* When loading source actors to build HLODs, this prevent errors as editor only references were missing from the instancing context
* These actors can be safely included as "source actors" as they are not HLOD relevant and will be discarded from the build.
* HLOD actors now store their source actors using FWorldPartitionRuntimeCellObjectMapping rather than a custom FHLODSubActor class
#rb JeanFrancois.Dube, Patrick.Enfedaque
[CL 29964951 by sebastien lussier in ue5-main branch]
- Packaged data can be compressed with different codecs based on which executables are being staged, but the level it was compressed with isn't easily discoverable.
- This can add confusion to workflows where the binaries are produced separately and/or added to staged build at a later stage.
- To avoid confusion, set default compression levels across executable configurations to the same.
#rb Josh.Adams, Yuriy.ODonnell
[CL 29868746 by arciel rekman in ue5-main branch]
- Fixed bug where the DefaultSweptTraceRadius was editable for traces where it was non-applicable.
[RN]
#rb Beth.Reid, dan.kaufman, Todd.Eckert
[REVIEW] [at]Dan.Kaufman, [at]Beth.Reid, [at]Anthony.Glueck
[FYI] Pranav.Kumar
[CL 29807662 by christopher daniel in ue5-main branch]
- Added Mac PlatformPreviews so it can end preview mode (which needs a maching PP to the host platform)
#rb mihnea.balta
[CL 29805771 by josh adams in ue5-main branch]
- Adding EShaderCodeFeatures::Barycentrics
- Adding GRHIGlobals.SupportsBarycentricsSemantic
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsIntrinsics to control COMPILER_SUPPORTS_BARYCENTRIC_INTRINSICS
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsSemantic to control PLATFORM_SUPPORTS_BARYCENTRICS_SEMANTIC
#jira UE-193429
#rb graham.wihlidal, mihnea.balta
[CL 29771745 by christopher waters in ue5-main branch]
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson
[CL 29753922 by josh adams in ue5-main branch]
Fixed the config reading for the AssetRegistryDiscoveryCache value and made the never setting also skip the reading of the discovery cache.
#jira UE-200061
#rb Zousar.Shaker
[CL 29640089 by julien stjean in ue5-main branch]