Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.
#jira UE-169989
#jira UE-165574
[CL 23121796 by nick darnell in ue5-main branch]
changed `FWindowsPlatformMisc::IsLocalPrintThreadSafe` to return true if attached in the debugger this allows log calls to immediately print to the debug window
a follow up change is necessary to allow for attaching after the process has started
#preflight 63727f813248425305e8a6a1
[CL 23121763 by joe pribele in ue5-main branch]
no need for more macro to enable debugging use regular macros to disable optimizations
#rb devin.doucette
#preflight 63727efbbf76990b710f07d2
[CL 23121752 by joe pribele in ue5-main branch]
Usage is: import sequence_tools_examples, sequencer_tools_examples.bake_transform("/Game/TestSequence")
#rb none
#jira none
#preflight none
#rnx
[CL 23120979 by Max Chen in ue5-main branch]
On some platforms we used bUseLiveCodeEdit, which was expected to be present in the per-platform configuration block. At the same time, on Windows we rely on bSupportEditAndContinue from BuildConfiguration.
Modified the console platforms to use BuildConfiguration.bSupportEditAndContinue for consistency. However, there is some value in being able to control this setting per-platform, so I've left the existing properties and just renamed them bUseLiveCodeEdit -> bSupportEditAndContinue.
As a result, all platforms that support Edit and Continue are affected by BuildConfiguration.bSupportEditAndContinue. However, if XXPlatform.bSupportEditAndContinue is presetnt, it overrides the global.
Removed ClangToolChainOptions.EnableLiveCodeEditing and related code as it turns out it wasn't really used.
#preflight 637274a99e3bea8079f98af5
#rb Joe.Kirchoff
[CL 23120407 by Wojciech Krywult in ue5-main branch]
When refershing the plugins list, we start by clearing unused plugin enteries. This change does this for unmounted (explicitly-loaded) plugins too.
#rb tim.smith
#preflight 6371e1ca232e3d12cb4752c5
[CL 23120194 by mike beach in ue5-main branch]
#jira: FORT-537062
Change when ImageNtHeader is called to PreInitPostStartupScreen. This is after some hidden DbgHelp initialization is done so future calls to SymFromAddr succeed. There is not a clear answer for when ImageNtHeader can be called but where it was before was too early.
This is potentially an issue with large PDBs
This issue only was seen to reproduce in monolithic exes
[REVIEW] [at]Bob.Tellez [at]Devin.Doucette [at]Robert.Millar [at]Gary.Yuan [at]Joe.Kirchoff
[REVIEW] [at]Devin.Doucette [at]Robert.Millar
#preflight 636c0f617c2b505190240d9b
[CL 23119748 by eric knapik in ue5-main branch]
FastArraySerialzier
- PostReplicatedReceive is now always called after all calls to FastArrayDeltaSerialize on the receiving side
#rb Peter.Engstrom
#preflight 63724ce2953c19d435182d6d
[CL 23119728 by mattias hornlund in ue5-main branch]