As part of the process I've deprecated essentially unused ARecastNavMesh.AgentMaxHeight and removed the code accessing it.
[at]Yoan.StAmant
#rb Yoan.StAmant
#ROBOMERGE-SOURCE: CL 7249093 via CL 7262675
#ROBOMERGE-BOT: (v369-7254125)
[CL 7262737 by mieszko zielinski in Main branch]
It used to Reserve rather than Empty which in edge cases left the array at undesided state/size.
#jira UE-76279
Yoan.StAmant
#rb Yoan.StAmant
#ROBOMERGE-SOURCE: CL 7061952 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)
[CL 7061953 by mieszko zielinski in Main branch]
Also, made sure we release the faultu dtNavMesh instance if we're not going to use it.
#jira UE-71027
#review-6676106 @Yoan.StAmant
#rb Yoan.StAmant
[CL 6676722 by Mieszko Zielinski in Dev-Framework branch]
While at it had to mess around with RegastNavMeshGenerator's initialization - the old way in some cases resulted in overriding once configured properties or needless dtNavMesh instance recreation.
In the process I've removed the Generator->Init() call from ARecastNavMesh::ConditionalConstructGenerator since now we call Init as part of generator's construction.
#jira UE-74448
#review-6533131 Yoan.StAmant
#rb Yoan.StAmant
[CL 6604191 by Mieszko Zielinski in Dev-Framework branch]
- Added support for compression plugins
- Removed the Custom compression concept, now using plugins properly
- Modified UnrealPak to use FNames, and allow for multiple compression methods (fallbacks on error or unavailability, etc)
- Added project settings for compression method selection for UnrealPak, and additional settings to be passed to UnrealPak (for instance, to control compression size/speed, etc)
- Deprecated a bunch of old function calls
- Improved pak file "old format" reading ability
- Brought over some changes from Fortnite for pak file encryption and memory savings
- Implemented a parallel compression pull request (#4129) to speed up pak file compression
#jira UE-51294
#rb ben.marsh
[CL 4480944 by Josh Adams in Dev-Core branch]