This makes it easier to read the text on a non-solid background, and had previously been removed in the UE4 -> UE5 styling changes
[FYI] Matt.Kuhlenschmidt
#rnx
[CL 30546592 by jamie dale in ue5-main branch]
SWindow may call AdjustCachedSize before calling Initialize during its initial creation. This would previously result in the window being forced to zero size and a subsequent call to Initialize would never reshape the Slate window.
This is now fixed by caching whether the window has been initialized or not. This is more in line with the other platform windows that generally do a noop if they have not created a window handle yet.
#jira UE-200363
#rb William.Belcher
[CL 29776117 by andrew rodham in ue5-main branch]
- Mostly a straight port from mtlpp to MetalCPP
- The debug encoders have been removed in favour of Metal's built in encoder errors, these are always on in debug and development builds
- mtlpp had additional validation that we are now not implementing in the short term, but will revisit after some refactoring
#rb Zack.Neyland
[CL 29773146 by carl lloyd in ue5-main branch]
-The changes required for VisionOS Immersive mode that are not within the OpenXRVisionOS plugin.
-Enables SimpleHMD for VisionOS (stereo rendering without a hmd).
#jira UE-198733 UE-199918
#review-29530280
#rb Josh.Adams, Carl.Lloyd
[CL 29716903 by Jeff Fisher in ue5-main branch]
#rb Per.Larsson
#rnx
- We are only storing a pointer to IInputDevice and never using it, so the include is not needed.
[CL 29042862 by paul chipchase in ue5-main branch]
* Need to use the actual size for the user coordinates instead of the image dimensions. Additionally, the hotspot: expects values from 0,0 -> w-1,h1.
* When a blueprint node specifies a value where (hotSpot.x/y * Image.pixelW/H) > Image.size.W/H, where hotSpot.x/y is 0...1.0, then no cursor would be displayed.
[CL 28736892 by zack neyland in ue5-main branch]