#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
#preflight none
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 18712557 in //UE5/Release-5.0/... via CL 18712590 via CL 18712908
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18712957 by matt kuhlenschmidt in ue5-main branch]
AMD still has issues with SM6.6 but we can't wait on their fixes much longer.
#jira none
#rb mihnea.balta, lukas.hermanns
#preflight 61eb15ae731e3b40889d249c
[CL 18697016 by christopher waters in ue5-main branch]
- IoStore-based code archive has significant advantages over the file-based one as it implements shader group compression.
- Also fixed a PC/desktop-specific issue of multiple opens of the library.
#rb CM.Nordin, [at]Ben.Ingram, James.Doverspike
[REVIEW] [at]CarlMagnus.Nordin, [at]Ben.Ingam
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18691837 via CL 18691933 via CL 18692000 via CL 18692479 via CL 18692746 via CL 18692912
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18693178 by arciel rekman in ue5-main branch]
#jira UE-139527
#ROBOMERGE-AUTHOR: mic.rooney
#ROBOMERGE-SOURCE: CL 18667456 via CL 18667496 via CL 18668872 via CL 18668940 via CL 18668984 via CL 18669452 via CL 18669455 via CL 18669460
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v901-18665521)
[CL 18669461 by mic rooney in ue5-main branch]
[FYI] [at]Michael.Noland
#ROBOMERGE-AUTHOR: mic.rooney
#ROBOMERGE-SOURCE: CL 18665427 via CL 18665867 via CL 18666339 via CL 18666348 via CL 18668070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v901-18665521)
[CL 18668221 by mic rooney in ue5-main branch]
[FYI] Brian.Bekich
Original CL Desc
-----------------------------------------------------------------
Excluding audio classes from dedicated server cooks
#rb ryan.gerleve
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 18655766 via CL 18655768 via CL 18655770 via CL 18655772 via CL 18655778 via CL 18660451 via CL 18660489 via CL 18660508
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18660533 by bob tellez in ue5-main branch]
#rb ryan.gerleve
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 18651161 via CL 18651447 via CL 18652527 via CL 18653274 via CL 18653375 via CL 18657441 via CL 18657452 via CL 18657463
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18657470 by brian bekich in ue5-main branch]
#preflight 61e7709df35b35a70f15b713
#ROBOMERGE-OWNER: mic.rooney
#ROBOMERGE-AUTHOR: mic.rooney
#ROBOMERGE-SOURCE: CL 18649405 via CL 18649668 via CL 18651380 via CL 18652196 via CL 18652412 via CL 18654182 via CL 18654188 via CL 18654195
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18654200 by mic rooney in ue5-main branch]
* Adding config option to disable the enable/disable checkbox for plugins in the plugin browser.
* Updating plugin templates to be driven from data
* Adding new plugin templates for fortnite
[REVIEW] [at]Bob.Tellez, [at]Michael.Noland, [at]Eric.Knapik, [at]Bill.Colby, [at]Josh.Andersen
#preflight 61e76c4d843acf1b24115b55
#ROBOMERGE-OWNER: mic.rooney
#ROBOMERGE-AUTHOR: mic.rooney
#ROBOMERGE-SOURCE: CL 18642505 via CL 18642948 via CL 18646266 via CL 18646667 via CL 18646685 via CL 18653855 via CL 18653861 via CL 18653865
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18653872 by mic rooney in ue5-main branch]
Disable InEditorCooking by default for all projects. WorldPartition does not support it; a project should enable InEditorCooking only if it does not use WorldPartition.
Add comment explaining why WorldPartition does not support it.
[RN] Minor, Cooking
#rb Zousar.Shaker
#preflight 61e59c20873f2ea48f3b912a
#ROBOMERGE-AUTHOR: matt.peters
#ROBOMERGE-SOURCE: CL 18633801 in //UE5/Release-5.0/... via CL 18633807 via CL 18633811
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637388 by matt peters in ue5-main branch]
1) Editor viewports now display at high DPI by default for better Gen5-console feeling in editor on high DPI monitors.
2) Realtime editor viewports now display at screen percentage based on the display pixel count. Fix screen percentage independent of the pixel range could either render not enough pixel at low display resolution or be too slow at high display resolution. Given the level editor viewport can scale in size based on editor user layout preference, monitor, the screen percentage automatically scalling based on display pixel count gives a better experience of quality consistency/GPU cost for rendering frame, especially when going level editor fullscreen with F11 or not. The curve to compute rendering resolution from display resolution is in BaseEngine.ini
3) Non-realtime editor viewports still display at a screen percentage based on OS DPI scale, independent of the display pixel count because use spatial upscaler and therefore need consistent sharpness not worst than editor fonts, but keep same rendering resolution as before to not increase out of GPU memory errors. The performance of potentially rendering at high resolution than a realtime viewport is ignored given the non real-time viewports are not rendering every frame.
4) PIE viewports now override r.ScreenPercentage by default to have consistent resolution quality and performance between realtime editor viewport and gameplay viewport by default without risk of introducing out of GPU memory errors loosing possibly unsaved editor work if the game's graphic settings default to a screen percentage higher. To advertise discoverability of this change, any update to the r.ScreenPercentage cvar will lead to a message display in console/log if overriden by editor settings or dynamic resolution settings.
5) As much as a project can change the default anti-aliasing method, can also configure on a per project basis the default screen percentage behavior in project preference that the editor user can then override locally for his/her own use with his editor settings. For instance mobile only or forward renderer MSAA only video games.
6) When working very high end work-in progress rendering tech project in a econemic context where lattest GPUs are hard to get, the range of GPU performance can vary greatly between contributor of the same projects. To provide more robustness for lowerend GPU of collegues with tech not yet scaling, the project settings now offer a MaxRenderingResolution for editor viewports that can also be overriden on a per user basis.
7) Automated screenshot already takes care of forcing r.ScreenPercentage.
#rb none
#preflight 61e58d4a873f2ea48f33facd
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18633512 in //UE5/Release-5.0/... via CL 18633532 via CL 18633538
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637384 by guillaume abadie in ue5-main branch]
The default configuration for ue5 is to run with both package data and bulk data in iostore.
The only remaining alternative is to disable iostore completely and run with both package data and bulk data in pak.
#jira none
#rb carlmagnus.nordin, paul.chipchase
#rnx
#preflight 61e53b77873f2ea48f1dcd94
#ROBOMERGE-AUTHOR: pj.kack
#ROBOMERGE-SOURCE: CL 18631455 in //UE5/Release-5.0/... via CL 18631662 via CL 18631683
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18636672 by pj kack in ue5-main branch]
#jira UE-131184
#jira UE-124744
#rb jack.porter
#[fyi] will.damon carl.lloyd axel.riffard
#preflight 618e2f249e784835d570d871
#ushell-cherrypick of 18165990 by axel.riffard
[CL 18598774 by will damon in ue5-main branch]