#rb Rolando.Caloca
#jira none
#ushell-cherrypick of 12581778 by Yuriy.ODonnell
#ROBOMERGE-SOURCE: CL 12624927 in //UE4/Release-4.25/... via CL 12624931 via CL 12624933
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12624936 by juan canada in Main branch]
#rb ethan.geller
#ROBOMERGE-OWNER: maxwell.hayes
#ROBOMERGE-AUTHOR: maxwell.hayes
#ROBOMERGE-SOURCE: CL 12156681 via CL 12156814
#ROBOMERGE-BOT: (v659-12123632)
[CL 12156824 by maxwell hayes in Main branch]
Have UBT set the source target name as a define during compilation. For unique environments, embed that macro globally, but in shared environments just embed it into game modules.
Have the primary game module bind that define to a core delegate so engine systems can query it
Make LiveCodingModule pass the UBT target name to the UBT so that it doesn't have to guess which target to build
For agnostic executables (UE4Game, UE4Editor) running content only projects, the delegate won't be bound, so revert back to type based recompile requests in live coding
Handle DTE string for VS2019 in the source code accessor module
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 11103653 via CL 11103654 via CL 11103656
#ROBOMERGE-BOT: (v640-11091645)
[CL 11103658 by graeme thornton in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
- CookByTheBook now outputs a .csv file into Saved/MaterialStats
- Statistics View now lists all the csv files from that folder.
- Load is done lazily
- Added shortcut key in Asset Browser
- MaterialPath is now serialized into shadermap(if debug info is allowed)
#rb lauren.barnes
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: jonas.meyer
#ROBOMERGE-SOURCE: CL 10124522 via CL 10124571 via CL 10125114
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v610-10636431)
[CL 10744663 by jonas meyer in Dev-Build branch]