- fix islands not waking when a particle is disabled
- fix waking of isolated particles when all other particles or constraints have been removed from their island
1) We were not waking islands on removal of a particle. 2) We were destroying single-particle islands before the sleep status was processed, preventing particles from being awoken when the penultimate particle was removed from an island.
The fix is to explicitly wake islands on particle removal, and to defer island/node destruction until FinalizeIslands, after we have processed sleep/wake changes and synched the sleep state to particles.
#rb benn.gallagher
[CL 27964398 by chris caulfield in ue5-main branch]
* Query the file version of dlls to be loaded so it can be compared against the min required version, in addition to ensuring the dll can be loaded
* Unload dlls after verifying they can be loaded
* Check bundled dlls first as dlls from an application's directory will be preferred when LoadLibrary is called.
* Check version of directx dlls
* Remove x86 logic, Win32 hasn't been supported for years
* Fix static analysis warnings
#jira UE-188536
#rb David.Harvey
[CL 27961367 by joe kirchoff in ue5-main branch]
Relative Transform in Dynamic Collection are now in single precision. This change implicates an API change. The Managed Array of transforms being in public, and being changed make some backward compatibility breakage. This array shouldn't have be used much.
#rb cedric.caillaud
[CL 27942269 by vincent robert in ue5-main branch]
It was testing that a box gets pushed out of a plane, but the defaulrt depenetration velocity is now zero
#rb none
[CL 27934719 by chris caulfield in ue5-main branch]