* Forward custom primitive data info to material baking
* Added Custom Primitive Data case to material baking engine test
* Also updated broken Material Baking tests screenshots as subtle differences are now occuring on shadows... Disabled shadows from the map light source to minimize noise in future test results
#rb JeanFrancois.Dube
#virtualized
[CL 32298478 by sebastien lussier in ue5-main branch]
- Interpret floating-point literlas as 'float'-type instead of 'double'-type in ASTContext.
- Integrated missing fix in DeclPrinter.cpp that was accidentally reverted during GitHub merge.
#rnx
#rb graham.wihlidal
[FYI] Yuriy.Odonnell, Dan.Elksnitis, Chris.Kulla, Massimo.Tristano
[CL 32280236 by laura hermanns in ue5-main branch]
Implements trace auto-start/auto-connect for Linux and Mac platforms. Applications can now automatically start tracing whenever Unreal Insights application is running. The behaviour can be controlled using the UI in Insights session browser or by starting the application with `-traceautostart=x`.
#rb ionut.matasaru
#jira UE-195281
[CL 32270924 by johan berg in ue5-main branch]
- Adding support for templated function return types (Texture2d<float> etc)
- Adding support for ignoring empty statements (ie a ";" without code before it)
#rb Laura.Hermanns
[CL 32263255 by christopher waters in ue5-main branch]
"ImageGetDigestStream" is used to hash the dxcompiler.dll and dxil.dll files to detect outdated SCW builds. This function is buggy on POSIX/Wine, which is used in UBA and causes all shader complations through DXC to fail.
#rb Yuriy.Odonnell
[FYI] Henrik.Karlsson, Dan.Elksnitis
#rnx
[CL 32262207 by laura hermanns in ue5-main branch]
This re-introduced the backed-out CL for the DXC update including fixes to detect derivitive opcodes in DXIL containers and a null-pointer fix in the DXIL code generator (GitHub draf #6411).
Only the Windows binary is updated since no other platform uses the DXIL code generator. Linux and Mac binary updates will follow in a separate CL.
Also replaced DXIL binary with v1.8 obtained from https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.8.2403
#jira UE-203636
#rb Graham.Wihlidal, Jeremy.Moore
[FYI] Bob.Tellez, Dan.Elksnitis
[CL 32257727 by matanshukry in ue5-main branch]
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL32181613
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Fixing a bug where two branches for SourceControlSettings (project vs engine-only) would re-use one of the branches, instead of loading it a second time (so FIndBranch() will now check the FIlename if appropriate)
- Added support in FConfigContext for contexts that empty out the PRojectConfigDir to only load Engine ini layers
#rb paul.chipchase
[CL 32254428 by josh adams in ue5-main branch]
- _Static_assert should be handled on the global scope.
- GetCurrentToken() doesn't advance to the next token, you have to PeekToken() and then MatchToken.
- No output was written on successful parsing of _Static_assert
- Removing debug assert when writing static_assert code back out.
#rb Laura.Hermanns
[CL 32250433 by christopher waters in ue5-main branch]
- code default size of 0 was only overridden if BaseEditorPerProjectUserSettings.ini existed which isn't the case for staged Programs
#rnx
#rb david.harvey
[CL 32248258 by david harvey in ue5-main branch]
Horde Analytics Backend essentially creates the same IAnalyticsProviderET interface but
Added GetServerURL to FHorde interface which retrieves the Horde Environment Variable
Changed the Horde Analytics backends in teh config files to use the new HordeAnalytics backend instead of the AnalyticsET backend.
[FYI] Ben.Marsh
[CL 32241969 by mark lintott in ue5-main branch]
- Only WorkGraph shaders use this currently.
- SM6.8 needs to set the __SHADER_TARGET_MAJOR and __SHADER_TARGET_MINOR defines
- Changing some logic that was SM6.6 specific to now allow the higher shader model.
#rb Jeremy.Moore
[CL 32220197 by christopher waters in ue5-main branch]
Reworked the ClassDataSource so that it doesn't require a full data refresh when a module is Loaded, Unloaded or Reloaded.
Deprecated the capacity for a ContentBrowser Data Source to request a full data refresh since this doesn't well scale on large projects.
Added a way to query a IReload for the classes that were reinstancited.
Fixed a bug in the FNativeClassHierarchy::GatherMatchingNodesForPaths function. It failed a getting a existing class node if a folder in its path had the same name has the class.
#jira UE-208789
#rb kevin.macaulayvacher
[CL 32212553 by julien stjean in ue5-main branch]
- Ground work for full support of moving an actor from one External Data Layer to another
- Fixes the Save Package dialog not showing the last valid actor's display name (instead was showing the package name)
- Fixes empty packages not properly cleaned up by ULevel::CleanupLevel
- Changing level's bUseExternalActors from true to false and reloading the level without saving now properly works
#rb jeanfrancois.dube
[CL 32209376 by richard malo in ue5-main branch]
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Fixing a bug where two branches for SourceControlSettings (project vs engine-only) would re-use one of the branches, instead of loading it a second time (so FIndBranch() will now check the FIlename if appropriate)
- Added support in FConfigContext for contexts that empty out the PRojectConfigDir to only load Engine ini layers
#rb paul.chipchase
[CL 32203657 by bob tellez in ue5-main branch]
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell
[CL 32196717 by jeremy moore in ue5-main branch]