- Moved various things from "Programming" and "Blueprints" to more domain-specific categories
- Merged "Media" and "Movie Players" into "Media Players"
- Merged "Automation" into "Testing"
- Merged "Widgets" and "Web" into "UI"
etc...
[FYI] brooke.hubert
#jira UE-106862
#ROBOMERGE-SOURCE: CL 15390321 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15390329 by michael noland in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
+ Added SetSequenceLength
+ Moved GetPlayLength virtaul from AnimSequenceBase to AnimationAsset and deprecated GetMaxCurrentTime (only used in a single place)
#rb Martin.Wilson
[CL 14298631 by Jurre deBaare 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]
#fix Make sure conditional statement does not fall through when trying to play an additive state while already in one
#fix Make sure we mark additive and slave components as ticking in the current frame whenever we setup an additive sharing instance rather than in the next frame during TickAdditiveInstances()
#misc Make debug text more useful to actually see corresponding state names as well
#rb Martin.Wilson
[REVIEW]
#ROBOMERGE-SOURCE: CL 9489676 via CL 9489677 via CL 9491760 via CL 9491790 via CL 9491818
#ROBOMERGE-BOT: (v519-9489664)
[CL 9491843 by jurre debaare in Main branch]
#fix Remove edit conditions as the bool has been converted to a PerPlatform property
#jira UE-76578
#rb trivial
#ROBOMERGE-SOURCE: CL 7275416 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v369-7254125)
[CL 7275419 by jurre debaare in Main branch]
- Crash during PIE when two Anim Sharing states define the same state - Assertion failed: Components.IsValidIndex(PermutationIndex)
- Ensure entering PIE when Anim Sharing state has no Anim Sequence
#fix Made initialization stage for Animation Sharing more error-resistant and outright fail to set up if we encounter any errors
#jira UE-71300, UE-71303, UE-71301
#rb none
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 5369493 in //UE4/Release-4.22/... via CL 5369498
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 5381984 by jurre debaare in Dev-Anim branch]