- FWorldPartitionActorDescView is now a virtual interface that route calls to its inner FWorldPartitionActorDesc by default.
- FStreamingGenerationActorDescView is now used during streaming generation to include mutations introduced by validation pass.
- FActorDescViewMap is now a template, and streaming generation now uses custom FStreamingGenerationActorDescViewMap version using FStreamingGenerationActorDescView.
This is the groundwork for implementing actor descriptor mutators to allow game-specific changes to be done to actor descriptors.
#rb Sebastien.Lussier
[CL 30037302 by jeanfrancois dube in ue5-main branch]
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[Backout] - CL29887181
[FYI] JeanFrancois.Dube
Original CL Desc
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World Partition Editor: show unsaved newly added actors in the editor view.
#rb vincent.beauchemin
[CL 29918186 by jeanfrancois dube in ue5-main branch]
[FYI] JeanFrancois.Dube
Original CL Desc
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World Partition Editor: show unsaved newly added actors in the editor view.
#rb vincent.beauchemin
[CL 29895069 by jeanfrancois dube in ue5-main branch]
#rb vincent.beauchemin
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26290283
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26287803 for CIS error.
#rnx
Original CL Desc
-----------------------------------------------------------------
World Partition
* Add new unsaved actors into the DirtyActors set. Useful to see unsaved LocationVolume on the WP Editor.
* Make sure we clean DirtyActors when CB content is removed.
#rb jeanfrancois.dube
[CL 29782780 by jeanfrancois dube in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29541562 by sebastien lussier in ue5-main branch]
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29528240 by justin peterson in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29527011 by sebastien lussier in ue5-main branch]
- Added support for always loaded HLOD setups.
- Added mechanism to register automatic converters for runtime hash classes.
- Added converter implementation for SpatialHash to HashSet using LHGrid.
#jira UE-132357
#rb sebastien.lussier
[CL 29406321 by jeanfrancois dube in ue5-main branch]
* Pinning Level Instances will now properly hide the HLOD(s) under it
* Removed ILoaderAdapter::ForEachReferencedActor()
#rb jeanfrancois.dube
[CL 29136065 by sebastien lussier in ue5-main branch]
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
World Partition - HLOD in Editor
* Pinning Level Instances will now properly hide the HLOD(s) under it
* Removed ILoaderAdapter::ForEachReferencedActor()
#rb jeanfrancois.dube
[CL 29075073 by jeanfrancois dube in ue5-main branch]
* Pinning Level Instances will now properly hide the HLOD(s) under it
* Removed ILoaderAdapter::ForEachReferencedActor()
#rb jeanfrancois.dube
[CL 29066657 by sebastien lussier in ue5-main branch]
* Provide the correct visible bounds of the minimap texture to RequestVirtualTextureTiles()
* Would lead to incorrect tiles being loaded when zooming, leading to a blurry minimap.
#rb patrick.enfedaque
[CL 28876289 by sebastien lussier in ue5-main branch]
* For now, disabled by default, can be enabled with "wp.Editor.HLOD 1"
* Currently, the HLODs that are loaded are those that are non spatially loaded & those that aren't "instanced HLOD".
* Will show transition between HLODs depending on the distance
* Loading regions or pinning actors will hide the HLODs intersecting those bounds
#jira UE-193294
#rb jeanfrancois.dube
[CL 28351187 by sebastien lussier in ue5-main branch]