[at]Mieszko.Zielinski
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 5284289 via CL 5284389 via CL 5292468 via CL 5292570
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)
[CL 5298802 by stephen holmes in Dev-Core branch]
[at]Mieszko.Zielinski
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 5227859 via CL 5227860 via CL 5229059 via CL 5233320
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)
[CL 5283406 by stephen holmes in Dev-Core branch]
Static initializtion of FNavigationSystem::CoordTypeTransformsTo was causing issues on PS4 since it was triggered before FTransform::Initialize got initialized resulting in CoordTypeTransformsTo containing 'zero' transforms.
I've also made the related code a lot more readable.
#jira UE-67512
#rb Stephen.Holmes
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 5061258 in //UE4/Release-4.22/... via CL 5061259
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)
[CL 5135580 by mieszko zielinski in Dev-Core branch]
The bug was being exibited when there was already a navmesh instance on the map and another navmesh bounds volume had been added. The whole detour navmesh got dropped, but only the area covered by the new bounds had been rebuild. I've fixed it so that as part of nav bounds update a new detour navmesh instance gets created and areas covered by _all_ bounds get dirtied.
#jira UE-66340
#rb Stephen.Holmes
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 4981450 in //UE4/Release-4.22/... via CL 4981451
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)
[CL 5057477 by mieszko zielinski in Dev-Core branch]
This is the case where there are some spans, but not enough to create a walkable surface.
#jira UE-69807
#rb Lukasz.Furman
#ROBOMERGE-SOURCE: CL 4967613 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 4968680 by mieszko zielinski in Main branch]
#rb mieszko.zielinski, michael.noland
[RN] fix general
#ROBOMERGE-SOURCE: CL 4867626 via CL 4867631 via CL 4869090
[CL 4874314 by jason petersohn in Main branch]
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]