It will still exist as a property, but if it's not set it will use LandscapeMaterial automatically (overriding the blend mode to masked if it's opaque).
[CL 2506718 by Gareth Martin in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Automatically generate grass maps for all components, streaming in textures and weightmaps where needed
Status window when building grass maps
Grass data is now shared between Editor and PIE
Fixed issue where it didn't wait for streaming after updating grass map after painting landscape
[CL 2425895 by Jack Porter in Main branch]
per scene primitive checkbox, default is on for landscape
directional light property FarShadowCascadeCount and FarShadowDistance
todo: ray traced distance field shadows don't fade with it yet, non landscape objects makes with far should be excluded from ry traced distance field
[CL 2416911 by Martin Mittring in Main branch]
Integrated MarcA's changes to display and edit per actor instance components.
Must set bInWorldBPEditing to true in experimental settings to enable.
#codereview dan.hertzka
[CL 2398903 by Matt Kuhlenschmidt in Main branch]