- Avoid automatically adding AsyncLoading flag during duplication as this can prevent GC. This flag should only be managed by the async loading code itself.
#jira UE-204346
#rb Francis.Hurteau
[CL 30771059 by danny couture in ue5-main branch]
Comments are added from the curve's outliner menu. Editing can just be done by clicking the comment after it has been created
Also exposed the setting to view curves in a tree view in the timeline itself
NOTE: this removes a 4.5 core redirect from CurveName to LastObservedName as CurveName was reinstated as the canonical name for the curve, and having the redirect in place causes issues with tagged property serialization when new properties are added.
#jira UE-203593
#rb Nicholas.Frechette
[CL 30769970 by thomas sarkanen in ue5-main branch]
- Fix !bAllDone assert that could happen when a node timed out and was resumed during a recursive flush while still executing higher on the stack
#jira UE-203439
#rb kevin.macaulayvacher
[CL 30716086 by danny couture in ue5-main branch]
- Fix cases where objects constructed during callbacks at end of load (i.e. flush reinstancing queue, etc...) were wrongly assigned to the package on the stack, leading to their premature postloading even before they were fully serialized.
#rb Francis.Hurteau
[CL 30713589 by danny couture in ue5-main branch]
- Added OpCodes melt/freeze which are how deep-copying of vars will be done. ie `VarSet(Melt(Value))` and `Freeze(VarGet(Var))`
- melt suspends upon encountering a placeholder
- freeze errors on encountering a placeholder. This may change depending on whether the Verse-Verifier decides to allow this or not.
- note: We use a VCell header bit to identify types which are deeply mutable and thus require melt/freeze operations (this may be moved into these types emergent types)
- Re-worked VMap classes so now majority of code lives inside VMapBase via templating
#rb saam.barati
[CL 30688090 by jared cotton in ue5-main branch]
The counters are manipulated on concurrent tasks at the same time, and should be atomic.
#rb Martin.Ridgers
[CL 30683816 by daniele vettorel in ue5-main branch]
It's about 1/4 of CoreMinimal.h but rarely needed (Compression.h pulls on CriticalSection.h and Map.h that are costly).
#rb Yoan.StAmant
[CL 30683417 by aris theophanidis in ue5-main branch]