When running UnrealLightmass with -help and various other arguments we were just doing "returns" without any cleanup.
This would lead to various crashes in destructors, etc.
#jira UE-140898
[REVIEW] [at]Will.Damon, [at]Brandon.Schaefer
[FYI] Juan.Canada
#preflight trivial
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 18816329 in //UE5/Release-5.0/... via CL 18816342 via CL 18822821
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824375 by michael sartain in ue5-main branch]
Add bIsWindowShown option to Linux Console Output Device
Default to true to match old behavior.
Add -nostdout by default in UnrealLightmass
#rb Brandon.Schaefer
#jira none
#preflight trivial
[CL 18817282 by Michael Sartain in ue5-main branch]
1. Open QAGame in UE
2. Open StaticLightingFromMat level
3. In the Content Browser, search for 'M_Emissive_Grtr' and place it on the sphere mesh in the map
4. In the details of Panel for the Sphere Mesh, search for 'Use Emissive for Static Lighting' and check the box if it is not already checked
5. Build lighting in Production
We were doing this at the end of LightmassMain:
FTaskGraphInterface::Shutdown();
FEngineLoop::AppExit();
FTaskGraphInterface was being used in FThreadStats::StopThread() and we'd crash.
FEngineLoop::AppExit() does the thread stats shutdown before calling FTaskGraphInterface::Shutdown. Ie:
void FEngineLoop::AppExit()
{
// when compiled WITH_ENGINE, this will happen in FEngineLoop::Exit()
#if !WITH_ENGINE
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
#endif // WITH_ENGINE
This will stop the stats thread (if needed) before shutting down FTaskGraphInterface.
[at]Brandon.Schaefer
[FYI] Will.Damon
#jira none
#preflight trivial
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 18568433 in //UE5/Release-5.0/... via CL 18568435
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18568438 by michael sartain 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]
#ROBOMERGE-SOURCE: CL 17205235 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17205246 by andrew davidson in ue5-release-engine-test branch]
SplitTriangleList: Fix loop conditions to avoid off-by-one dereference of end of the list.
#rb Kriss.Gossart
#rnx
[CL 15802956 by Matt Peters in ue5-main branch]
kDOPTree - Fix lost precision in mean/variance computation when accumulating using a float
Would end up crashing with an OoB access as the code would put all triangles on the left of the splitting plane, which was not expected
Also optimized SplitTriangleList() to avoid going through the triangle list 6x...
#rb richard.malo
[CL 15388280 by Sebastien Lussier in ue5-main branch]