Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker in ue5-release-engine-test branch]
Allows save window to be displayed again if a file is reverted in UncontrolledChangelist.
#jira UE-136350
#rb Sebastien.Lussier
#changelist validated
#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 18431729 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v897-18405271)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 18431749 by luc eygasier in ue5-release-engine-test branch]
Clean up FTextureFormatETC2Module to only lazy load dlls if they are needed (logic copied from the Oodle dll load)
#rnx
#rb none
#ROBOMERGE-AUTHOR: joe.kirchoff
#ROBOMERGE-SOURCE: CL 18424842 in //UE5/Release-5.0/... via CL 18424855
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18424866 by joe kirchoff in ue5-release-engine-test branch]
- Putting UniformBuffer name array key in a global header
- UniformBuffer name array shouldn't even been compiled in configurations that don't populate it
- Load shader UniformBuffer names in D3D12
- Adding error logging to D3D12 resource binding, uses shader UniformBuffer names. Implementation copied from D3D11.
#jira none
#rb kenzo.terelst
#preflight 61b23198e0430ca438c973de
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18420494 in //UE5/Release-5.0/... via CL 18422574
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422839 by christopher waters in ue5-release-engine-test branch]
#rb trivial
#jira UE-136515
#rnx
#preflight 61b21e3b764790bee6bdb8b3
- This backend is still most likely going to be deleted before 5.0 ships but just in case it is not I am doing the renaming now to keep in step with the names we are using for Jupiter when communicating with externals.
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18419810 in //UE5/Release-5.0/... via CL 18422457
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422718 by paul chipchase in ue5-release-engine-test branch]
Contains changes to other structured cache file access to stream data from archives instead of loading the whole file into memory. The record package will now be split into separate allocations on load, rather than the previous behavior where the whole package was kept in memory as long as any part of it was referenced.
#rb Zousar.Shaker
#rnx
#preflight 61b11fd75238845473be0c30
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18413427 in //UE5/Release-5.0/... via CL 18413472
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18413485 by devin doucette in ue5-release-engine-test branch]
#rb none
#rnx
#jira UE-130744 UE-134701
#ushell-cherrypick of 18406025 by Tim.Smith
#preflight 61b0d7367177ccd1a130be05
#ROBOMERGE-AUTHOR: tim.smith
#ROBOMERGE-SOURCE: CL 18407173 in //UE5/Release-5.0/... via CL 18407182
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18407194 by tim smith in ue5-release-engine-test branch]