This resolves a UBT issue where building from Visual Studio/Rider while the editor is running wouldn't automatically change to HotReload mode.
#preflight 626698887e06ec75059f44b8
#jira none
#rb Ben.Marsh, Jonathan.Adamczewski
#lockdown mark.lintott
#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 19901402 in //UE5/Release-5.0/... via CL 19902726
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v942-19904256)
[CL 19904470 by tim smith in ue5-main branch]
- Make FStreamedAudioCacheDerivedDataWorker thread-safe by copying USoundWave members before going async and querying the DDC directly for compressed sound data
- Failure to get streamed chunks from DDC will now try to build asynchronously if allowed to instead of falling back to synchronous behavior by default
- Make LoadZerothChunk launch an async build in editor instead of forcing a wait
- GetNumChunks(), GetChunks() and GetZerothChunkData() will wait on the async build if not finished to return appropriate data to the caller
- Allow DDC fill commandlet to benefit from async build
- Improve cooker logic to reduce waits and avoid preparation of the running platform data during cook if not needed
- Add async sound compiler so that we benefit from its scheduling and ensure sounds are all properly built after a call to FAssetCompilingManager::Get().FinishAllCompilations().
- Protect the streamed audio platform data's AsyncTask property from multi-threaded access
- Can be disabled from editor experimental settings, by ini settings, by cmdline using -asyncsoundwavecompilation=0 or by CVar using Editor.AsyncSoundWaveCompilation=0
- Benchmarks with -DDC-Local-MissTypes=Audio+StreamedAudio on Artemis_Terrain
- 3m52s to 2m03s for map loading
- 8m13s to 2m59s for PIE
#tests
- No binary diff on FN cooked sounds with both recompilation and shared ddc code paths
- All Audio related tests in EngineTest
- As many AudioQA tests as possible
- Lyra -game
#jira UE-142500
#rb Phil.Popp
#preflight 624ee0703661c8f04a3842b8
[CL 19667776 by danny couture in ue5-main branch]
Disable InEditorCooking by default for all projects. WorldPartition does not support it; a project should enable InEditorCooking only if it does not use WorldPartition.
Add comment explaining why WorldPartition does not support it.
[RN] Minor, Cooking
#rb Zousar.Shaker
#preflight 61e59c20873f2ea48f3b912a
#ROBOMERGE-AUTHOR: matt.peters
#ROBOMERGE-SOURCE: CL 18633801 in //UE5/Release-5.0/... via CL 18633807 via CL 18633811
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637388 by matt peters in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
1) New projects will have live coding enabled by default.
2) Re-instancing will be enabled by default
3) The initial start mode of the console will be hidden
4) Moved some console specific configurations to the ini file specific to LCC
5) Added the saving of the disable action limit to the ini file.
#rb none
#rnx
#preflight 6155c759260f7d000130c1be
#ROBOMERGE-OWNER: tim.smith
#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 17678494 in //UE5/Release-5.0/... via CL 17678517
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17785289 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]
Scene Outliner refactored to remove all actor-specific code.
Now uses modular modes and hierarchies to allow representation of any data model.
#rb patrick.enfedaque matt.kuhlenschmidt
#jira none
#fyi tim.gautier
[CL 13922848 by roey borsteinas in ue5-main branch]