Includes following engine changes:
Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
- IsCrowd*Enabled functions refactored to IsCrowd*Active
- implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments
[CL 2347323 by Ben Zeigler in Main branch]
- The problem was caused by files that differ only in case (pak files are case-insensitive).
- Current solution is to ignore symlinks when staging files (so far we have been fixing case-sensitiveness issues by creating a symlink to the file, so this fixes the packaging too).
- Added a warning helping to pinpoint the problem if there happen to be two non-symlink files like this.
#codereview Robert.Manuszewski
[CL 2332310 by Dmitry Rekman in Main branch]
- use /bin/bash instead of /bin/sh for RunUAT.sh since the script has bashisms.
- name casing change for UnrealPak.
- contributed by amigo.
[CL 2324236 by Dmitry Rekman in Main branch]