Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
This allows clients to fall back to whatever deformation logic they would use without the deformer graph.
[CL 23157734 by jeremy moore in ue5-main branch]
Added an Immediate execution group which will immediately enqueue the work to the render thread.
Optimus: Use Immediate execution to submit a deformer update when mesh component render state is recreated.
This prevents potential issue with one frame not having any deformerd vertices.
[CL 23147807 by jeremy moore in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
Fix include order in compute graph kernel building.
Need to have platform.ush before any custom struct declarations, since they use StructuredBuffer syntax which is #define'd from the different native syntax on some platforms.
#preflight 635c1d310053ddfa533bc37b
[CL 22850495 by jeremy moore in ue5-main branch]
Optimus: Use a default deformer settings when none has been created.
Tidy up UI names for deformer settings.
[CL 22712151 by jeremy moore in ue5-main branch]