[FYI] christopher.waters
Original CL Desc
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Dependency Cleanup
- Moving IAssetCompilingManager to its own header
- Changing FAsyncCompilationNotification members to TUniquePtr<FAsyncCompilationNotification> to remove dependencies on AsyncCompilationHelpers.h
- Removing includes of AsyncCompilationHelpers.h and AssetCompilingManager.h removes 3s of compile time per file on a 3990x
#rb henrik.karlsson
[CL 30054260 by alex kahn in ue5-main branch]
- Moving IAssetCompilingManager to its own header
- Changing FAsyncCompilationNotification members to TUniquePtr<FAsyncCompilationNotification> to remove dependencies on AsyncCompilationHelpers.h
- Removing includes of AsyncCompilationHelpers.h and AssetCompilingManager.h removes 3s of compile time per file on a 3990x
#rb henrik.karlsson
[CL 30051281 by christopher waters in ue5-main branch]
Main issue was that RemoveGrassMap() would take a shortcut if there were no grass types, failing to set a proper generation hash. But I also noticed there was an issue with the amortization that could result in a partial update, which could also lead to the assert.
#rb jonathan.bard
#jira UE-200649
[CL 30007701 by chris tchou in ue5-main branch]
* Will enable many editor features to work with HLOD actors (placement tool, play from here, go here, etc)
* Build collision data for HLOD static meshes
* Enable queries collisions in editor
* Strip all collision data during cook
#rb JeanFrancois.Dube
#jira UE-193294
[CL 29994011 by sebastien lussier in ue5-main branch]
- FPrimitiveSceneProxy derived classes no longer need to implement custom logic to set their level color, as it is now fetched directly from the FPrimitiveSceneProxyDesc owner's level and pushed into the corresponding FPrimitiveSceneProxy when creating the proxies.
- World Partition level streaming objects will push a deterministic random color based on the obejct's name in the level streaming objects.
- Added Nanite support for level coloration debug view mode.
This will then serves as a base for existing and future coloring debug view modes, instead of doing custom debug views.
#rb Sebastien.Lussier
[CL 29951102 by jeanfrancois dube in ue5-main branch]
* Fixed landscape XY scale which could become non-uniform when pasting a non-uniform scale in the details panel
#rb Robert.Manuszewski
#jira UE-201211
#tests editor
[CL 29934640 by jonathan bard in ue5-main branch]
[FYI] don.boogert
Original CL Desc
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Landscape: Added a Nanite Position Precision property to Landscape Actors. Defaults to 1cm in worldspace.
#rb jonathan.bard
[CL 29925581 by don boogert in ue5-main branch]
These crashes were surfaced by CL 29712224 which exposed that these values were not being null checked.
#rnx
#rb dan.kaufman, Mic.Rooney
[REVIEW] [at]Dan.Kaufman, [at]Beth.Reid, [at]Anthony.Glueck
[FYI] Jon.Cain
[CL 29870018 by christopher daniel in ue5-main branch]
This fixes deadlock issues when BeginCacheForCookedPlatform() is called multiple times to cache multiple platforms simultaneously, and also fixes an issue with collision stripping not being reversible.
#rb jonathan.bard
#jira UE-199972, PLAY-14480
[FYI] brandon.dawson
[CL 29868130 by chris tchou in ue5-main branch]
- Supports rendering depth prepass and base pass, output scene color and depth
- Replacing the underline implementation of rendering scene capture depth as additional scene view
- Added water plugin support
#jira UE-194793
#rb Dmitriy.Dyomin, Florin.Pascu, roey.borsteinas, Rune.Stubbe, tim.doerries
[CL 29864008 by josie yang in ue5-main branch]
Also fixed an assert when doing a blocking grass update: if you don't run a full update every loop then sanity checks will fail.
Also move the allocator pool to be a member instead of global static, and speed up save by using blocking GPU submit calls.
#rb jonathan.bard
[CL 29844714 by chris tchou in ue5-main branch]
[FYI] don.boogert
Original CL Desc
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Landscape: Added a Nanite Position Precision property to Landscape Actors. Defaults to 1cm in worldspace.
#rb jonathan.bard
[CL 29835586 by don boogert in ue5-main branch]