Save up to 16MB on some platforms.
#rb daniele.vettorel, danny.couture, Kenzo.Terelst
#tests 66d8b4154a47dde1dd226334
#ushell-cherrypick of 36036431 by serge.bernier (first of 2 submits)
[CL 36747837 by serge bernier in 5.5 branch]
The displacement scaling material node doesn't work correctly with material instances that do not create static permutations, and we can't assume that displacement scaling of the material can be known as final during material translation. As a result, we stop trying to determine if a constant displacement could effectively disable tessellation and instead return to disabling displacement when the displacement pin has not been connected, which can still be used (via Material Attributes) to disable displacement based on static switches.
#rb massimo.tristano
#rnx
[CL 33576411 by jamie hayes in ue5-main branch]
* LanscapeProxy now has an array of NaniteComponents which are initialized from upto 64 LandscapeComponents each
* We naively attempt to select components close when selecting LandscapeComponents for a NaniteComponent
* Refactored UpdateNaniteRepresentation to use the UpdateNaniteRepresentationAsync
#rb jonathan.bard
#jira UE-178072
[CL 26579505 by don boogert in ue5-main branch]
[FYI] don.boogert
Original CL Desc
-----------------------------------------------------------------
Landscape : Create multiple nanite components per Scene Proxy if the number of components > 64
* LanscapeProxy now has an array of NaniteComponents which are initialized from upto 64 LandscapeComponents each
* We naively attempt to select components close when selecting LandscapeComponents for a NaniteComponent
* Refactored UpdateNaniteRepresentation to use the UpdateNaniteRepresentationAsync
#rb jonathan.bard
#jira UE-178072
[CL 26481502 by bob tellez in ue5-main branch]
* LanscapeProxy now has an array of NaniteComponents which are initialized from upto 64 LandscapeComponents each
* We naively attempt to select components close when selecting LandscapeComponents for a NaniteComponent
* Refactored UpdateNaniteRepresentation to use the UpdateNaniteRepresentationAsync
#rb jonathan.bard
#jira UE-178072
[CL 26475113 by don boogert in ue5-main branch]
* Include Nanite landscape scene proxy in the scene capture as these are the ones that are actually visible when rendering LS with Nanite support
#jira none
#rb philippe.deseve
#preflight 6453cc916538e45f752661bf
[CL 25335988 by Sebastien Lussier in ue5-main branch]
Code now checks for this occurrences and reprorts an error message instead of siliently trying to compile the material anyway.
This was causing a crash when two material functions containing the same parameter bound to different values (e.g. different textures) are used in the same material.
#jira UE-150412
#rb jeremy.moore
#preflight 63bc4896bf54fa7b36f61ea5
#preflight 63c13055b0652247507fae3e
[CL 23675742 by massimo tristano in ue5-main branch]
Code now checks for this occurrences and reprorts an error message instead of siliently trying to compile the material anyway.
This was causing a crash when two material functions containing the same parameter bound to different values (e.g. different textures) are used in the same material.
#jira UE-150412
#rb jeremy.moore
#preflight 63bc4896bf54fa7b36f61ea5
[CL 23624757 by massimo tristano in ue5-main branch]
Code now checks for this occurrences and reprorts an error message instead of siliently trying to compile the material anyway.
This was causing a crash when two material functions containing the same parameter bound to different values (e.g. different textures) are used in the same material.
#jira UE-150412
#rb jeremy.moore
#preflight 63bc17dd68068a8bd6e4b7bb
[CL 23611477 by massimo tristano in ue5-main branch]
- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]