Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore
[CL 24376462 by dmitriy dyomin in ue5-main branch]
[FYI] Dmitriy.Dyomin
Original CL Desc
-----------------------------------------------------------------
Added a separate entry in a RuntimeVirtualTexture component for a streaming VT that is specific to mobile rendering
Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore
[CL 24343407 by dmitriy dyomin in ue5-main branch]
[FYI] Dmitriy.Dyomin
Original CL Desc
-----------------------------------------------------------------
Fixed: interface for backward compat from CL# 24335980
[CL 24343402 by dmitriy dyomin in ue5-main branch]
Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore
[CL 24336769 by dmitriy dyomin in ue5-main branch]
- Replaced uses of these functions in the engine with the global scope equivalents.
- Added some missing global scope RHI...() functions.
- LLM scopes have been moved into the global scope function, where necessary.
Removed several _RenderThread() RHICmdList functions
- These were previously provided for the automatic RHI thread stall / flush mechanism, but now provide no benefit
- Removing these also helps prevent use of FRHICommandListExecutor::GetImmediateCommandList() on threads other than the rendering thread.
Remove RHIExecuteCommandList
- Unused, legacy code path. No platform RHIs provide an implementation. No need to deprecate since there's no way anyone would be calling it already.
#jira none
#rb Zach.Bethel
#preflight 63c86e2dfb1a8cf245f44469
[CL 23771476 by Luke Thatcher in ue5-main branch]
- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.
#jira UE-169989
#jira UE-165574
[CL 23121796 by nick darnell in ue5-main branch]
Remove some non-inclusive language.
Deprecates AddViewSlaveLocation() for AddViewLocation() and AddTextureStreamingSlaveLoc() for AddTextureStreamingLoc().
#preflight 62cc8e5e1a786c1bbcf6e6aa
[CL 21056879 by Jeremy Moore in ue5-main branch]
- Removed scene render mem-mark among others. MemStack usage is now restricted to local scopes with known marks.
- Render resources with destructors are allocated using the FSceneRenderingBulkObjectAllocator on FSceneRenderer, which is deleted when the scene render is.
#preflight 62b266e20d4d6228de97babe
#rb mihnea.balta, yuriy.odonnell
[CL 20907647 by zach bethel in ue5-main branch]
create new TextureBuildUtilities module that can be used from Engine or TextureBuildWorker
new cvar memory.WindowsPlatformMemoryGetStatsLimitTotalVirtualGB simulates a lower memory system
#rb fabian.giesen
#preflight 62b34bf8650c9d5857a38514
[CL 20786800 by charles bloom in ue5-main branch]
Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]