- FRHITexture2D
- FRHITexture2DArray
- FRHITexture3D
- FRHITextureCube
- FTexture2DRHIRef
- FTexture2DArrayRHIRef
- FTexture3DRHIRef
- FTextureCubeRHIRef
Replaced with FRHITexture and FTextureRHIRef
These types were unified in UE 5.1 and have been defined via "using" statements to the same underlying texture type for several engine releases.
#rb christopher.waters
[CL 31724002 by luke thatcher in ue5-main branch]
- widgets size starts at desired size and is adjusted proportionally based in available space
#rb Patrick.Boutot, Vincent.Gauthier
[CL 31376889 by mikko mononen in ue5-main branch]
#tests Played with bForceMonospaced (aka Monospacing) bool (from text, common text, or rich text style in a datatable), MonospacedWidth visibility was updated accordingly.
#rb yohann.dossantos
[CL 31186922 by yohann dossantos in ue5-main branch]
When calculating the strike brush position, make sure to get the height of font based on its layout method instead of using font metrics only.
#jira UE-204095
#rb yohann.dossantos
[CL 30972020 by zahra nikbakht in ue5-main branch]
When Slate.EnableGlobalInvalidation=1, we go through FSlateElementBatcher::AddCachedElements and do BatchData->AddCachedBatches(CachedElementData.GetCachedBatches());
HDR viewports actually need to choose between BatchDataHDR and BatchData based on whether we want to composite ui with the scene later on
Added a flag on the batchdraw flags to specify which batchdata the viewport should end up into.
Since the flag might change when toggling, we invalidate the window the viewport is associated with whenever we detect a viewport change in FSlateRHIRenderer::ConditionalResizeViewport
Add GetViewportDynamicRange on ISlateViewport to be able to distinguish SDR and HDR viewports: we can end up in a scenario where we have an HDR window because still have an SDR viewport, like the FMovieViewport
The assumption is that we only play SDR movies, the code will have to be updated to support HDR movies
#jira UE-204214
#rb Patrick.Boutot
[CL 30964772 by benjamin rouveyrol in ue5-main branch]
FGraphAStar::PopIndex() isn't passing on its argument to the container - that existing behavior has been retained.
#rb james.hopkin
[FYI] Yoan.StAmant
[CL 30712410 by steve robb in ue5-main branch]
#tests: Tested in Editor and PIE, with and without artificial delay in generate tasks
#rnx <Release Notes exclude>
#rb yohann.dossantos
[CL 30682105 by viktor chlumsky in ue5-main branch]
With Ellipsis, all lines that are fully or partially visible will be displayed, the drawback of that being that if the "..." are displayed at the end of a line from which the lower part is clipped, the "..." are not visible.
With LineEllipsis, only lines that are fully visible vertically will be displayed. So if a line would be clipped at its lower part, the whole line will be culled, and the "..." will be displayed at the end of the last fully visible line, preventing the case where the "..." might not be seen.
#jira UE-195323
#tests Added new tests in the FontOverflow functionnal test from EngineTest. Visually checked in UnrealEditor that there were no regressions.
#rb Patrick.Boutot
#virtualized
[CL 30665613 by yohann dossantos in ue5-main branch]
To avoid aliasing on quad edges (for non SDF font only), the glyph quads are now drawn slighty bigger, with a larger UV area (by taking advantage of the padding, if there is any).
The rendered result will look exactly the same most of the time, but as soon as a scale or a non axis aligned rotation will be applyed to the render transform of the text, it will look a lot smoother on the edges.
By default, texts that are scaled up/down may now looks a bit different due to pixel rounding + different size of the quad.
Scrolling texts (without pixel snapping) move more smoothly.
Tweaked functionnal tests used for font to detect smaller local changes that got ignored otherwise, while they were important in the context of font. Maximum local error is now 0.5%.
#jira UE-188444
#tests Ran engine test font functionnal test and updated them. Compared the editor with and without the change. Compared scrolling text (pixel snapping disabled) with and without the change. Tolerance for local change is now
#rb Patrick.Boutot
#virtualized
[CL 30632576 by rcowsill in ue5-main branch]
[REVIEW] [at]wouter.burgers, [at]manuel.lang
#rb Manuel.Lang
[FYI] wouter.burgers, manuel.lang
#localization none
#tests ran local build and preflight
#preferred_allowlister alex.kahn
[CL 30600518 by marco anastasi in ue5-main branch]