Actual usage of the property will get merged in from UE5, but adding the placeholder property here to reduce pain from data merges.
This change also remaps the original bEvaluateWorldPositionOffset on SMC into bEvaluateWorldPositionOffsetInRayTracing, because this var was only ever driven by ray tracing specific methods.
We expect to need to special case robomerging the remap of bEvaluateWorldPositionOffsetInRayTracing since it needs to be done from different branches with different branch specific versions.
#rnx
#preflight 62912113fe5e30102ab83d32
#ROBOMERGE-OWNER: jeremy.moore
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20398059 via CL 20398673 via CL 20398786
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20401242 by jeremy moore in ue5-main branch]
- Added actor tags to actor descriptors so they can be queried for unloaded actors.
- Added filtering by actor tags in WorldPartitionResaveActorsBuilder.
#rb patrick.enfedaque, richard.malo
#preflight 62751614e31cfc52d5aea104
#rnx
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 20074269 via CL 20074279 via CL 20074282
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20105943 by jeanfrancois dube in ue5-main branch]
Deprecate the "ComponentToControl" property of the LiveLinkComponentController
Add a customization for LiveLinkControllerBase that ensures the Component picker is displayed first in the details panel
Fix the fallout from the deprecation in USDImporter plugin
#jira UE-147579
#rb simon.therriault, daniel.coelho
#preflight 62790eb24561731dbeee939d
[CL 20101534 by Geoffrey Douglas in ue5-main branch]
- Now includes full path to the base class to support BP classes (none if from a native class).
- FWorldPartitionHelpers actor descriptors iterator functions now supports BP classes.
- UWorldPartitionResaveActorsBuilder now supports filtering actors by BP classes.
- Scene Ouliner now shows the correct base class for unloaded actors instead of the first native class.
#rb patrick.enfedaque, richard.malo
#preflight 6273b366e95a8b960e43e5d4
#rnx
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 20057885 via CL 20058202 via CL 20058209
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20061192 by jeanfrancois dube in ue5-main branch]
#rb Phillip.Kavan
Add missing generate public hash entries to ArchiveStackTrace
#fyi Francis.Hurteau
#preflight 626c692cb046e6ecc338080e
#lockdown JeanFrancois.Dube
[CL 19988606 by Marc Audy in ue5-main branch]
- add Inertia Conditioning system to increase inertia for long, thin, or small objects (enabled by default)
- also considiers joints with connectors outside the shape
- move some particle settings into a bitfield to reduce size
- add FVec3f as shorthand for TVec3-FRealSingle
#rb cedric.caillaud, jaco.vandyk,michael.forot
#jira none
#preflight 626c1f925c220f34acf5e912
[CL 19982249 by Chris Caulfield in ue5-main branch]
- damage threshold are now by default generated per GC piece and no more at the cluster level propagating to children
- added a checkbox to keep the compatibility with older assets
- this allow for finer artist control and make the size specific parameters to be more effective
#rb brice.criswell, max.whitehead
#jira none
#preflight 626a26172735a2c0eaeb68be
[CL 19973874 by cedric caillaud in ue5-main branch]
This avoids instances having a copy of the default data (which could be manipulated in the editor), and instead the default state is found via the archetype chain when needed at runtime. This does require that the EventContext type used by BroadcastEvent owns the FGameplayEventDescriptor property being used, and extra validation rules have been added to enforce this.
Note: This split was previously done for FGameplayEventFunction and follows that pattern.
#preflight 626944622735a2c0ea710140
#rb Rex.Hill
#rnx
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 19939730 via CL 19939743 via CL 19939753
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19945626 by jamie dale 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]
If the node has an SM5 setting but no SM6 setting then copy from SM5 to SM6.
This should help with cases of existing materials not working with SM6.
#preflight 62601998dd47b4ad2170e9ad
[CL 19830855 by Jeremy Moore in ue5-main branch]
19255298: Store local inertia tensor/inverse tensor diagonals in vec3 instead of matrix, reducing memory.
19255737: Fix FVector conversion errors after FVector constructor was made explicit.
#rb cedric.caillaud
#preflight 6259bf648851764d9800cacc
#ROBOMERGE-OWNER: max.whitehead
#ROBOMERGE-AUTHOR: max.whitehead
#ROBOMERGE-SOURCE: CL 19777591 via CL 19777763 via CL 19777782
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v939-19570697)
[CL 19803385 by max whitehead in ue5-main branch]
#fix added fix-up behaviour during load - and ensure to track if any more invalid data creeps up afterwards
#rb Alexis.Matte, Mike.Zyracki
#preflight 6246d02eb6084b98325634d9
[CL 19586168 by Jurre deBaare in ue5-main branch]
This change also remaps the original bEvaluateWorldPositionOffset on SMC into bEvaluateWorldPositionOffsetInRayTracing, because this var was only ever driven by ray tracing specific methods. The original bEvaluateWorldPositionOffset is now used by this more generic API.
Lastly, a new cvar (r.OptimizedWPO) has been added that indicates if the hint should be respected or not (default is false, which means WPO is always active, regardless of hint)
#rb rune.stubbe, marc.audy, derek.ehrman
[FYI] brian.karis, jamie.hayes, ola.olsson, andrew.lauritzen, jian.ru
#preflight 6244a8dcdc6183e3f5f8de98
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 19564957 via CL 19564973 via CL 19564978
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19566743 by graham wihlidal in ue5-main branch]