* For the HLOD actor, the streaming bounds is forced to be the bounds of cell represented by the HLOD.
* Editor bounds should be the correct actor bounds in order for queries of the editor hash to behave properly.
* Removed incorrect implementation of AWorldPartitionHLOD::GetActorBounds() which returned the streaming bounds. The default implementation is correct.
#rb jeanfrancois.dube
[CL 28147152 by sebastien lussier in ue5-main branch]
Offset is saved relative to export serial data.
Add new object version entry SCRIPT_SERIALIZATION_OFFSET.
#rb PJ.Kack, Francis.Hurteau
#lockdown marc.audy
[CL 27898807 by robert millar in ue5-main branch]
Example config in Editor.ini:
[Names]
PreallocateNames=10485760
PreallocateNameMemoryMB=900
#rb ben.zeigler
[CL 27883674 by robert millar in ue5-main branch]
Allows the use of different GrassTypes between the proxy and components by using LandscapeMaterialOverride.
#rb Jonathan.Bard
#jira UE-126118
[CL 27107988 by luc eygasier in ue5-main branch]
- Avoid persisting PerInstanceSMData, PerInstanceSMCustomData in this case and copy values from Archetype
- Also assign NumCustomDataFloats from Archetype in this case to fix warning (issue was with PerInstanceSMCustomData being always serialized and NumCustomDataFloats being delta serialized causing warnings before ReRunConstructionScript got to run)
- Also in this CL: Remove useless PerInstanceSMCustomData which was initialized and never used. This field gets properly cached by the base FInstancedStaticMeshComponentInstanceData class which serializes PerInstanceSMCustomData and PerInstanceSMData even if they have SkipSerialization flag because of the PPF_ForceTaggedSerialization flag
- Also remove useless copy of PerInstanceSMData as bMatch would be false if value differed. This might have been necessary at some point when this struct contained more than a Transform.
Resaving AncientGame with this change reduces the ExternalActors folder size by ~150mb (from ~500 to ~350)
Tested loading AncientGame without resave, pie, cook also tested with resave, pie and cook
#rb jeanfrancois.dube
[CL 27024756 by patrick enfedaque in ue5-main branch]
- Refactored the exclusion volume setting names so that they are more user-friendly. - Also supports a new mode which allows removing water bodies from the exclusion volume when including all.
#jira UE-189068
#rb jonathan.bard
[CL 26989810 by roey borsteinas in ue5-main branch]
We update the default enabled value to false, and let users manually enable the transform.
#jira UE-191362
#rb ruslan.idrisov, rod.bogart
[CL 26672329 by eric renaudhoude in ue5-main branch]
- Enabled Local Exposure in new projects via project "Default Settings".
- Modified default Local Exposure values in PPV.
In order to keep PPV in existing projects unmodified, this change adds a new BranchObjectVersion so that when loading assets saved in previous engine version, the default values are set accordingly before deserialization happens.
#rb daniel.wright, marc.audy
[CL 26557359 by tiago costa in ue5-main branch]
Instead we take advantage of new SkipOnlyEditorOnly cooking and use an EditorOnly hard objcect ptr instead.
This should avoid issues with sync loading during PostLoad.
We still need to maintain old soft object ref (and sync load) for backwards compatibility.
Also note that the new system depends on the AssetManager seeing the EditorOnly ref. So to still hide from the cook existing content will need a resave.
#lockdown marc.audy
[CL 26525684 by jeremy moore in ue5-main branch]
Added a new anim node: AnimNext Parameters. This injects parameters into the AnimNext stack for all leafwards nodes.
Added a new way of binding to parameters on anim nodes.
- Added indirection to UAnimGraphNode_Base to allow different 'binding types' to be authored by deriving from UAnimGraphNodeBinding
- Added new binding type for AnimNext parameters
- Moved existing binding code (inc UI widget creation) into UAnimGraphNodeBinding_Base
- Binding types can be selected on a per-node or per-anim BP basis
Reworked FParamStack API a little
- Allow for better error checking when pushing/popping stack layers. Pushed layers can now only be subsequently popped by passing in the handle of the pushed layer.
- Standalone layers are now wrapped in an opaque handle rather than returning a unique ptr
- GetParamData APIs now perform more involved type checking, allowing derived object types & type conversions to be implemented
Improved parameter type sandboxing for automated tests. If running low-level type tests while execution was happening on another thread, the editor could crash because of invalidating already-existing types.
Lots of other small fixes to get workflows nicer and end-to-end functionality working
#rb Nicholas.Frechette,Jaime.Cifuentes,Jurre.deBaare
[CL 26455905 by thomas sarkanen in ue5-main branch]
Make TangentsType have an explicit 'Default' value, which will currently map to ExternallyProvided. ExternallyProvided is also renamed to "From Dynamic Mesh" in the UI.
#jira UE-187523
#rb ryan.schmidt
[CL 26433246 by jimmy andrews in ue5-main branch]