- Added `SRemoveAnimationModifierContentBrowserWindow` widget.
- Added `ShowRemoveAnimationModifierWindow` virtual method to `IAnimationModifiersModule`.
- Added `OnSelectionChanged` delegate to SModifierListView.
- Fixed AnimationModifiersModule not properly unsubscribing its delegates bound to` UObject::FAssetRegistryTag::OnGetExtraObjectTags`.
[RN] minor
[CL 27857700 by roland munguia in ue5-main branch]
- Added support for up to 32 samplers to the D3D12 RHI.
- Added 'MaxSamplers' to ShaderPlatform in DataDrivenPlatformInfo, this is defaulted to 16 for all shader platforms and can be modified the the DDPI ini files. This value will set the shader compiler define 'PLATFORM_MAX_SAMPLERS'.
- Added a 'RequiredSamplersSwitch' material editor node to branch based on a given shader platform's maximum sampler count.
- To support more than 16 samplers on feature level SM5 platforms Dxc and sm6.0 are used to compile the shader. On platforms that don't support Dxc and sm6.0 the preivew menu item will be disabled.
#jira UE-191404
#rb florin.pascu
[CL 27850133 by michael wanderson in ue5-main branch]
- Fixed an issue where the execution goes into an infinite loop when an input of a UMaterialExpressionMaterialFunctionCall is directly or indirectly connected to an output of the same expression.
- Added support mixing MaterialAttributes with numeric vectors in the same operation. For example, lerping a MA with a float3. This is allowed in the current translator because each MA is processed separately one at a time. Though not ideal, the new translator needs to support this to avoid breaking existing materials.
- Implemented GenerateHLSLExpression for several material expressions
[FYI] tom.holmes, john.huelin, massimo.tristano, jason.nadro
[CL 27848712 by jian ru in ue5-main branch]
Adds LandscapeEditor DetailsView RightColumnMinWidth to allow ResetToDefault button to be properly hit testable.
#rb Jonathan.Bard
#jira UE-194977
[CL 27828563 by luc eygasier in ue5-main branch]
Problem: With recent changes to the details panel some styling updates caused the scrollbar section to overlap with the reset button when the scrollbar is not showing.
Solution: In SDetailsViewBase.cpp, in the GetScrollbarVisibility method call into DisplayManager.GetIsScrollbarShowing, to tell whether or not we need to show the section which has the scrollbar
#jira UE-195050
#rb brooke.hubert
[CL 27809503 by karen jirak in ue5-main branch]
Add shader information to the cook metadata file.
Update cook metadata dependency counts to uint32.
Separate out plugin graph generation from usage.
Add "other" size classification
#rb arciel.rekman
#rb fabian.giesen
[CL 27805498 by dan thompson in ue5-main branch]
* Refactored metasound source and patch asset actions to use new asset definitions
* Fixed issue with preset icons not showing up on restart
* Utilized sound base asset def
#jira UE-194293, UE-194188
#rb helen.yang
[CL 27799703 by aaron mcleran in ue5-main branch]