Enable usage of source control provider when building WP navmesh
Fix issue with deleted packages being added to source control
Make sure WP navmesh actor in WP levels remains empty (data is provided by navmesh chunk actors)
#jira UE-114032
#rb Yoan.StAmant
#robomerge 5.0
#preflight 61e839b93778a195dee90f08
[CL 18659327 by Aris Theophanidis in ue5-main branch]
[FYI] Stephen.Holmes
Original CL Desc
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Memory optimizations for Recast (Detour). I used UE_LOG in recast as it's already there. Also I only added [at]UE BEGIN [at]UE END for the big stuff as a hint that its been changed in case of issues.
#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 18417786 in //UE5/Release-5.0/... via CL 18417810
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18417812 by stephen holmes in ue5-release-engine-test branch]
Added a new weakptr "OptionalSourceObject" in the FNavigationDirtyArea, needed to support the previous change
#rb Mieszko.Zielinski, Aris.Theophanidis
[FYI] philippe.painchaud, Felix.Laplante, Patrick.Carroll, Guillaume.Morreel, Loic.Devaux, Guillaume.Guay
#ROBOMERGE-AUTHOR: luciano.ferraro
#ROBOMERGE-SOURCE: CL 18281932 via CL 18281953 via CL 18281968 via CL 18282252 via CL 18282290
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18282297 by luciano ferraro in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
In some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr).
Case 1 (normal flow): FRegisterComponentContext == nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent : calls CreateSceneProxy
> RegisterDebugDrawDelegate
> UnregisterDebugDrawDelegate ==> works fine
Case 2 (deferred AddPrimitive): FRegisterComponentContext != nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent : defers CreateSceneProxy
> RegisterDebugDrawDelegate (skip register since not init)
> CreateSceneProxy
> UnregisterDebugDrawDelegate ==> ensures in UnregisterDebugDrawDelegate
With this new version `CreateRenderState_Concurrent` calls `RequestRegisterDebugDrawDelegate` that will take care of registering the delegate immediately or mark it for deferred execution. An explicit call to `ProcessDeferredRegister` is then required from `CreateSceneProxy` to implement proper flow:
Case 2 (fixed) (deferred AddPrimitive + deferred Register): FRegisterComponentContext != nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent: defers CreateSceneProxy
> RequestRegisterDebugDrawDelegate: defers RegisterDebugDrawDelegate
> CreateSceneProxy: calls ProcessDeferredRegister & RegisterDebugDrawDelegate
> UnregisterDebugDrawDelegate ==> works fine
Bonus:
- New DebugDrawComponent abstract class that is now used to share common functionalities between existing debug related components. Takes care of DelegateHelper registration flow to render text on screen from different sources.
- FDebugDrawDelegateHelper::InitDelegateHelper is no longer virtual and derived classes requiring extra data from their associated scene proxy should set it up from their overriden CreateSceneProxy
- FDebugDrawDelegateHelper derived classes should not override RegisterDebugDrawDelegate/UnregisterDebugDrawDelegate to use their `DrawDebugLabels` method since this is already a virtual method that would get called from the base class.
- Fixed a few ViewFlag members in the SceneProxy so the DelegateHelper base class can behave as expected
#jira FORT-419154
#rb mieszko.zielinski
#preflight 61703f8766ed7f0001c0faf1
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 17875336 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main
[CL 17875370 by yoan stamant in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Include a fix in UWorldPartitionBuilder for IterativeCellOverlapSize not being applied to loaded bounds
#rb Yoan.StAmant
#jira UE-114032
#preflight 6155ce81549cbf0001d01f52
#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 17679211 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v875-17642767)
[CL 17679261 by aris theophanidis in ue5-release-engine-test branch]
Update registration flow since CreateRenderState_Concurrent can't be used to register our delegate since it needs to be initialized first (CreateSceneProxy) and in some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr).
In that case initialization won't called and an ensure will fire in UnregisterDebugDrawDelegate since registration failed (was not initialized).
Case 1: FRegisterComponentContext == nullptr ==> Super::CreateRenderState_Concurrent + sync CreateSceneProxy (init) + RegisterDebugDrawDelegate ==> works fine
Case 2: FRegisterComponentContext != nullptr ==> Super::CreateRenderState_Concurrent + deferred CreateSceneProxy + RegisterDebugDrawDelegate (skipped since not init) + CreateSceneProxy ==> ensures in UnregisterDebugDrawDelegate
Bonus:
- some code analysis fixes
- removed some 'CoreMinimal.h' includes
- exported log category 'LogVisual'
- fixed some uninitialized properties (FNavTestDebugDrawDelegateHelper, UNavMeshRenderingComponent, FNavMeshSceneProxyData)
- fixed some methods hiding non-virtual from base class (GetAllocatedSize)
- fixed FGameplayDebuggerCompositeSceneProxy::GetMemoryFootprint that was not considering base class allocations
#rnx
#jira UE-125097
#preflight 614362684778fa00016a8cad
#rb mieszko.zielinski
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 17544171 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17544199 by yoan stamant in ue5-release-engine-test branch]
Add spaces to overridden display names, it doesn't add them automatically
Move some functions out of Utilities into their own categories like Transformation, this improves the UX for the node picker and Utilities is for Core functionality
Simplify and combine some redundant categories
Clean up functions like IsValid to specify the type and attempt to unify case for math functions
#rb ben.hoffman
#ROBOMERGE-SOURCE: CL 16355176 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16355193 by ben zeigler in ue5-release-engine-test branch]