The 2D tri/AABB intersect was using FMath::{Min,Max} to compute AABBs which doesn't actually work (needs componentwise min/max) and is now deprecated; update to use appropriate min/max.
#rb none
#preflight 62d89b4b185da2495f16c3b2
[CL 21197125 by fabian giesen in ue5-main branch]
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
When running UnrealLightmass with -help and various other arguments we were just doing "returns" without any cleanup.
This would lead to various crashes in destructors, etc.
#jira UE-140898
[REVIEW] [at]Will.Damon, [at]Brandon.Schaefer
[FYI] Juan.Canada
#preflight trivial
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 18816329 in //UE5/Release-5.0/... via CL 18816342 via CL 18822821
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824375 by michael sartain in ue5-main branch]
Add bIsWindowShown option to Linux Console Output Device
Default to true to match old behavior.
Add -nostdout by default in UnrealLightmass
#rb Brandon.Schaefer
#jira none
#preflight trivial
[CL 18817282 by Michael Sartain in ue5-main branch]
1. Open QAGame in UE
2. Open StaticLightingFromMat level
3. In the Content Browser, search for 'M_Emissive_Grtr' and place it on the sphere mesh in the map
4. In the details of Panel for the Sphere Mesh, search for 'Use Emissive for Static Lighting' and check the box if it is not already checked
5. Build lighting in Production
We were doing this at the end of LightmassMain:
FTaskGraphInterface::Shutdown();
FEngineLoop::AppExit();
FTaskGraphInterface was being used in FThreadStats::StopThread() and we'd crash.
FEngineLoop::AppExit() does the thread stats shutdown before calling FTaskGraphInterface::Shutdown. Ie:
void FEngineLoop::AppExit()
{
// when compiled WITH_ENGINE, this will happen in FEngineLoop::Exit()
#if !WITH_ENGINE
#if STATS
FThreadStats::StopThread();
#endif
FTaskGraphInterface::Shutdown();
#endif // WITH_ENGINE
This will stop the stats thread (if needed) before shutting down FTaskGraphInterface.
[at]Brandon.Schaefer
[FYI] Will.Damon
#jira none
#preflight trivial
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-SOURCE: CL 18568433 in //UE5/Release-5.0/... via CL 18568435
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18568438 by michael sartain in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 17205235 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17205246 by andrew davidson in ue5-release-engine-test branch]