Removed default parameter to the function that obfuscated the omission
#rb CarlMagnus.Nordin
#preflight 6282cac0734d065770482e21
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 20243942 via CL 20260296 via CL 20260314 via CL 20260321
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20263026 by francis hurteau in ue5-main branch]
LoadDisplayNames() 1.06s -> 0.24s when async loading the name batch in CachedAssetRegistry.bin during editor startup of an internal project
* Introduce FDisplayNameEntryId to avoid cache misses in FName::GetComparisonIdFromDisplayId() lookups
* Force name batch serialization to use display entry ids to help enforce cooking determinism
* Fix determinism problem when loading then saving via FPackageStoreNameMapBuilder
* Inline FNameEntryId::FromUnstableInt()
* Remove slow IsNumbered() check in CreateFromDisplayId when not using 4B FName
* Remove expensive heap sort by sorting up front instead
#rb rob.millar,matt.peters,pj.kack
#preflight 62664bd06968f18d5137d419
[CL 19899104 by Johan Torp in ue5-main branch]
Support for Zen store will be added separately
#jira UE-129805
#rb CarlMagnus.Nordin, Matt.Peters
#preflight 61e6f8d73778a195debaffa6
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 18642382 in //UE5/Release-5.0/... via CL 18642393 via CL 18642414
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18642448 by francis hurteau in ue5-main branch]
Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker 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]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
* Decouple container concept from IoDispatcher
* Decoiuple PackageStore implementation from AsyncLoading2
* Restore ucas unmount fix that got kist when merrging from UE4
* Fix packages being left in the PackageStiore even after unmounting contaiiners
#rnx
#rb pj.kack, per.larsson
#preflight 61520cc52afc2d0001146ce7
#ROBOMERGE-AUTHOR: carlmagnus.nordin
#ROBOMERGE-SOURCE: CL 17641845 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v874-17637634)
[CL 17642353 by carlmagnus nordin in ue5-release-engine-test branch]