* SplineDataVisualization ALV double-click focuses control point in viewport
#rb julien.lheureux, Patrick.Enfedaque
#jira UE-218853
[CL 34705898 by wyatt marvil in ue5-main branch]
The top layer buffer had incorrect format causing shader compiler to fail.
[FYI] sebastien.hillaire, christopher.waters
[CL 34705828 by charles derousiers in ue5-main branch]
Temp fix - Commenting this code for now. Calling UpdateInputPinsVisibility on selection is causing disconnection of the pins. Disabling this code will cause the UE-215729 bug. But that only affects the details panel so for now this is fine.
#jira UE-217909
#rb zulfiqar.malik
[CL 34705784 by zohaib javed in ue5-main branch]
The new approach leverages the FAssetData which provides the answer to most questions needed to conditionally create the menu context item while avoiding loading the entire selected asset. Since we need the asset loaded for duplication, we only perform the load just before performing the duplication. This also avoids possible issues with passing around UObject ptrs that may have later been cleaned by the GC.
#rnx
#rb Helge.Mathee, sara.schvartzman
[CL 34705444 by kevin macaulayvacher in ue5-main branch]
* Fixes an issue where low level SDK data was not properly populated in some situations.
* Fixed an issue where a failed API call to get user display names could lead to a crash.
#jira BFS-266
#rb Chris.Varnsverry
[CL 34705439 by fredrik lindh in ue5-main branch]
Removing unused callbacks to AActor::AsyncPhysicsTickActor which can cause a crash if the actor is registered for those while being in garbage collection.
#rb cedric.caillaud
[CL 34705306 by markus boberg in ue5-main branch]
- Still need to figure out a way for those actors to be properly referenced as dirty so they don't get GCed before getting saved
#rb julien.lheureux, wyatt.marvil
#rnx
[CL 34705273 by patrick enfedaque in ue5-main branch]
Also changed logs to verbose to avoid logging them in shipping builds.
#rb ludovic.chabant
#p4v-cherrypick 34705125
[CL 34705217 by jeanfrancois dube in ue5-main branch]
- When selecting the hierarchical level of objects from their bound's maximum extent, allow objects to stay a level below if they don't exceed more that a quarter of the cell size on a single axis.
- This allow objects that would normally go a level higher to stay lower in the grid hierarchical level while respecting the rule that cells can't grow more that half a cell size in each axis.
#rb Richard.Malo
[FYI] jeansebastien.guay, pedram.navin
[CL 34705102 by jeanfrancois dube in ue5-main branch]
- Enabled deprecation warnings for API moved in another namespace.
- Fixed the deprecation warnings in the Insights plugins.
#rb Catalin.Dragoiu
[CL 34705000 by ionut matasaru in ue5-main branch]
The different FOV and scale is achieved with a 3x3 matrix multiplication that is applied in the shader after WPO. This matrix scales the geometry towards the camera and also scales the XY components in view space to cancel out the scene FOV and to achieve the intended first person FOV.
This means that the first person geometry is modified in world space before any projection, so the rest of the renderer doesn't need to deal with a separate projection matrix (and related matrices), but it also means that we're lighting fairly small and slightly deformed geometry. In practise, the morphing seems to be acceptable. The scaling appears to be mostly inconsequential for for lighting and reflections, but scene shadows cast onto the first person geometry are a bit more binary.
self-shadows and casting shadows onto the scene are problems that will be solved in separate CLs. For now it is probably best to untick "Cast Shadows" on the first person geometry.
#rb Kevin.Ortegren, Jeremy.Moore, Brian.Karis, Charles.deRousiers, Jon.Cain
#rnx
[CL 34704780 by tim doerries in ue5-main branch]