Change TObjectPtr<UDataLayerAsset> to TSoftObjectPtr<UDataLAyerAsset>
#rb richard.malo, jeanfrancois.dube
#preflight 63f8c232dd78dd50f66faa73
[CL 24405722 by patrick enfedaque in ue5-main branch]
* Also factorized lots of redundant code in landscape for accessing weightmap/heightmap data
#rb don.boogert
#preflight 63f8b80aa134e0b05998c7a3
[CL 24403600 by jonathan bard in ue5-main branch]
Adding back in the call to SetupParameterCollectionInstances in UWorld::InitWorld() and UMaterialParameterCollection::PostLoad() to fix bugs with parameters not updating on static meshes.
#rb
#preflight 63f3ede4ff5afbbb03b613cf
[CL 24397839 by jason nadro in ue5-main branch]
- Fastcook disables chunking of the game content, so when a DLC is cooked against it and its content is split according to regular chunk IDs, the game can no longer find the shader libraries (that get chunk-specific names). To remedy this, chunking of the DLC shader libraries is disabled, especially given that currently the actual DLC pak file isn't split into chunks (if and when it becomes so, we will reconsider).
- Also improved logging to better understand how the libraries are getting opened, given the multitude of possibilities.
#rb Jason.Nadro
[REVIEW] [at]Jason.Nadro
#preflight 63f6ec877064074bd8e15684 , also 63f79cfdef1b24bf940d3624
[CL 24397829 by arciel rekman in ue5-main branch]
An optimization to UE_LOG exposed an issue in Clang when targeting Windows. Log statements in inline functions of imported types fail to compile.
#preflight 63f7f350ef1b24bf94367191
#rb Zousar.Shaker
#rnx
[CL 24397809 by devin doucette in ue5-main branch]
1) Add editor-only scope for the load serialization of SoftObjectPaths on editoronly objects; these references should not be added to the cook.
2) Nanite SoftObjectPaths should be declared as editoronly rather than skipped entirely, so that our analytics for hidden dependencies are not triggered.
3) Explore editoronly hard dependencies in the RequestCluster, because these packages will be loaded and we want to avoid incorrectly marking them as hidden dependencies.
4) Skip exploring the soft dependencies of uncookable packages; uncookable packages are the same as not-referenced package as far as the runtime is concerned so we don't need their references.
5) Explore localization refererences - these are similar to AssetRegistry calculated dependencies.
#rb Zousar.Shaker
#rnx
#preflight 63f7e21cc35a141980525e80
[CL 24392154 by Matt Peters in ue5-main branch]
Handle Deselect of Actors/Components/Instances in ULevel::RemoveLoadedActors:
- Remove SelectNone call from IWorldPartitionActorLoaderInterface::ILoaderAdapter::PostLoadedStateChanged
- Remove Selection update from FActorBrowsingMode::UnpinItems
#rb jeanfrancois.dube, richard.malo, jamie.dale
#preflight 63f75de19b7fddaf35976330
[CL 24386129 by patrick enfedaque in ue5-main branch]
Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore
[CL 24376462 by dmitriy dyomin in ue5-main branch]
[REVIEW] [at]daren.cheng
#rb Daren.Cheng
#preflight 63f68365ff5afbbb03d6206e
#localization none
#tests Tested that AssetGuidelines no longer prompted user when new API was used
[CL 24374150 by scott nelson in ue5-main branch]