- Update and use active tiles when using URecastNavMeshDataChunk
- Keep track of dirty areas origin
- Fix some logs TileRef
#rb Mieszko.Zielinski
#jira UE-150793
#preflight 6286493e9016c6dd8982744e
[CL 20279641 by Aris Theophanidis in ue5-main branch]
* External commandlet would be executed on the /Temp/Untitled package
#jira none
#rb patrick.enfedaque
#preflight 6273d0f0b86624d2e8cb7194
[CL 20056979 by Sebastien Lussier in ue5-main branch]
Prevent issue where the UWorld pointer would not be valid after forcing a world unload/reload in some of the build commands.
#jira UE-148515
#rb patrick.enfedaque
#preflight 625db3fbd412434587aaaa99
[CL 19791957 by Sebastien Lussier in ue5-main branch]
*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*) 'RayTracingLODOffset` shows RT LOD index offset from raster LOD index
#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755
[CL 19383862 by Josie Yang in ue5-main branch]
Build HLODs / Minimap in editor
* Added the necessary code to be able these builds from inside the editor, using the "Build" menu
* The HLOD build will show a dialog where you can select a few options (setup, build, forcebuild, delete), then start the build
* The minimap build has no options, will start right away
* Build is actually done through an external process, so the editor will ask to save any changes that's been made, and unload the current map before starting a commandlet
* Progress is updated by parsing the commandlet log during it's execution
* Once the build is complete, will force an asset registry scan and reload the map
* Also disabled the "HLOD Outliner" tool when in a partitionned level, as it is not working and may be confusing.
#preflight 6226e29f671c913c0502a807
#rb jeanfrancois.dube, patrick.enfedaque
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19302772 in //UE5/Release-5.0/... via CL 19303919
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19346855 by sebastien lussier in ue5-main branch]
Change FPackageSourceControlHelper::Delete(const TArray<UPackage*>& Packages) to be batched
Also update dialog being displayed when an error occurred during the build process
#rb JeanFrancois.Dube
#jira UE-114032
#lockdown julien.marchand
#rnx
#preflight 6206a396c663666c89aa38bb
#ROBOMERGE-OWNER: aris.theophanidis
#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 18958276 in //UE5/Release-5.0/... via CL 18959442 via CL 18959974
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18960295 by aris theophanidis in ue5-main branch]
Enable usage of source control provider when building WP navmesh
Fix issue with deleted packages being added to source control
Make sure WP navmesh actor in WP levels remains empty (data is provided by navmesh chunk actors)
#jira UE-114032
#rb Yoan.StAmant
#robomerge 5.0
#preflight 61e839b93778a195dee90f08
[CL 18659327 by Aris Theophanidis in ue5-main branch]
Add a dialog on WP navigation data building to set additional building options
#jira UE-114032
#rb Yoan.StAmant
#preflight 61e1c2bf3275b0831e55ad65
#robomerge 5.0
#preflight 61e1cb046462b347f4be0039
[CL 18621678 by Aris Theophanidis in ue5-main branch]
- When enabled, folders are actual objects : modifying a folder won't affect actors (more compliant with OFPA).
- Enabled by default for World Partition and Level Instances.
- Can be enabled on regular levels (experimental feature 'Use Actor Folder Objects').
- If Level uses OFPA, ActorFolders will also be saved in their own package (but will use __ExternalObjects__ root folder).
- In a future refactoring, external actors will also be moved in the same root folder.
- Generalized saving object in an external package (different from its outer package)
- World outliner supports old folders and new actor folder objects : Levels using the actor folder objects will show a root Level node (like Level Instances).
#rb patrick.enfedaque, jeanfrancois.dube
#preflight 61d84b356511bc498e5cb858
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 18543443 in //UE5/Release-5.0/... via CL 18543482
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18543525 by richard malo in ue5-release-engine-test branch]
For each pixel it shows the worst case missing mip level in all of the virtual textures sampled at that pixel.
Useful to analyze where late virtual texture page streaming is happening.
#rb ben.ingram
#preflight 615b5ecb255462000117288c
#lockdown michal.valient
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17716764 via CL 17979410 via CL 18366649 via CL 18366731
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18366789 by jon nabozny in ue5-release-engine-test branch]
Change UWorldPartitionNavigationDataBuilder loading mode to IterativeCells2D
Fix issue on loading cell borders
Make that navigation data chunk are added on PostLoad()
Addition of a CleanPackages switch in UWorldPartitionBuilderCommandlet to allow builders to erase their packages
#rb JeanFrancois.Dube
#jira UE-114032
#preflight 619fb3fdc3287aab272c8f85
#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 18295196 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 18295237 by aris theophanidis in ue5-release-engine-test 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]
#ROBOMERGE-SOURCE: CL 17046926 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v848-17036448)
[CL 17046932 by arne schober in ue5-release-engine-test branch]