Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
* Crash when using SimpleMipCollisionLevel > 0
* Collision mesh not refreshing when regenerating collisions (e.g. when changing SimpleMipCollisionLevel in the details panel)
* Use current shading model for rendering the collision mesh (rather than forcing SM6.0)
* Support for multi-view renders
#rb benn.gallagher, luc.eygasier
#jira UE-165955
#rnx
#preflight 633dd52b390c8b9d3f23dc31
[CL 22388894 by jonathan bard in ue5-main branch]
#test Tested that changing the cvar still triggers the refresh
#rb miles.kaech
[FYI] Nickolas.Drake
[CL 22064694 by christian savoie in ue5-main branch]
The sample cache was not reset in RecreateCollision().
#jira UE-135209
#rb Mieszko.Zielinski
#preflight 631748dbf448dc6e58319174
[CL 21815612 by Aris Theophanidis in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
- 30.1s to 500ms to process 450 heightfield during map load of Artemis_Terrain
#rnx
#rb Jeremy.Moore
#preflight 62682afd430b9997ebe60b6a
[CL 19924697 by danny couture in ue5-main branch]
Added a new registry to let the objects provide how their elements should be selected when doing a selection by a volume such as a box or a frustum.
Added a some editor only functions for the marquee selection into the world interface.
#jira UETOOL-4797
#rb Brooke.Hubert
#preflight 624cb2dca64871f1a113bf2a
[CL 19727315 by Julien StJean in ue5-main branch]
Add operator!= to TSerializablePtr to fix crash in UpdateShapesFromGeoemtry.
Allocate shape world transform only when there is no relative transform on leaf, saves additional memory.
Original CL description:
Move FPerShapeData RelativeTransform and LeafGeometryPointer to derived class, only allocate when needed to save memory.
Change RelativeTransform to floats.
#rb chris.caulfield
#ROBOMERGE-OWNER: max.whitehead
#ROBOMERGE-AUTHOR: max.whitehead
#ROBOMERGE-SOURCE: CL 18904006 via CL 18904455 via CL 18904467 via CL 18918915 via CL 18919526
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18919558 by max whitehead in ue5-main branch]