* Renamed visibility layer name to "__LANDSCAPE_VISIBILITY__" to centralize/simplify the handling of that special layer's name
* Fixed issue with FixupWeightmaps(), that could trigger invalid weightmap usage validation errors when detecting and deleting unused paint layers in components
* Removed deletion of layers with a null layer info in PostEditChangeProperty since it's done, and in a better way (for the base weightmap allocations and the edit layers ones), in PostRegisterAllComponents's FixupWeightmaps
#jira UE-136054
#tests editor, full QA pass by tim.gautier
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18394875 via CL 18394909 via CL 18394912 via CL 18395077 via CL 18395102
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395111 by jonathan bard in ue5-release-engine-test branch]
#rb sebastien.lussier
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18328229 via CL 18328232 via CL 18328255 via CL 18329138 via CL 18329222
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18329312 by jonathan bard in ue5-release-engine-test branch]
Crash in import panel for new landscape
#rb jonathan.bard
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18328995 in //UE5/Release-5.0/... via CL 18329088
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18329172 by sebastien lussier in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
To preserve the old behavior, multiple asset drag drop support is off by default.
#Jira none
#preflight 60b93274771eff0001f04dc4
#review-16552770
#rb lauren.barnes richard.malo
[CL 16587196 by brooke hubert in ue5-main branch]
* Changed the API of the actor factory's CreateActor/SpawnActor in order to take a FActorSpawnParameters in parameter, so as to expose UWorld::SpawnActor's own option to the factory user.
* The level pointer is still part of the function prototypes in order to make it explicit to the user that he needs to pass in a valid ULevel (rather than relying on FActorSpawnParameters's OverrideLevel, which is easy to miss). In the case where OverrideLevel is indeed passed within FActorSpawnParameters, the functions validate that the pointer is the same as the level param
* Also, removed automatic creation of water mesh actor on map load : this is not playing well with world partition because it will keep on creating new actors if the level containing the water mesh actor is not loaded
#rb marc.audy, kevin.ortegren
#jira none
#tests editor + full build preflight
[CL 16219600 by jonathan bard in ue5-main branch]
# Moved access that was in the landscape editor module to the landscape editor mode, and added a check which should help better track down invalid access in the future, until we can clean up the global mode tools completely.
#Jira UE-114232
#preflight 6089b7312377910001349bc2
#rb lauren.barnes matt.peters
#fyi patrick.enfedaque
[CL 16148842 by brooke hubert in ue5-main branch]