Add shader information to the cook metadata file.
Update cook metadata dependency counts to uint32.
Separate out plugin graph generation from usage.
Add "other" size classification
#rb arciel.rekman
#rb fabian.giesen
[CL 27805498 by dan thompson in ue5-main branch]
* Those materials use different parameters for textures & switches names in the material.
#rb jeanfrancois.dube
[CL 27753067 by sebastien lussier in ue5-main branch]
[FYI] Josh.Adams
Original CL Desc
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- Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others
[CL 27745141 by stan hormell in ue5-main branch]
Fixup cookmetadata.ucookmeta after we join the cook outputs. Update the ucookedmeta file to have the same hash as the newly made combined devAR.
Added Save and Load functions to the cooked meta file
[REVIEW] [at]Dan.Thompson [at]Matt.Breindel
[CL 27734479 by eric knapik in ue5-main branch]
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others
[CL 27731364 by josh adams in ue5-main branch]
There's a window after undo (between undo and next property view tick) where property nodes point to the previous data.
If e.g. a property customization needs to refresh cached data after undo, they will try to access the data via old pointers.
Similar issue happens when removing item from array, the tick of IDetailCustomNodeBuilder gets called before we have updates the property nodes.
All these issues happen because when we update the child nodes, there are some parts of code that still hold hard refereces to them, and they are not
actually cleared on FPropertyNode::DestroyTree(). That in turn will cause IPropertyHandle to be in valid state, but pointing to data that has been freed.
- Added bIsDestroyed on property nodes to be able distinguish property nodes which are still alive but destoyed
- Prevent calling Tick() on property tree nodes, whose property node is destroyed
- Changed Gameplay Tag, Tag Container and Query to poll for changes, because undo callbacks are triggered at times when the property handle (and underlying node) is pointing to old data
- The above gameplay tag & co change will also react to property changes from outside the details panel
#jira UE-188117 UE-190882
[CL 27705747 by mikko mononen in ue5-main branch]
Add frame number customizations for tool properties panel
Moved SCurveEditorToolProperties.h to public
Fixed tool properties not getting updated on reselection
#jira UE-194391
#rb mike.zyracki
[CL 27643380 by max chen in ue5-main branch]
-Fix: Console Variables Editor does not Execute "HighResShot" more than once when the Execute button is selected.
#jira UE-193709
#rb Jason.Walter
[CL 27535326 by jared therriault in ue5-main branch]
* Prevent blocking call to UTexture::ForceUpdateTextureStreaming(). Some requests require the main thread to be ticked in order to run to completion.
#rb trivial
[CL 27434808 by sebastien lussier in ue5-main branch]