Some paths have changed that look a little funky, but even updating FN builds to accomodate that change doesn't result in success.
#rb na
[REVIEW] [at]graeme.thornton [at]josh.adams [at]dan.lamb
#preflight https://horde.devtools.epicgames.com/job/62b5a28c0a3bb5ca13ef49f7?label=21
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 20812058 via CL 20812178 via CL 20812430
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20814087 by andrew grant in ue5-main branch]
It's a preparation step as some platforms will require special linker switches for modular builds.
#rb none
#preflight 62b5d049ff7f5dd87eee1169
#rnx
[CL 20809658 by Wojciech Krywult in ue5-main branch]
comodoca isn't preforming very well resulting in over an hour to sign editor files, changing the order results in ~10 minute or less sign time
#rnx
#jira UE-144557
#preflight 62b5b4157c36e1309750a808
#rb none
[CL 20809284 by Ryan Hummer in ue5-main branch]
2) Refactored how property specifiers are parsed due to above issue
3) Fixed issue where UClass derived types were not outputting correctly in event parameter lists
4) Added more diagnostic output to package files.
#rb self
#rnx
#robomerge emt
#preflight 62b5b9c548183a59a576eaf8
[CL 20808450 by Tim Smith in ue5-main branch]
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
Adding support for managing multiple plugins, and specifying explicit versions to enable.
#rb joe.kirchoff
#preflight 62b3aedd7113a3a4a485adfc
#ROBOMERGE-OWNER: mike.beach
#ROBOMERGE-AUTHOR: mike.beach
#ROBOMERGE-SOURCE: CL 20801427 via CL 20801485 via CL 20801490
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20803672 by mike beach in ue5-main branch]
This somehow stopped working and I was unable to get it working with the inline Use(...).
#preflight 62b43efaae6850d11fb549fb
[CL 20792182 by carl bystrom in ue5-main branch]
create new TextureBuildUtilities module that can be used from Engine or TextureBuildWorker
new cvar memory.WindowsPlatformMemoryGetStatsLimitTotalVirtualGB simulates a lower memory system
#rb fabian.giesen
#preflight 62b34bf8650c9d5857a38514
[CL 20786800 by charles bloom in ue5-main branch]