IsEnabled() should just be if the system is turned on.
SetEnabled() is to turn the system on and off.
There is a per view variation of IsEnabled() which determines if it is set to capture output.
There is a new per view variation of IsValid() which determines if we can bind shader print parameters at all.
IsValid() is for use to avoid crashes and IsEnabled() is for use to early out or avoid work.
#preflight 629a64b36879a2ac679de20b
[CL 20491754 by Jeremy Moore in ue5-main branch]
* When RT debug is enabled we disable translucency but some of the postprocessing materials might use that texture so we need to set correct ViewRect as well.
#jira UE-144066
#rb Tiago.Costa
#preflight 6290d21ad24a7fc585f2c9f4
[CL 20429352 by aleksander netzel in ue5-main branch]
* Existing calls to CreateSceneTextureShaderParameters and similar functions use "GetSceneTexturesChecked", which allows for the possibility that they are reached in a code path where scene textures haven't been initialized, and nullptr is returned instead of asserting. The shader parameter setup functions then fill in dummy defaults for that case. The goal was to precisely match the original behavior, which queried the RDG blackboard, and gracefully handled null if scene textures weren't there. This definitely appears to occur in FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush, which can be called with a dummy scene with no scene textures. In the future, I may change this so dummy defaults are filled in for FSceneTextures at construction time, so the structure is never in an uninitialized state, but I would like to set up a test case for the Niagara code path before doing that, and the checks aren't harmful in the meantime.
* I marked as deprecated global functions which query values from FSceneTexturesConfig, but they'll still work with the caveat that if you use multi-view-family rendering, the results will be indeterminate (whatever view family rendered last). There was only one case outside the scene renderer that accessed the globals (depth clear value), which I removed, noting that there is nowhere in the code where we modify the depth clear value from its global default. I would like to permanently deprecate or remove these at some point. Display Cluster is the only code that's currently using the multi-view-family code path, and as a new (still incomplete) feature, third party code can't be using it, and won't be affected.
#jira NONE
#rb chris.kulla zach.bethel mihnea.balta
#preflight 6261aca76119a1a496bd2644
[CL 19873983 by jason hoerner in ue5-main branch]
[Engine] Enable color Calibration Material Visualization for shipping
-Enabled the calibration flags
-Removed the no-shipping guards around associated logic
#rb [at]philip.buuck [at]christina.tempelaarl
[FYI] arturo.oppen, alex.gonzalez
#ushell-cherrypick of 19536400 by antonio.delascarrer
#ROBOMERGE-AUTHOR: antonio.delascarrer
#ROBOMERGE-SOURCE: CL 19536397 via CL 19536663 via CL 19536680
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19537137 by marc audy in ue5-main branch]
*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*) 'RayTracingLODOffset` shows RT LOD index offset from raster LOD index
#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755
[CL 19383862 by Josie Yang in ue5-main branch]
The problem was caused by taking a pointer of a stack variable and using it when the variable has gone out of scope.
#rnx
#rb Guillaume.Abadie
#preflight none
[CL 19359583 by Wojciech Krywult in ue5-main branch]
- Visualization was updated to apply lighting and now requires auto exposure / postfx.
#jira UE-143712
#rb krzysztof.narkowicz
#preflight 6217af3e8849a7424f5e2cbd
#lockdown juan.canada
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19115110 in //UE5/Release-5.0/... via CL 19115330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19152901 by tiago costa in ue5-main branch]
- If PostDOFTranslucencyResources is invalid we should set a 0,0,1,1 rect since we are using the BlackDummyAlpha buffer.
- This is similar to how DiaphragmDOF handles accessing the separate translucency buffers.
#rb Sebastien.Hillaire
#jira UE-141834
#preflight 620542aa69224cb0d86f493a
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: jason.nadro
#ROBOMERGE-SOURCE: CL 18939097 in //UE5/Release-5.0/... via CL 18939266 via CL 18939489
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18939512 by jason nadro in ue5-main branch]
This changes allow to bind a larger amount of rect. light texture, and allows future support for rect light in forward & cluster passes.
#jira none
#rb sebastien.hillaire
#preflight 61fcebd0b5092d45ad110db4
[CL 18861192 by Charles deRousiers in ue5-main branch]