There were two instance of the type being incorrect and they were manually fixed.
#rb none
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 17472048 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17472069 by zousar shaker in ue5-release-engine-test branch]
Cloth - Tidy up ClothingAsset and ClothPhysicalMeshData to allow for more cloth data caching.
#rb Benn.Gallagher, Cedric.Caillaud, Michael.Forot
#preflight 16823444
#ROBOMERGE-SOURCE: CL 16882246 via CL 16913004
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16913040 by kriss gossart in ue5-release-engine-test branch]
- fix zero-weight vertices after applying max distance falloff function
- if a zero-weight vertex is ever encountered in the shader, fall back to skinned vertex data
- fix construction of TargetMesh index buffer
- pull out MaxEdgeLength computation into its own function
- simplify Kernel expression
#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60d39b8ca93474000176026c
#ROBOMERGE-OWNER: tyson.brochu
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 16763969 via CL 16764327
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16764334 by tyson brochu in ue5-release-engine-test branch]
- use new barycentric weight computation
- if no triangles are within kernel radius, default to single-influence mode for that vertex
- add a missing division by NUM_INFLUENCES_PER_VERTEX when computing normals and tangents in the shader
#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60ca51632ab2180001380e9c
#ROBOMERGE-SOURCE: CL 16696354 via CL 16696388
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16696406 by tyson brochu in ue5-release-engine-test branch]
Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen in ue5-main branch]