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]
This will pave the way for us to enable GameInput as the default input device in the future, and make it much easier to just turn off XInput via the plugin system instead of needing to add a bunch of checks to the WindowsApplication.cpp
Developer Note: This means that if you for some reason modified the engine to make XInputInterface.h a publicly available include, you need to add the XInputDevice module as a dependency. This should not be the case for anyone, unless they have customized the engine to extend on XInput and make it public in the first place (It was in a private module folder and not exposed with an API, so we can't really do anything about it if it was modified).
#jira UE-193160
#rb jodon.karlik
[CL 27279035 by ben hoffman in ue5-main branch]
- mostly just replacing them AllowWindowsPlatformTypes.h / HideWindowsPlatformTypes.h
- some other files had both Pre/PostWindowsApi.h and Allow/HideWindowsPlatformTypes.h, so just removed
- some occasional include order changes.
#jira UE-152863
#rnx
#rb Devin.Doucette
[CL 26985385 by david harvey in ue5-main branch]
bug: we call activate context immediately after the window is destroyed, and the window pointer is stilll not null. We have also destroyed HWND at this point through the microsoft function ::DestroyWindow, so we check ::IsWindowEnabled as a way to confirm the validity of HWND.
#jira UE-186416
#rb vincent.gauthier
[CL 25954162 by zahra nikbakht in ue5-main branch]
* Fixes a bug where invalid window dimensions would be stored in the .ini file if application is closed while the console is minimized
#rb Devin.Doucette
#preflight 646542554404e3cdd241a3fc
[CL 25518737 by yuriy odonnell in ue5-main branch]
-Deprecated in 5.1. OpenXR should be used instead.
-A few instances of the string "SteamVR" remain. In some case we are comparing to the OpenXR Runtime name, which remains correct. In some we are searching input profile paths for SteamVR, which also remains correct. VRScouting is doing the input profile path and then overriding VREditor's view of the xr plugin name, so at first glance VREditor still seems to be using SteamVR, but it actually does not depend on that (That code will likely be further refactored as time goes on).
#jira UE-181471
#preflight 64233be9803cb466e86ad33c
#review
#rb Arciel.Rekman
[CL 24825198 by Jeff Fisher in ue5-main branch]
This sets up the base FFeedbackContext to do most of the work because there is very little behavioral difference between platforms, yet the majority of the code is duplicated for each platform.
#jira UE-152840
#preflight 63b45fe435203bc7aab23837
#rb Zousar.Shaker
#rnx
[CL 23567792 by devin doucette in ue5-main branch]
Memory improvements on top of performance improvements in 11535961.
Allow the hash allocation to shrink for calls to Empty(), Shrink(), Compact() and CompactStable().
Let TSparseArray::Compact() shrink the data array just as for Shrink() and CompactStable().
Note: The private function TSet::ShouldRehash() is only called from Empty() and ConditionalRehash(), and ConditionalRehash() with bAllowShrinking=true is only called from Relax() via Shrink(), so there should be no impact on other/growth scenarios.
Modify GetAllocatedSize() for TSet, TMap and TSparseArray to only return any dynamically allocated size from the underlying allocators and change return type from uint32 to SIZE_T (just as for TArray and FContainerAllocatorInterface).
#rb johan.torp,steve.robb
#preflight 634952f4ce524ed356dafde7, 63496f80f622f6c4bb1c0321, 634d65df9c29024c982ecf26
[CL 22595144 by pj kack in ue5-main branch]
#jira UE-161578 - Game stuck on splash screen
#rb Vincent.Gauthier
#preflight 632b651a7b582f58abe53440
[CL 22140481 by patrick laflamme in ue5-main branch]