This is similar to there being both ULoudnessAnalyzer and ULoudnessNRT analyzers (and has similarly duplicated code between the real-time and NRT versions).
The implementation of USynesthesiaSpectrumAnalyzer was used for inspiration also.
#rb Rob.Gay
#jira none
[CL 29987426 by pete bliss in ue5-main branch]
- Add CheckBalancedMacros validator and functionality to the script to accept a file list
- Added some extra error checking for CheckCopyrightNotices validator
- Add CheckUnacceptableWords validator and functionality to the script to accept a file list
- Fix an unacceptable word in SubmitTool.ini
#rb juan.legaz
[CL 29987348 by j baumgartner in ue5-main branch]
#rb Vincent.Robert
#[fyi] Benn.Gallagher, Chris.Caulfield
#jira UE-199987
#ushell-cherrypick of 29932881 by jaco.vandyk
[CL 29987160 by jaco vandyk in ue5-main branch]
* Make the asset a darker color to differentiate them from PCG graphs.
* Allow to create graph instances from the content browser.
* Allow to change the graph in a graph instance.
#rnx
#jira UE-182718, UE-182712, UE-182696
#rb huw.bowles, julien.lheureux, wyatt.marvil
[CL 29986888 by adrien logut in ue5-main branch]
Update both CreatePoints and CreatePointsGrid.
Fixed an issue where the culling wasn't working properly for local components.
Optimized CreatePointsGrid to pre-cull, which should be faster and allow to generate larger grids as needed.
#jira UE-201142
#rb adrien.logut, ryan.buehler
[CL 29986730 by julien lheureux in ue5-main branch]
- Added UMeshComponent::PrestreamMeshLODs() to request the streaming system starts streaming in all LODs for the mesh; analogous to PrestreamTextures()
- Added UStaticMeshComponent::RegisterLODStreamingCallback() to match USkinnedMeshComponent
- FastForceFullyResident() returns true if the asset meets the conditions to be fast fully resident, and false otherwise
- Passing -1 for the LOD in RegisterLODStreamingCallback() asks for a callback when the maximum available LOD is streamed in.
Streaming API behavior improvements
- If FramesForFullUpdate is not 1, we still call UpdatePendingStates() every frame, to merge any just-loaded assets into the array, otherwise streaming completion callbacks won't work for just-loaded assets.
- FRenderAssetStreamingManager::TickFastResponseAssets() no longer checks for RequestedMips as bForceMiplevelsToBeResident doesn't set it
- Completion callbacks are issued for fast-force-resident assets immediately after the fast streaming completes. Previously it waited until the next FramesForFullUpdate Tick.
#rb mihnea.balta
[FYI] Jian.Ru
[CL 29985698 by jack porter in ue5-main branch]
- Enforce at execution time a reformat if formats are not compatible. This fixes the crash but it can introduce a performance issue.
- It looks like there is a code generation bug worth investigating since the case should not happen.
#rb jordi.rovira
[REVIEW] [at]jordi.rovira
#rnx
[CL 29984633 by genis sole in ue5-main branch]