Also remove further references to Hull and Domain shaders as tessellation is no longer supported in UE5.
#rb Will.Damon, Brian.White, Christopher.Waters, Jeannoe.Morissette
[FYI] Carl.Lloyd, Florin.Pascu, Ryan.Vance, Rolando.Caloca, Mihnea.Balta
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 17408818 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17408845 by lukas hermanns in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]
#rb none
#rnx
#jira UE-118772
#ROBOMERGE-SOURCE: CL 17015824 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17015829 by tim smith in ue5-release-engine-test branch]
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 17015792 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17015805 by tim smith in ue5-release-engine-test branch]
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 16967550 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16967553 by tim smith in ue5-release-engine-test branch]
#rb trivial
#jira UE-85026
#preflight 60ff11837f21c90001dbbf0b
#ROBOMERGE-SOURCE: CL 16961146 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16961156 by tim smith in ue5-release-engine-test branch]
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.
#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16763061 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16763918 by joe kirchoff in ue5-release-engine-test branch]
Note: _MSC_VER is still 1929 with the VS2022 preview, I expect it to be 1930 eventually when the compiler version is bumped which should match the versioning scheme for every other VS release
#rb none
#preflight 60d0c0d878c3b00001e335d9
#ROBOMERGE-SOURCE: CL 16730633 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16730641 by joe kirchoff in ue5-release-engine-test branch]
#rb jonathan.adamczewski
#rnx
#ROBOMERGE-SOURCE: CL 16729989 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16729999 by tim smith in ue5-release-engine-test branch]
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.
#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1
#ROBOMERGE-SOURCE: CL 16703582 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16703591 by tim smith in ue5-release-engine-test branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16682731 by dan thompson in ue5-release-engine-test branch]
#rb trivial
#rnx
#ROBOMERGE-SOURCE: CL 16658305 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16658328 by tim smith in ue5-release-engine-test branch]
Added message that packaging can fail if assets reference new changes.
#rb
#rnx
#jira UE-115558
#preflight 60c39c8e8d00b80001b1e85f
#ROBOMERGE-SOURCE: CL 16645001 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)
[CL 16645007 by tim smith in ue5-release-engine-test branch]