Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
This gives direct access to all Strata view mode, which helps with discoverability.
All strata view mode are also available with CVar: r.Strata.ViewMode
#rb none
#jira none
#preflight 635a22c68d56375d45d65e15
#fyi sebastien.hillaire
[CL 22806075 by Charles deRousiers in ue5-main branch]
- Updated text properties to respect the MaxLength meta-data
- Updated name properties to respect the MaxLength meta-data if it's smaller than the max length of an FName
#rb Rex.Hill
#rnx
[CL 22803456 by jamie dale in ue5-main branch]
-Add PerQualityLeveleFloat type
-Add customization in LandscapeGrassType to enable or disable perquality/perplaform properties depending on the Project settings()
-Add the possibility to define the perQuality cvar in device profile
-Add new commandlet to convert grassType perPlatform data to perQuality levels
#rb [at]josh.Adams
#Preflight 22591463
[CL 22783444 by serge bernier in ue5-main branch]
* ScreenSize option is now deduced from the meshes bounds and the draw distance.
#rb patrick.enfedaque
#preflight 633ef8ea174b138657d89507
[CL 22389969 by sebastien lussier in ue5-main branch]
ChildPropertyHandles are stored as TSharedRef, so there's no reason to convert them to an intermediate TWeakPtr.
[REVIEW] [at]patrick.boutot
#jira UE-165055
#preflight 6335314ee410691606a56208
[CL 22279103 by sebastian nordgren in ue5-main branch]
* Field is now hidden when edited from an HLOD Layer
* When building HLODs, retrieve the expected draw distance from the FHLODBuildContext object
#rb jeanfrancois.dube
#preflight 6335ef97c37844870abe3060
[CL 22264292 by sebastien lussier in ue5-main branch]
If this is set, and we are rendering a nanite mesh then we use the override material.
Removed nanite override materials from mesh components.
Material override serialization is specialized so that we don't cook out override materials on non-nanite platforms.
#rb jason.nadro, matt.peters, francis.hurteau
#preflight 6334554b665f6b8f7f770a9b
[CL 22240746 by jeremy moore in ue5-main branch]
* New automatic texture sizing options would show the "Texture Size" option, which was confusing
#rb patrick.enfedaque
#preflight skip
[CL 22146059 by sebastien lussier in ue5-main branch]
-Fix: Lighting Channels changes not applied to all selected rows
-Adjust spacing of light channel buttons
#jira UE-163703
#jira UE-162907
#rb Jason.Walter
#preflight https://horde.devtools.epicgames.com/job/63292c38b40000c8f049186d
[CL 22100355 by jared therriault in ue5-main branch]