- Moved boilerplate program startup code into a shared Obj-C class, MacProgramDelegate
#rb zack.neyland
#[fyi] brandon.schaefer,robert.seiver
#preflight 632b45dba4769ad71456b18b
#jira UE-164572
#ushell-cherrypick of 22116672 by Josh.Adams
[CL 22148330 by calvin zheng in ue5-main branch]
Optimus: Re-add old Optimus plugin, just as a dependency wrapper for DeformerGraph.
#rnx
#preflight 632ca9cde23e50651b4cb17c
[CL 22148327 by jeremy moore in ue5-main branch]
`...\Saved\ShaderDebugInfo\PCD3D_SM5\WorldGridMaterial\Default\FLocalVertexFactory\FHitProxyPS`
or
`...\Saved\ShaderDebugInfo\PCD3D_SM5\WorldGridMaterial\Epic\FLocalVertexFactory\FHitProxyPS`
- Use `LexToString(EMaterialQualityLevel::Type QualityLevel)` to convert the quality level enum to a string.
- I'm specifically appending to the DebugName the material quality at the level in the code where we "know" about the material. I wanted to avoid changing the parameters to the function, `GlobalBeginCompileShader`, because it is material agnostic.
#rb Yuriy.ODonnell
#jira UE-161996
#preflight 632b6252a4769ad7145ea8d9
[CL 22147512 by jason nadro in ue5-main branch]
Change delayed UI refreshes from AsyncTasks to core tickers as the former can be called in a non-deterministic way.
#jira UE-151180
#rb Anousack.Kitisa
#preflight 632c9d017b582f58ab5a656b
[CL 22147368 by daniel coelho in ue5-main branch]
explicitly disable reset to default on those feilds because it causes various issues.
#rb Danny.Chapman
https://p4-swarm.epicgames.net/reviews/15811505
#preflight 632cd741d51603c5485ac538
[CL 22147143 by Keith Yerex in ue5-main branch]
We previously refactored some of the code in FSceneTextureExtentState to allow for retaining VR scene textures for VR scene capture (planar reflection) usage, assuming those scene capture extents were smaller than the 'main' VR extents.
In the previous change (12158192), there's logic where the VR extent request will 'grow' if the same VR extent is requested for multiple frames. The thinking might be to get the desired size into the history, but it's not obvious code. This 'breaks' when using a reduced PixelDensity + non-VR SceneCapture. SceneCapture will 'grow' into the bigger texture from history, which will be PD 1.0. The following usage of a sub-1.0 PD VR scene texture (with now a matching extent to the retained stereo extent) will also grow. And when it looks into the history, it will find the PD 1.0 texture, and grow into it, which wasn't the original intent.
<Resize to PD 0.5>
Frame 0 SC - Grow into PD 1.0 VR texture
Frame 0 Main Render - Use PD 0.5 size as extent because stereo history mismatch
Frame 1 SC - Grow into PD 1.0 VR texture still in history
Frame 1 Main Render - Grow into PD 1.0 VR texture because SC retained it in history
The code here has rotted from the VR perspective, and should have further updates. The original logic was meant to manage the interactions between VR main render + VR-enabled planar reflections. We need to account for all non-main render interactions. But we'll defer the bulk of risk to Main.
#jira UE-164414
#rb Arciel.Rekman
#preflight 632be803e23e50651b1ce0ce
[CL 22147123 by robert srinivasiah in ue5-main branch]