* 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]
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().
A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.
Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.
#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen
[CL 20279797 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]
-Fixed world mesh with hololens on WMR plugin. WMR interop writes floats UE side was assuming doubles. Now we assume floats in the affected buffers.
#rb Steve.Smith
#jira UE-91500
#preflight
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18811641 in //UE5/Release-5.0/... via CL 18811651 via CL 18822718
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823655 by jeff fisher in ue5-main branch]
-Fixing async cooking of collision with chaos. MockDataMeshTrackerComponent generated geometry can now have functional collision.
-Also improved test level and MockDataMeshTrackerComponent to help test this.
-Added method to cause a navmesh update only if collision has changed. Fixed a couple cases where navigation would not have generated after a collision change.
#rb Steve.Smith
#jira UE-91500
#preflight
#ROBOMERGE-OWNER: jeff.fisher
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18799957 in //UE5/Release-5.0/... via CL 18801965 via CL 18802565
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
#ROBOMERGE-CONFLICT from-shelf
#preflight 61f96250a2514ba12f05c24c
[CL 18809960 by jeff fisher in ue5-main 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]
To fix this, at least for now, enable mesh occlusion when the MRMesh is connected to the MagicLeapTrackerComponent. Since this happens after the MRMeshProxy is created, modify SetEnableMeshOcclusion so that is updates the proxy's value as well.
#jira UE-89354
#rb jeff.fisher steve.smith
#ROBOMERGE-SOURCE: CL 11588604 in //UE4/Release-4.25/... via CL 11588606
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)
[CL 11588611 by steve smith in Main branch]