* 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]
[FYI] roey.borsteinas
Original CL Desc
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Select the lowest required landscape LOD when rendering the water info texture to prevent massive overdraw of landscape quads
#rb jonathan.bard
#ROBOMERGE-AUTHOR: roey.borsteinas
#ROBOMERGE-SOURCE: CL 20431998 via CL 20432010 via CL 20432322
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20434153 by roey borsteinas in ue5-main branch]
Added some robustness/validation to the GetCompleteBounds call.
#rb jonathan.bard
#preflight 6294c4294c7bcac173ce31bd
[CL 20430596 by julien lheureux in ue5-main branch]
#preflight 62910ed8936293d61a81d737
[FYI] JeanSebastien.Guay
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20396142 via CL 20396151 via CL 20396173
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20398801 by jeremy moore in ue5-main branch]
* Unifies the different places creating a Layer Info Object or accessing "sharedassets".
* Fixes UEFN not able to access created LayerInfo objects in the ContentBrowser
* Adds the ability to create Landscape Layer Info Object as a regular asset (ie: without the landscape editor). Needed for example to create a Default LandscapeLayerInfoObject
#preflight 628ff637911f194ea743c6f3
#rb Jonathan.Bard
#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 20395352 via CL 20395370 via CL 20395392 via CL 20395403
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20398733 by luc eygasier in ue5-main branch]
Landscape: added utility function to render the merged heightmap from anywhere in world space. This is done in 2 steps : render the heightmaps of all landscape components overlapping with the requested region into an atlas texture (uncompressed) subsection by subsection, skipping the duplicated rows/columns. Then resample the atlas at the requested location.
If the render target is 8bits/channel, the resulting heightmap will be compressed on the R and G channels. If the target is 16 bits uint, the output will contain the uncompressed height value.
The function supports heightmaps with different minimum mip level and will use the best available mip level. However, currently the intermediate atlas render target is always allocated using the landscape's full resolution.
This is meant to be compatible with runtime but is not at the moment, because it relies on ULandscapeInfo members which are not editor-only but are not available at runtime (yet). This will be fixed later on.
#rb semion.piskarev
#preflight 629007c98c23e52ef0097189
#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 20389454 via CL 20389469 via CL 20389478
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20390053 by semion piskarev in ue5-main branch]
- Allow changing bIsSpatiallyLoaded flag on ALandscapeStreamingProxy and ALandscapeSplineActor
- New flag in ALandscape used to set the bIsSpatiallyloaded flags on newly created AlandscapeStreamingProxy and ALandscapeSplineActor (bAreNewLandscapeActorsSpatiallyLoaded)
#rb richard.malo, jeanfrancois.dube
#preflight 628d1404b378b39d419041cf
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20351658 via CL 20351677 via CL 20351695
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20353647 by patrick enfedaque in ue5-main branch]
Use Landscape LOD1 for water texture capture. Inline bottom 5 LOD for landscape mesh, similar to texture based landscape which always has 64x64 mip available
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20339695 via CL 20339785 via CL 20339815 via CL 20340013 via CL 20340045
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20341634 by dmitriy dyomin in ue5-main branch]
This allows it to write velocity when editor moving or when r.Velocity.ForceOutput is set.
#preflight 628668fc2b53e2be4cafd7b4
[CL 20282648 by Jeremy Moore in ue5-main branch]
Also fixed a couple of places where we were not using the FTextureSource's data (even though those calls should be fine since they happen in a place where texture compilation is done)
#rb paul.chipchase
#jira UE-150653
#preflight 62829ff6216d06861f3b7ca9
[CL 20239776 by jonathan bard in ue5-main branch]