* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
Hardened code that could potentially reference a deleted USkeleton
#rb Jurre.deBaare
#preflight 61d6d9b85d522c9b40987917
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18530619 via CL 18530626 via CL 18530631 via CL 18530826 via CL 18530846
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18530857 by thomas sarkanen in ue5-release-engine-test branch]
Deferred to the active editor modes when determining transform toolbar visibility
Updated existing edit modes to correctly update their available widget modes
#rb Nick.Brett
#preflight 61ba0002590498f205a19fb2
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18467669 via CL 18467672 via CL 18467673 via CL 18468089 via CL 18468141
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18468161 by thomas sarkanen 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]
Ignore: Preview mesh will not consume root motion
Loop: Preview mesh will consume root motion continually (same behavior that we had)
LoopAndReset: Preview mesh will consume root motion resetting the position back to the origin every time the animation loops
#jira none #review-17022356 [at]jurre.debaare, [at]aaron.cox #fyi [at]jaren.peterson #preflight 61087c925b2fb800017b95c5
#ROBOMERGE-SOURCE: CL 17054771 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17054799 by fernando coello in ue5-release-engine-test branch]
Add implementation for it in the skeletal mesh editor.
#jira none
#rb brooke.hubert, louise.rasmussen
#preflight 609ae9244cb9400001cbe879
[CL 16305022 by halfdan ingvarsson in ue5-main branch]
Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#rb none
#ROBOMERGE-OWNER: michael.lentine
#ROBOMERGE-AUTHOR: michael.lentine
#ROBOMERGE-SOURCE: CL 9374650 via CL 9374665
#ROBOMERGE-BOT: (v456-9359915)
[CL 9385990 by michael lentine in Main branch]