WP Landscape HLOD - Properly stitch landscape HLODs & the actual landscape components
FLandscapeMeshProxySceneProxy now register the LOD they represent in the LandscapeRenderSystem object, causing the neighbor landscape components to morph their vertices to fill any gap.
#rb patrick.enfedaque
#preflight 61f89420f657e25a5907bcc3
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18803905 in //UE5/Release-5.0/... via CL 18807861 via CL 18821697
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18822082 by sebastien lussier in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
RHI Crash in Physics Sandbox Streaming_Parent level
Problematic UB is now a FUniformBufferRHIRef (refcounted)
#rb jonathan.bard
#preflight 61e83b9ab875abaf33246e09
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18659142 in //UE5/Release-5.0/... via CL 18659149 via CL 18659161
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18659169 by sebastien lussier in ue5-main branch]
Landscape LOD uniform buffer for player 1 was getting overwritten with data from player 2, causing visual glitches
Also fixed an issue where the Vulkan RHI wasn't copying the data provided at the resource creation when BUF_Volatile was involved (thanks [at]jeannoe.morissette)
#localization none
#tests PF tested on multiple platforms on 19.00. Only issue found was related to another change (CL18272160) that has now been backed out.
#rb jonathan.bard, ben.woodhouse
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18320614 via CL 18320838 via CL 18321363 via CL 18323317 via CL 18323326 via CL 18323688 via CL 18323699
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18323703 by sebastien lussier in ue5-release-engine-test branch]
Jiras FORT-430538, FORT-411948, UE-110622 will need to be reopened
[FYI] Sebastien.Lussier
#ROBOMERGE-OWNER: ben.woodhouse
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 18299847 via CL 18299850 via CL 18299851 via CL 18301113 via CL 18301114 via CL 18301458 via CL 18301492
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18301519 by ben woodhouse in ue5-release-engine-test branch]
Landscape LOD uniform buffer for player 1 was getting overwritten with data from player 2, causing visual glitches
Also fixed an issue where the Vulkan RHI wasn't copying the data provided at the resource creation when BUF_Volatile was involved (thanks [at]jeannoe.morissette)
#localization none
#tests Tested in PC Editor & on PS5 in solo & splitscreen, with D3D11/D3D12/Vulkan
[FYI] kevin.ortegren
#rb jonathan.bard
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18296456 via CL 18296465 via CL 18296467 via CL 18300785 via CL 18300795 via CL 18301197 via CL 18301202
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18301208 by jonathan bard 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]
Now, proxiess can register for needing an on added/removed from level call. If this is requested, they are added to a map, which maintains a list of primitives that need the add/remove call, per level.
The only component that currently utilizes this is the Landscape component. To facilitate it's needs, the generic flags used to determine if it should be visible have been removed from FPrimitiveSceneProxy, bRequiresVisibleLevelToRender bIsComponentLevelVisible, and replaced with bForceHidden. The landscape component will now set that flag under the same circumstances as before.
[REVIEW] [at]sebastien.lussier [at]Nick.Whiting [at]patrick.enfedaque
#jira UE-UE-114943
#lockdown nick.whiting
#ROBOMERGE-SOURCE: CL 16207473 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v796-16191650)
[CL 16207501 by brandon dawson in ue5-main branch]
- This is used to allow editor to load cooked materials/shader maps
- Remove UE_FORCE_64BIT_MEMORY_IMAGE_POINTERS, and instead always force memory image ptrs to be 64bits...this simplifies some code, and plan is to remove 32bit support at some point anyway
- Frozen memory image pointers only need 32bits for offset, which leaves another 32bits to stash a type identifier...this allows us to interpret that frozen data being referenced, even it's packed for a different platform
#jira UE-91444
#rb arciel.rekman
[CL 14592392 by Ben Ingram in ue5-main branch]
#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12134924 via CL 12134959 via CL 12135195
#ROBOMERGE-BOT: (v659-12123632)
[CL 12135203 by jian ru in Main branch]
[FYI] Peter.Sauerbrei,Chris.Bunner
#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 12126084 via CL 12126339 via CL 12132576
#ROBOMERGE-BOT: (v659-12123632)
[CL 12132633 by jian ru in Main branch]
Fix mobile runtime virtual texture.
Cherry pick integration from Dev-Rendering
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 11507250 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)
[CL 11507299 by jeremy moore in 4.25-Plus branch]