#rb Aaron.McLeran, Dan.Thompson
#jira UE-221450
[RN] Extend IAudioFormat to allow rejection of formats based on samplerate and channel count as well as call out hardware formats.
[CL 35665861 by jimmy smith in ue5-main branch]
Info is now stored in shader map in editor only data alongside platform data
Includes shader bump
#jira UE-218748
#rb dan.elksnitis
#tests local tests on Lyra cooking and DDC-Verify
[FYI] Zousar.Shaker
[CL 34906103 by tom holmes in ue5-main branch]
- currently only enabled when AutoSDK is configured (i.e. UE_SDKS_ROOT is set)
#jira UE-211151, UE-211152, UE-211153
#rb Josh.Adams, Wojciech.Krywult
[CL 34195340 by david harvey in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]
backing out because requires architectural work with determining playback sample rate.
[FYI] Dan.Thompson
Original CL Desc
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Resample audio files that have an unsupported sample rate when we do other resampling.
#jira UE-205071
#rb jimmy.smith
[CL 33907551 by dan thompson in ue5-main branch]
* New options:
- "Disabled" - will turn off cooking and running with ray tracing.
- "Inline" - will not compile any ray tracing material shaders and disable support for ray tracing shaders at runtime (saving time and memory) only inline passes will work.
- "Full" - will enable full support for any ray tracing pass using inline or material shaders.
* Set "Inline" as a default mode on those platforms.
* Made barycentrics the new default ray tracing visualization mode because it's supported in all modes.
#rb Krzysztof.Narkowicz, Yuriy.ODonnell
#tests project with different RayTracingMode configurations
[CL 33473937 by aleksander netzel in ue5-main branch]
Replaced with FTargetPlatformControlsBase/FTargetPlatformSettingsBase, TTargetPlatformControlsBase/TTargetPlatformSettingsBase and TNonDesktopTargetPlatformControlsBase
#jira UE-206488
#rb Josh.Adams
[CL 32151592 by florin pascu in ue5-main branch]
This limit is a hard limit on the size of a texture resource that will not crash the game
this is not a dimensional limit, or a heuristic limit to make small platform-friendly textures
rather this enforces the absolute limit of texture sizes that will not crash the runtime or fail to package
#rb fabian.giesen
#jira UE-203737, FORT-694622
[CL 31536312 by charles bloom in ue5-main branch]
[FYI] Florin.Pascu
Original CL Desc
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Common Code changes for TP refactor
#jira UE-200883
#rb Jack.Porter, Josh.Adams
[CL 31315641 by alex kahn in ue5-main branch]
TPS doesn't need SDK and will be used to get info about the platform
TPC requires SDK
AndroidTP has been converted to the new system
#jira UE-200883
#rb Jack.Porter
[CL 30963885 by florin pascu in ue5-main branch]
Cooked cooker is a relatively new platform in Unreal that allows producing a cooked editor build and using it to cook new assets (e.g. DLC for the base game). Such cooked cooker build is faster to load than the original editor build that would cook from the source assets, and it can also be more easily deployed to cloud environments.
The problem this fix is solving is as follows:
1) Spline mesh needs collision data from the static mesh it deforms. This collision data is usually derived from its render data.
2) Cooked cooker target platform (see TCookedCookerTargetPlatform) is basically a server build, assets cooked for this platform do not store render data.
3) If a new (uncooked) spline mesh is referencing a static mesh from the base build, it fails to get its collision data because the render data was stripped when producing the cooked version of the base build.
The solution is
- to introduce a new target platform feature that allows to distinguish cooked cooker target platform from other platforms that strip audio-visual data.
- when cooking static meshes for a "cooked cooker" target get a separate copy of the asset's collision data and save it inline in the cooked asset.
- inside the cooked cooker, use this copy as static mesh's collision data instead of trying to derive it from (non-existent at that point) static mesh's render data.
- James Singer reviewed the fixed change.
#rb Brian.Marshall1, Francis.Hurteau, Benn.Gallagher, James.Singer
[CL 30857184 by arciel rekman in ue5-main branch]