- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31699181 by robert millar in ue5-main branch]
#rnx
[FYI] robert.millar
Original CL Desc
-----------------------------------------------------------------
Fix up redirectors flow update
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31696448 by alex kahn in ue5-main branch]
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31691912 by robert millar in ue5-main branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]
Both are initializing a Widget Blueprint editor context, which does not support defaults-only mode.
#jira UE-201810, UE-149464
#rb logan.buchy
[CL 30272851 by phillip kavan in ue5-main branch]
BlueprintCompileAndLoadTimerData has been wrong ever since the compilation manager was added
FScopedCompilerEvent was broken because there are two active compilation logs in many cases
Delete unused stats and replace a few with trace scopes
#rb dan.oconnor
[CL 29996340 by ben zeigler in ue5-main branch]
fix TextureCube icon being used but doesn't exist
TextureSourceDataUtils no need to use the complicated bulkdata init api, just init from image
verify that Compress is called as expected
#rnx
[CL 29832763 by charles bloom in ue5-main branch]
shrinks sources above threshold size to make uassets smaller
tries to change LODBias to keep output size the same, but that is in no way guaranteed
#rb dan.thompson
#rnx
[CL 29527423 by charles bloom in ue5-main branch]
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).
#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano
[CL 28569169 by tiantian xie in ue5-main branch]
Bonus: Improve "Create Blueprint/C++ Class" menus to only show if they can be performed (instead of being grayed out)
#rb Steve.Robb,YiLiang.Siew,Justin.Marcus
#rnx
[CL 28539147 by dave belanger in ue5-main branch]
[FYI] Tiantian.Xie
Original CL Desc
-----------------------------------------------------------------
Add neural post processing (experimental).
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).
#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano
[CL 28506280 by aleksander netzel in ue5-main branch]
* Add neural profile to config which neural network to use. Texture index is used by default where [-1,3,H,W] is supported. Use Buffer index to support [-1,C,H,W]. Need to config the batch size override or the tile size correspondingly.
* Config in the post process material which neural profile to use and enable `used with neural network`.
* Use neural input/output to control the input and output of the neural network. For neural input, [B,C, U, V] is the index, input0 takes 3 effective channels, mask determines if we should use it as input to the network. Only one node can be used per material; Multiple neural outputs can be used. For texture indexing, automatic bilinear downscaling and upscaling is applied. For Buffer indexing, the user has full control to access the value ( user needs to perform their own filtering).
#jira UE-197119
#rb aleksander.netzel,nico.ranieri,jason.nadro,massimo.tristano
[CL 28494917 by tiantian xie in ue5-main branch]
2) Removed usage of WITH_VERSE and UE_USE_VERSE_PATHS
3) Modified UBT to always set WITH_VERSE and UE_USE_VERSE_PATHS to one until the setting is completely removed.
#rb Andrew.Scheidecker
[CL 27199531 by tim smith in ue5-main branch]