Also enabled VolumeTextureCompression and RGBColorBuffer in the inis (as the code was already using them)
#rb Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 15343336 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15359330 by rolando caloca in ue5-main branch]
- MediaModule now uses the platform Guid from DDPI instead of having a per-platform MediaInfo module that only supplied a Guid. Deleted many platform extension modules
#rb thomas.engel
[CL 14824685 by Josh Adams in ue5-main branch]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI
[CL 13966487 by Josh Adams in ue5-main branch]
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei
[CL 13816905 by Josh Adams in ue5-main branch]
- BuildScripts so builders won't compile it
- UBT platform registration and from being registered in UBT (so it won't show up in VS)
- PlatformInfo (so it can't triggered from Package/Launch On)
#rb ben.marsh
[CL 13546702 by Josh Adams in ue5-main branch]
Fix settings for 32bit windows
#rb none
[FYI] josh.adams
#ROBOMERGE-SOURCE: CL 12669965 in //UE4/Release-4.25/... via CL 12669966 via CL 12669970
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12671682 by ben ingram in Main branch]
fix a validation error on shutdown
#jira none
#rb none
#ROBOMERGE-SOURCE: CL 12232777 in //UE4/Release-4.25/... via CL 12232780
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v664-12234175)
[CL 12234783 by jonas meyer in Main branch]
- Enabled on Windows and Linux(-like) platforms only, Android behavior should be unchaged.
- Perf testing inconclusive, from slight improvement to lower dips in the FPS. The main goal is correctness though.
#rb Rolando.Caloca, Dmitriy.Dyomin, Jonas.Meyer
[FYI] Rolando.Caloca, Jonas.Meyer, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira originally UE-86149
#ROBOMERGE-SOURCE: CL 12025149 in //UE4/Release-4.25/... via CL 12025157
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 12025188 by arciel rekman in Main branch]
This fixes ray tracing support in cooked builds.
#jira UE-88256
#jira UE-88875
#rb Juan.Canada
#ushell-cherrypick of 11460208 by Yuriy.ODonnell
#ROBOMERGE-SOURCE: CL 11496830 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)
[CL 11496832 by yuriy odonnell in 4.25-Plus branch]
New feature for controling which platforms use certain aspects of Niagara.
Current users include;
- Emitter Enabled/Disabled switch
- System level scalability settings in EffectType and overrides in System.
- Emitter level scalability settings in EffectType and overrides in Emitter.
This entirely replaces previous Detail Level feature and all related code.
Now we allow users to select from EffectsQualitiy levels as a basic use case for scaling across platforms.
Further fine grained control can be acheived by setting per device profile overrides to this.
For example all Effects Quality levels could be enabled but Android could be specifically disabled. Or some subset of mobile devices.
TODO: Code is in place for this to cook out emitters but there are other impediments stopping this currently.
TODO: Sebastian has more UI changes incomming but as a v1.0 this is funtional.
#rb Josh.Adams
#ROBOMERGE-OWNER: simon.tovey
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 11292064 via CL 11292069
#ROBOMERGE-BOT: (v647-11244347)
[CL 11292627 by simon tovey in Main branch]