Previously we were setting the user's room transform equal to the target's viewport/head transform. This change effectively sets the head transform instead of the room transform.
#jira UE-178078
#rb jason.walter
#preflight 6435aeb30c19befb6c282a94
[CL 25002677 by zach brockway in ue5-main branch]
-Moving much of engine/source/runtime/headmounteddisplay to a plugin mainly to reduce minimum UE executable size and memory use. But this is also nice for organization. The ideal would be to move everything except interfaces used by core engine. VREditor pulling in UMotionControllerComponent is the main blocker at this time. That dependency is expected to go away eventually at which point we can do the rest of this transfer.
-Added dependencies to XRBase plugin or module as necessary, refactored to avoid some dependencies, removed a few unnecessary dependencies.
-Stripped vestigial VR references from a few project templates. Mostly just unused HeadMountedDisplay module refs, but a tiny bit of code from TP_Puzzle.
-Fixed dependency cycle ignores related to MaterialShaderQualitySettings PIEPreviewDeviceProfileSelector and UnrealEd. For reasons I do not understand the HeadMountedDisplay dependency on AugmentedReality was preventing the detection of those, long existent, cycles.
#jira UE-181824
#review
#rb Robert.Srinivasiah
#preflight 642f3cbf4c3ccbbdf1990a1f 6434291c28551807175e1142
[CL 24984065 by Jeff Fisher in ue5-main branch]
- Failed if user had multiple p4 tickets
- Failed if default p4 username didn't match the provided username in UE
#jira UE-181982
#rb paul.chipchase
#preflight 643061621d61ecec3b63c465
[CL 24970980 by jordan hoffmann in ue5-main branch]
[Backout] - CL24736298
#jira UE-182304
#fyi jason.walter, patrick.enfedaque
Original CL Desc
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Listen to editor cleanse events to clear out pending transactions.
#jira UE-177465
#rb francis.hurteau
#preflight 6418be9ea6092dfb8df841b5
[CL 24927523 by jason walter in ue5-main branch]
* Option to check in an asset from the Content Browser Source Control Context Menu is now enabled if the SCC does not use Snapshots instead of if it uses File Revisions
* Option to check in an asset from the Scene Outliner Source Control Context Menu is now enabled if the SCC does not use Snapshots instead of if it uses File Revisions
* Ability to uncheck files in the Submit Files Window is now enabled if the SCC does not use Snapshots instead of if it uses File Revisions
* Option to revert the writable flag on an asset in the Content Browser Source Control Context Menu is now enabled if the SCC uses checkout instead of if it uses File Revisions (like the 'Make Writable' option)
#jira UCS-6630
#rb brooke.hubert, wouter.burgers
#lockdown jeanmichel.dignard
#preflight 640e6b41482188d710ff8316
[CL 24724061 by marco anastasi in ue5-main branch]
This can be needed for object path remapping, where the name may change from hardcoded to not, or the numeric suffix of the name may change
#preflight 63ebbf3a375f05caaf457bdd
#rb Rex.Hill
#rnx
[CL 24251506 by jamie dale in ue5-main branch]
Note: The base archive doesn't actually rewrite any paths itself, but a derived archive can by overriding OnObjectSerialized
#preflight 63ea968f8e7e896ad2914e34
#rb Rex.Hill, Bart.Hawthorne
#rnx
[CL 24197511 by jamie dale in ue5-main branch]
The following functions are new:
- ObjectPathToPathWithinPackage, eg) "/Game/MyAsset.MyAsset:SubObject.AnotherObject" -> "MyAsset:SubObject.AnotherObject"
- ObjectPathToOuterPath, eg) "/Game/MyAsset.MyAsset:SubObject.AnotherObject" -> "/Game/MyAsset.MyAsset:SubObject"
- ObjectPathToSubObjectPath, eg) "/Game/MyAsset.MyAsset:SubObject.AnotherObject" -> "SubObject.AnotherObject"
The behavior of ObjectPathToObjectName has also been fixed to always return the leaf-most object name within the path (eg, "/Game/MyAsset.MyAsset:SubObject.AnotherObject" -> "AnotherObject"). Any code that relied on the old behavior should use ObjectPathToSubObjectPath instead.
#preflight 63e2677e1020773a3f32f55b
#rb Matt.Peters
[CL 24057677 by jamie dale in ue5-main branch]