#jira UE-91500
#preflight 61f9c1939e4d23cd93b4258d
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18817778 in //UE5/Release-5.0/... via CL 18817787 via CL 18822865
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824697 by jeff fisher in ue5-main branch]
-Fixed world mesh with hololens on WMR plugin. WMR interop writes floats UE side was assuming doubles. Now we assume floats in the affected buffers.
#rb Steve.Smith
#jira UE-91500
#preflight
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18811641 in //UE5/Release-5.0/... via CL 18811651 via CL 18822718
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823655 by jeff fisher in ue5-main branch]