* 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]
- Added assert that the provided world is not a game world in IWorldPartitionActorLoaderInterface::ILoaderAdapter constructor.
- Apply the ALocationVolume.DebugColor to the World Partition display for loader adapters UI.
#rb richard.malo
#preflight 6283e231ed2c0847b04fd00b
#rnx
[CL 20247563 by JeanFrancois Dube in ue5-main branch]
- Unbound octree now stores hierarchical editor cells instead of leaves, this greatly reduce the number of needed editor cells for very large worlds.
- Implemented loading regions support to replace editor cells loading, in preparation for bookmark regions.
Tested against a 2000KMx2000km world + various internal projects and demos.
#rb patrick.enfedaque, richard.malo
#preflight 628239b5cf7e4667a97e3fe0
[CL 20222133 by JeanFrancois Dube in ue5-main branch]
- Allow deleting Foliage actors
- SPackagesDialog: Do not show multiple assets when package contains 1 valid object and 1 or n invalid objects
#rb jeanfrancois.dube, richard.malo
#preflight 62792487242446ce6c519236
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20104060 via CL 20104081 via CL 20104096
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20109740 by patrick enfedaque in ue5-main branch]
Allow actors to retrieve their DataLayers outside of editor builds.
Actors now use their cell to retrieve their DataLayers when possible (i.e. when GenerateStreaming was done and the grid is built.)
Removed UActors::GetDataLayerInstances(AWorldDataLayers). Function isn't needed anymore as it was an overload called by the UI and problematic when exiting PIE. Actors on DataLayers not longer had their owning world set and the WOrldDataLayer was inaccessible. No longer need to use the WorldDataLayer as we use the Cell to get the Datalayers in PIE.
#test Editor, PIE, SIE, Cook, Cooked Game, -game
#jira UE-147731
#preflight 626be5d32660750c3ffaf757
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19977670 via CL 19977902 via CL 19978142
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19985780 by philippe deseve in ue5-main branch]
Created UGrassHierarchicalInstancedStaticMeshComponent for the purpose of moving all Landscape grass-specific logic to a subclass (similar to Foliage), and out of the generic HISM base as much as possible.
Deprecated a couple of HISM methods that are currently only used by grass in preparation to move them to the new subclass.
#rb jeremy.moore
#preflight 62630191cf17922036da1d5f
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 19870897 via CL 19871939 via CL 19873152
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)
[CL 19875905 by jamie hayes in ue5-main branch]
-This is necessary if we're refreshing because a UFoliageType asset is deleted, since FoliagePaletteItems are mostly invalid when the FoliageType they're using gets deleted and can't participate in layouting until all refreshes are done. (this avoids adding if (!nullptr) everywhere)
-Added call to FoliageInfo->Uninitialize() in AInstancedFoliageActor::PostLoad to make sure stale InstancedMeshComponents don't get stuck in the AInstancedFoliageActor if their UFoliageType type assets get deleted while not loaded.
#jira UE-147285
#rb brooke.hubert, jamie.dale
#preflight 6244f3e773665f7d5e48fc83
[CL 19571551 by Dominic Couture in ue5-main branch]
- Focus around removing includes of "Engine/NetSerialization.h" from global headers. This file and its dependencies can take anywhere between 15 and 20 seconds to parse in MSVC.
- Everything in EngineTypes.h that depends on NetSerialization.h now lives inside their own headers.
- Moved FOverlapInfo and FScopedMovementUpdate out of SceneComponent.h/cpp and into their own files since they depend on the types moved out of EngineTypes.h
#jira none
#rb matt.peters
#preflight 62438c43e434babd8ad8bffd
[CL 19557798 by christopher waters in ue5-main branch]
UDeprecatedDataLayerInstance allows to boot level using deprecated UDataLayers
Worlds using DataLayer can run the DataLayerToAssetCommandlet to transition their existing DataLayers
FActorDataLayer interface is deprecated.
DataLayers Blueprint referencers should now use DataLayerAsset to retrieve DataLayerInstances.
DataLayer Code referencers should now use DataLayerAssets or DataLayerInstance FName to retrieve DataLayerInstances.
DataLayerLabels now only used for display/UI purpose
Relabeling DataLayers is not permitted anymore on new DataLayerInstances (allowed on UDeprecatedDataLayerInstance)
Added Changelist Validation for DataLayers
Added a column to the datalayer outliner showing any data layer errors.
#rb richard.mal jeanfrancois.dube
#preflight 623098c2050dc69468b6a297 (errors only related to lyra, which do not exist in this stream)
#ROBOMERGE-OWNER: philippe.deseve
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19385808 via CL 19387392
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19389077 by philippe deseve in ue5-main branch]
- Refactored viewport's current level combobox and added "current data layers" in data layer outliner and "current folder" in world outliner to use this system.
- Can optionally be hidden from viewport using advanced flag in ULevelEditorViewportSettings.
#robomerge FNNC
#rb patrick.enfedaque
#preflight 6227604a7077eb04cf696c33
[CL 19302351 by Richard Malo in ue5-main branch]
#jira UE-141824
Serialize space that HISM cluster tree is built in and always use that for translated instance space.
This is to make sure that we always handle old data after the recent addition of translated instance space.
#rb patrick.enfedaque
#preflight 6203d7887244040418594154
#rnx
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18918920 in //UE5/Release-5.0/... via CL 18926754 via CL 18928253
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18928504 by jeremy moore in ue5-main branch]
Build HISM instances for foliage in a translated space and compensate in the render matrix.
This is to address large world coordinates issues where foliage HISM is typically constructed in world space.
#rb patrick.enfedaque
#preflight 62026a10bd4f846436da9fa4
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18901190 in //UE5/Release-5.0/... via CL 18901233 via CL 18901275
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v912-18901109)
[CL 18901279 by jeremy moore in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Fix checks against whether something is not a blueprint to use IsNative which works in cooked builds
[CODEREVIEW] Patrick.Enfedaque
#jira
#rnx
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18800226 via CL 18800791 via CL 18800932 via CL 18802762 via CL 18821550
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821637 by marc audy in ue5-main branch]