Fixes the crashes/wrong rendering preview had when the sdk was not installed for the previewed platform
#jira UE-207071, UE-198717
#rb Jack.Porter
[CL 31901275 by florin pascu in ue5-main branch]
- Available on SM6
- Disabled with config
- Includes support for heap allocations on Metal, enabled by default, can be disabled with -nometalheap
#rb Luke.Thatcher, Chris.Waters, Laura.Hermanns
#jira UE-204112
[CL 31531113 by carl lloyd in ue5-main branch]
The console command referenced in Project Settings was defined inside the plugin which might not always be loaded.
#rb charles.derousiers
[CL 31288986 by charles derousiers in ue5-main branch]
- Removed r.OptimizedWPO as it is no longer useful and causes confusion as we default bEvaluateWorldPositionOffset to true for primitives.
- Added UseNaniteTessellation helper function
#rb jamie.hayes
[CL 30413887 by ola olsson in ue5-main branch]
This fixes carsh on platforms using 8bits tile encoding but using higher resolution than 1080p.
#rb charles.derousiers
#jira UE-202437
[FYI] sebastien.hillaire
[CL 30343898 by charles derousiers in ue5-main branch]
LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.
[CL 30073379 by sebastien hillaire in ue5-main branch]
* Update builtin shaders to use ShouldCompileRayTracingShadersForProject instead of always being compiled.
* Modify ShouldCompileRayTracingShadersForProject to respect r.Raytracing.RequireSM6 cvar.
* Don't compile or use D3D12 ray tracing validation shaders on SM5.
#rb Yuriy.ODonnell
#jira UE-200526
[CL 29852969 by aleksander netzel in ue5-main branch]
* Set r.RayTracing.RequireSM6 to 1 by default.
* Editor will display a notification if shader format is set to SM5 but ray tracing is enabled
* To make the transition easier setting r.RayTracing.RequireSM6=0 will make ray tracing available in SM5 as before.
#rb christopher.waters, jeannoe.morissette, mihnea.balta, Yuriy.ODonnell
[CL 29759185 by aleksander netzel in ue5-main branch]
Cleaned up and made more rendering read-only cvars go through this cache
It now can cache platform specific cvars, in non-editor builds
#rb jack.porter
[CL 29681907 by dmitriy dyomin in ue5-main branch]
This solution is chosen to avoid a shader invalidation
#rb Jeremy.Moore
#jira UE-198416
#tests win64
[CL 28886890 by guillaume abadie in ue5-main branch]