#rnx
#ROBOMERGE-SOURCE: CL 16638910 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16638964 by martin ridgers in ue5-release-engine-test branch]
Supports either:
* From texel density
* From expected mesh screen size
* From expected mesh draw distance
Compute best texture size, taking UV map waste into account.
Currently only supported by the Approximate Actors merge method, to be integrated in the ProxyLOD later.
#rb ryan.schmidt, luc.eygasier
#ROBOMERGE-SOURCE: CL 16635038 via CL 16635077
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16635084 by sebastien lussier in ue5-release-engine-test branch]
Adding {ProjectDir} and {ProjectSavedDir} to r.Shaders.SymbolPathOverride
#rb none
#preflight 60c29c63c612640001dd54a4
#ROBOMERGE-SOURCE: CL 16633386 via CL 16633428
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16633454 by christopher waters in ue5-release-engine-test branch]
Adding shader symbol export path override cvar. This cvar supports specifying the shader platform name via "{Platform}".
Adding Luke's change for having build machine specific shader configs.
#jira none
#rb rolando.caloca, david.harvey, lukas.hermanns
#preflight 60c243181264df0001a2c283
#ROBOMERGE-SOURCE: CL 16631848 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16631858 by christopher waters in ue5-release-engine-test branch]
#rb trivial
#rnx
#preflight 60c22147730f8a00016e2c95
#ROBOMERGE-SOURCE: CL 16624311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16624316 by tim smith in ue5-release-engine-test branch]
[FYI] alexander.suvorov
Original CL Desc
-----------------------------------------------------------------
#jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16624208 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16624214 by aurel cordonnier in ue5-release-engine-test branch]
#rb trivial
#rnx
#ROBOMERGE-SOURCE: CL 16621980 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v830-16605563)
[CL 16621993 by tim smith in ue5-release-engine-test branch]
Pages can now refererence data from the parent page.
Page transcoding is now batched based on page dependencies.
Removed Nanite's LZ container for platforms that don't have hardware LZ. Rely on iostore compression instead. ~4% disk saving. 32mb system memory saving from temp buffer.
Better integer-based UV quantization code similar to new position quantization.
Got rid of remaining old position quantization code.
Reduced float4s per cluster from 8 to 6. ~2% memory density.
Added BitStreamReader support for reading from UAV. Needed to reference parent data.
#rb graham.wihlidal
[FYI] brian.karis
#ROBOMERGE-SOURCE: CL 16621364 via CL 16621388
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v830-16605563)
[CL 16621402 by rune stubbe in ue5-release-engine-test branch]
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16609377 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16609393 by alexander suvorov in ue5-release-engine-test branch]
Fixed issue where changing a function signature in an interface wouldn't update nodes in a blueprint.
Changed the API of the deferred registry to be more inline with UE coding standards.
#rb ben.marsh phillip.kavan
#rnx
#jira UE-113662
#preflight 60c0c0fdc61264000190e16a
#ROBOMERGE-SOURCE: CL 16606206 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16606221 by tim smith in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604673 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604680 by nick darnell in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604163 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604179 by nick darnell in ue5-release-engine-test branch]
The base class of any per platform settings. The pattern for using these is as follows.
Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.
Step 2) For your system should already have a UDeveloperSettings that you created so that
users can customize other properties for your system in the project. On that class
you need to create a property of type FPerPlatformSettings, e.g.
UPROPERTY(EditAnywhere, Category=Platform)
FPerPlatformSettings PlatformOptions
Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this,
PlatformOptions.Settings = UPlatformSettings::GetAllPlatformSettings<UMyPerPlatformSettings>();
This will actually ensure that you initialize the settings exposed in the editor to whatever
the current platform configuration is for them.
Step 4) Nothing else needed. In your system code, you will just call
UMyPerPlatformSettings* MySettings = UPlatformSettings::GetSettingsForPlatform<UMyPerPlatformSettings>()
that will get you the current settings for the active platform, or the simulated platform in the editor.
Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng
#ROBOMERGE-SOURCE: CL 16603959 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16603966 by nick darnell in ue5-release-engine-test branch]
#rnx
#ROBOMERGE-SOURCE: CL 16603796 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16603804 by martin ridgers in ue5-release-engine-test branch]