#fyi mateo.egey
Original CL Desc
-----------------------------------------------------------------
Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
Also added the reset override of the property row to our custom stack reset widget so the custom action/visibility is used now.
Removed custom reset button for attribute bindings as it should use the default one for the stack
#jira UE-160635
#rb frank.fella
#preflight skip
#preflight 62fd22a9086f90bbc479327e
[CL 21427382 by stu mckenna in ue5-main branch]
Also added the reset override of the property row to our custom stack reset widget so the custom action/visibility is used now.
Removed custom reset button for attribute bindings as it should use the default one for the stack
#jira UE-160635
#rb frank.fella
#preflight skip
[CL 21423025 by mateo egey in ue5-main branch]
#fyi Mateo.Egey
Original CL Desc
-----------------------------------------------------------------
Fixed multiple bindings not resetting properly, which was due to CDO properties not being set
This still leaves us with visible "reset to default" buttons due to the property node having the previous default value cached.
To get rid of that:
Added option to add custom reset behavior overrides for any properrty, currently used for "Renderer Enabled" and "Simulation Enabled" bindings, which allows us to specify custom "is visible" overrides & functionality
Removed custom reset button for attribute bindings as it should use the default one for the stack
#jira UE-160635
#rb frank.fella
#preflight skip
[CL 21422142 by mateo egey in ue5-main branch]
This still leaves us with visible "reset to default" buttons due to the property node having the previous default value cached.
To get rid of that:
Added option to add custom reset behavior overrides for any properrty, currently used for "Renderer Enabled" and "Simulation Enabled" bindings, which allows us to specify custom "is visible" overrides & functionality
Removed custom reset button for attribute bindings as it should use the default one for the stack
#jira UE-160635
#rb frank.fella
#preflight skip
[CL 21404928 by Mateo Egey in ue5-main branch]
Disable event track and live link filters
Fix SupportsSequence logic so that track editors can't just blindly support a track if it's a level sequence. If it doesn't pass the permissions, the track is not supported
#preflight 62857944f239239af6b9c6be
#rb andrew.rodham
#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20283972 via CL 20284129 via CL 20284318 via CL 20284323
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20304670 by max chen in ue5-main branch]
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().
A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.
Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.
#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen
[CL 20279797 by Jeremy Moore in ue5-main branch]
* For thumbnail renderers, the prototype of RenderViewFamily (which is called by all the types of thumbnail renderers) has been changed to take a non-const FSceneView* parameter (so that SetupView can be called on it) and the various GetView functions have been renamed CreateView since it more accurately depicts what the functions do (plus they return the non-const view they've created)
* UGameViewportClient::Draw was calling SetupViewFamily but not SetupView
* Made sure FSceneRenderer::ViewExtensionPreRender_RenderThread is called right before RenderThreadBegin for all code paths
* Made sure view extensions are gathered for all code paths rendering a view family
Note: BeginRenderViewFamily (i.e. game-thread), PostRenderView_RenderThread and PostRenderViewFamily_RenderThread are still not called on the non-standard code paths
#jira UE-140273, UE-140489, UE-139067, UE-140425
#rb sebastien.lussier, rob.srinivasiah
#tests EngineTests (screenshots), editor
#preflight 61fd216ae17efe76d1b49a2d
#lockdown mihnea.balta
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18884880 in //UE5/Release-5.0/... via CL 18884941 via CL 18885221
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18885607 by jonathan bard in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f86c4ca6632a34f35dfbca
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18800855 in //UE5/Release-5.0/... via CL 18802061 via CL 18802724
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18810177 by andrew davidson in ue5-main branch]
* Added a cvar GeometryCache.Streamer.BlockTillFinishStreaming to wait for the GeometryCache streamer to finish streaming the requested frames; for use with the Movie Render Queue.
#jira UE-126848
#preflight 61f7f67441414fb013cb7558
#ROBOMERGE-AUTHOR: anousack.kitisa
#ROBOMERGE-SOURCE: CL 18789470 in //UE5/Release-5.0/... via CL 18789668 via CL 18790203
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18790408 by anousack kitisa in ue5-main branch]
Also removed VectorLoad(TVector2*) and replaced with float* at the single call location in the engine (this usage was correct here).
#jira none
#rb Chris.Caulfield
#preflight 61f1e626be0f0e0a6244f644
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18749203 in //UE5/Release-5.0/... via CL 18749229 via CL 18749404
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18749406 by zak middleton in ue5-main branch]