- Change GetCalculatedActionDomain to first check for a meta data on the widget to get the action domain. Else check if the CAW is overriding the action domain
- Add ICommonInputActionDomainMetaData to define the action domain used by a SWidget
- Add description to CVarEnableActionDomainRouting
[REVIEW] [at]prajwal.manjunath
#ROBOMERGE-AUTHOR: jc.authier
#ROBOMERGE-SOURCE: CL 19076506 via CL 19079995 via CL 19088418 via CL 19088500 via CL 19089497
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131708 by jc authier in ue5-main branch]
#rb Ben.Ingram
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 19074720 via CL 19079247 via CL 19088250 via CL 19088325 via CL 19089493
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131640 by bob tellez in ue5-main branch]
#rb Thomas.Sarkanen
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 19074351 via CL 19079089 via CL 19088197 via CL 19088291 via CL 19089483
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131535 by bob tellez in ue5-main branch]
[FYI] grayson.edge
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19074328 via CL 19086855 via CL 19087301 via CL 19088529
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131440 by max chen in ue5-main branch]
The function would remap polygroups of the source meshes, then use FStaticMeshOperations::AppendMeshDescription() which would also mess with the groups.
Providing a polygroup delegate to AppendMeshDescription() solves the issue.
#rb luc.eygasier
#preflight 6214e6de30639b44d2e2976f
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19073080 via CL 19086547 via CL 19086625 via CL 19088170
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131399 by sebastien lussier in ue5-main branch]
#rb louisphilippe.seguin
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 19072659 via CL 19086508 via CL 19086617 via CL 19088166
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131240 by brian bekich in ue5-main branch]
This has the side-effect of releasing unused OS pages to the next GC (since they are released from the per-thread calls to FlushCurrentThreadCache, but doesn't has a noticeable impact on internal demo.
In practice, this makes FMemory::Trim detached from the GC reachability pass, and takes ~4ms instead of ~10-50ms depending on the other threads workload.
Original code by PJ.Kack.
#rb kenzo.terelst, richard.malo
#lockdown jeff.farris
#preflight 61697646823b7b0001acfb3a
[FYI] pj.kack
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 17829574 via CL 18002912 via CL 19071874 via CL 19071897 via CL 19071903 via CL 19086472 via CL 19086601 via CL 19088156
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131090 by ben woodhouse in ue5-main branch]
* ActorComponent's that support the registered list can now replicate their subobjects using the new method even if their owner actor does not support the new list.
#jira UE-123417
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 19071530 via CL 19086459 via CL 19086590 via CL 19088150
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131011 by louisphilippe seguin in ue5-main branch]
The ERenderingThread named thread tag is not removed from ActiveNamedThreads when the render thread crashes, because the stack isn't unwound; this causes the assert in FTaskTagScope to fire when the Exit() method tries to set the tag. This resulted in the assert showing up as the cause of the crash, obscuring logs, crash reports etc.
#rnx
#lockdown Juan.Canada
#jira UE-143055
#rb Andriy.Tylychko, Arne.Schober, danny.couture
#preflight 620e35768b6428e701a2098d
#ROBOMERGE-AUTHOR: mihnea.balta
#ROBOMERGE-SOURCE: CL 19068406 in //UE5/Release-5.0/... via CL 19087994
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19130574 by mihnea balta in ue5-main branch]
* Fix missing stencil clear for hair shadow mask
The bound computation was causing the bounding box to be larger than needed.
The missing stencil clear was causing invalid shadow mask computation when several point/directional lights were present in the scene.
#rb none
#jira none
#preflight 620d220ff8655681e0506465
#lockdown juan.canada
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 19068326 in //UE5/Release-5.0/... via CL 19087990
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19130513 by charles derousiers in ue5-main branch]
Fixed trailing in volumetric fog: disabled r.VolumetricFog.ConservativeDepth by default and marked it as experimental.
#rb Kevin.Ortegren
#jira https://jira.it.epicgames.com/browse/UE-143023
#preflight https://horde.devtools.epicgames.com/job/620e3ad0fe76023596bee537
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19068280 in //UE5/Release-5.0/... via CL 19087986
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19130469 by sebastien hillaire in ue5-main branch]
Context:
- When texture is compiling, renderer uses a default texture instead.
- Compiling state is not reflected in bHasStreamingUpdatePending
- Distance to heightfield calculation involves a projection onto the heightfield normal which is incorrect when using default texture, resulting in distance to be 0 everywhere inside the heightfield xy bounds.
Change:
- check if HeightmapTexture->IsCompiling() in FLandscapeComponentSceneProxy::HeightfieldHasPendingStreaming().
- Only add primitive heightfield to UpdateRegionHeightfield if texture is not streaming or compiling.
#jira UE-142890
#preflight 620e18833609e193715f7e95
#rb Krzysztof.Narkowicz
#lockdown juan.canada
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19068236 in //UE5/Release-5.0/... via CL 19087982
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19130422 by tiago costa in ue5-main branch]
- By default mesh preview doesn't update in real time so temporal ghosting doesn't clear.
- Don't use temporal history when View.Family->bRealtimeUpdate == false.
- This matches what other techniques such as TAA and Motion Blur do.
#jira UE-113515
#rb Krzysztof.Narkowicz
#preflight 620d5b5b8a1ea160098312ca
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19068115 in //UE5/Release-5.0/... via CL 19087974
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19127325 by tiago costa in ue5-main branch]