Added FPooledLargeMemoryData that allows lockless access to temporary memory blocks.
#tests Squads games on WSL, using FramePro to validate performance gains
#rb danny.couture,jamie.dale
#ROBOMERGE-AUTHOR: ilya.loshchinin
#ROBOMERGE-SOURCE: CL 19970339 via CL 19971380 via CL 19972286
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19974304 by ilya loshchinin in ue5-main branch]
- damage threshold are now by default generated per GC piece and no more at the cluster level propagating to children
- added a checkbox to keep the compatibility with older assets
- this allow for finer artist control and make the size specific parameters to be more effective
#rb brice.criswell, max.whitehead
#jira none
#preflight 626a26172735a2c0eaeb68be
[CL 19973874 by cedric caillaud in ue5-main branch]
#rb jamie.dale
#preflight 6269ae4ff97c319bebaa29b1
#ROBOMERGE-AUTHOR: rex.hill
#ROBOMERGE-SOURCE: CL 19950128 via CL 19952250 via CL 19952269 via CL 19952290
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19968493 by rex hill in ue5-main branch]
On x86 uses AESNI and SHA1 instructions detected with cpuid at runtime.
On ARMv8 uses NEON crypto instructions when enabled in compiler.
#rb fabian.giesen
#preflight 6269b1abcd0dacbe0e8c69b7
[CL 19948099 by martins mozeiko in ue5-main branch]
Given that the second argument is always 360, we can remove some tests for bad ranges of input and use simple truncation/multiplication to compute the result, while retaining good accuracy within reasonable FRotator input value ranges.
#jira UE-129730
#preflight 62699851f97c319beba69337
#rb Dmytro.Vovk
[CL 19947858 by Zak Middleton in ue5-main branch]
#rb peter.sauerbrei
#ROBOMERGE-AUTHOR: joe.barnes
#ROBOMERGE-SOURCE: CL 19944160 via CL 19944210 via CL 19944218 via CL 19944226
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19945966 by joe barnes in ue5-main branch]
This avoids instances having a copy of the default data (which could be manipulated in the editor), and instead the default state is found via the archetype chain when needed at runtime. This does require that the EventContext type used by BroadcastEvent owns the FGameplayEventDescriptor property being used, and extra validation rules have been added to enforce this.
Note: This split was previously done for FGameplayEventFunction and follows that pattern.
#preflight 626944622735a2c0ea710140
#rb Rex.Hill
#rnx
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 19939730 via CL 19939743 via CL 19939753
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19945626 by jamie dale in ue5-main branch]
#rb
#jira UE-149080
#preflight 62616abb6811877065d9d508
#rn Fix Core Previously an errant heartbeat present hang could be triggered if PLATFORM_PRESENT_HANG_DETECTION_ON_BY_DEFAULT was disabled but PresentHangDuration was enabled in the project's configuration. This change resolves the initialization of present hang detection settings preventing a race condition that triggered the errant hang.
#preflight 6269985c0d4ac78d7182138b
[CL 19945396 by brian white in ue5-main branch]
Also adds support for detecting Windows Server 2022.
#jira UE-149576
#rnx
#lockdown Michal.Valient
#preflight https://horde.devtools.epicgames.com/job/625ec6259c09ef439d96bc85
#rb Christopher.Waters
#ROBOMERGE-AUTHOR: mihnea.balta
#ROBOMERGE-SOURCE: CL 19936502 in //UE5/Release-5.0/... via CL 19936683
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19937373 by mihnea balta in ue5-main branch]