r.Editor.Viewport.InvalidateEachSIEFrame (default to on to preserve behavior)
#Jira UE-194527
#rb ronald.koppers
[CL 27772634 by brooke hubert 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]
- 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]
When a class is marked PerPlatformConfig, in the editor the class will be loaded from the platform inis of the current PreviewPlatform on load, and when the PreviewPlatform is changed, LoadConfig will be called to reload the settings from the platform ini file.
#rb Florin.Pascu, Josh.Adams
[CL 27273113 by jack porter in ue5-main branch]
Extracted an function on the default EditorEngine to load the module that are loaded by default when it is initialized. This can now be used to load those module in some commandlet without the need to initiliaze the EditorEngine.
The DataValidationCommandlet now load those editor modules if it found an validator that is made via an EditorUtility.
#jira UE-191040
#rb JeanLuc.Corenthin
[CL 27002021 by julien stjean in ue5-main branch]
Note: This doesn't impact any OS specific dialogs
Breaking: FCoreDelegates::ModalErrorMessage is now called FCoreDelegates::ModalMessageDialog and takes an extra EAppMsgCategory argument
#jira
#rb Dave.Belanger
[CL 26322954 by jamie dale in ue5-main branch]
* The same functionality is provided by the GizmoManipulationStarted and GizmoManipulationStopped.
* This simplifies the interface and removes the bespoke parameter added to branch between when manipulation starts and when it is ongoing to avoid expensive rendering invalidations
* There are some clients of TypedElementViewportInteractionGizmoManipulation::ApplyDeltaToActor, this CL does not address usage of this function. Doing so will require further adoption of TypedElements among those systems
#jira UE-187188
#rb Brooke.Hubert
[CL 25964466 by logan buchy in ue5-main branch]
#rb aditya.ravichandran, karen.jirak, sebastian.arleryd
#preflight 644a985b1c2846595ca00477
#ushell-cherrypick of 25215024 by kristof.morva1
[CL 25216466 by KristofMorva in ue5-main branch]
With this fix, on my machine, the cost of moving a blueprint with 1000 items drops from 45 ms to 7 ms. Baseline tick is 8 ms (120 fps) when idling, so the results while moving improve from 19 fps to 65 fps. The remaining time is mostly split between physics and navigation update. Invalidating the static lighting cache is so costly because it both invalidates the render state of every item, and notifies packages of the change.
#jira UE-147154
#rnx
#rb jamie.dale
#preflight 63ff4748e32cdb7d9aacab16
[CL 25050136 by jason hoerner in ue5-main branch]
- In OFPA, actors without a factory had their name uniqueness tested using the object FName (with the appended UID part...) , so the name was always considered unique
- Added an explicit call to FActorLabelUtilities::SetActorLabelUnique(), which does the correct tests
#rb philippe.deseve
[CL 25018383 by sebastien lussier in ue5-main branch]
- This will re-introduce LOD flicker between viewports.
#rb Jeremy.Moore
#jira UE-180761
#preflight 6435b68b2909bc56c8e88412
[CL 24999505 by jason nadro in ue5-main branch]
- Prevent wrong feature level from being used while in preview.
- Also while at it, remove the filtering out of a alpha blend mode on mobile, because mobile renderer no longer uses alpha to store depth.
#rb Erica.Stella, Jules.Blok
#jira UE-176854
[REVIEW] [at]Erica.Stella, [at]Rob.Srinivasiah, [at]Jules.Blok
#preflight 6418766b3d275ade388f1b58
[CL 24723912 by arciel rekman in ue5-main branch]
Make AssetManager required; engine startup gives a fatal error if AssetManager is not present.
#rn Minor, Cooking
#rb Zousar.Shaker
#preflight 63ffd322df66ed5fc11d963e
[CL 24493164 by Matt Peters in ue5-main branch]