This will allow UE to talk to both old and new zen servers as we move to use the new package wire format in Zen responses.
#rb devin.doucette
#preflight 6334bf81691c0168b71bc0a9
[CL 22233160 by dan engelbrecht in ue5-main branch]
It was the initial bug, but while looking at it, I noticed that the MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.
In order to fix the underlying issue (in addition to fix the initial bug), I removed the Font from FEditableTextBoxStyle, and moved the FTextBlockStyle from MultilineEditableTextBox to FEditableTextBoxStyle.
It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the text block style is now embedded in the editable text box style, it cannot be initialized the exact same way, and I had to do some changes to ensure there was no regression, by configuring various FEditableTextBoxStyle in some style files. I also change the default value for TextBlockStyle to better match our default theme.
-Default font is not set for text widgets.
EditableWidget: ensure to have a default font, and to set the style when calling SynchronizeProperties to ensure it reacts directly without having to force a refresh (by moving the widget for instance)
Bonus:
-Move to cpp some private methods that where 'forced' inline (and we were using function pointer on them). It will avoid some noise in public interface and speed up iteration / compile time when playing with them.
#jira UE-96464
#jira UE-137126
[RN] MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.The Font from FEditableTextBoxStyle has been removed, and the FTextBlockStyle moved from MultilineEditableTextBox to FEditableTextBoxStyle. It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the FTextBlockStyle is now embedded in the FEditableTextBoxStyle, it cannot be initialized the exact same way, and you can now configure the FTextBlockStyle of FEditableTextBoxStyle when creating one from scratch, by calling SetTextStyle on it.
Test
- created a Widget blueprint with different editable types combination: multiline or single line, box or no box.
-Validated that everything was reacting live as expected now.
-Created a blue print to set the text style and validated it was working.
-Create data with old version, then open it with updated version to validate that the visual was still the same and deprecation of style working as expected.
-checked different places in the editor using variation of editable text to ensure they were behaving as before (detail view, console command entry, comment on blueprint node).
#preflight 63344b9f110bb3721ef8aa77
[CL 22232366 by yohann dossantos in ue5-main branch]
#fyi jurre.debaare
#horde 218123,218081,218073,218063,218057,217995,217831,217939
Original CL Desc
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REDO: UEFN - Users are able to apply Animation Modifiers via the right-click context menu
#fix moved animation modifier menu section into module itself - gated by whether or not AnimationModifier class is allowed
#rb Thomas.Sarkanen
#preflight 6332c289a4769ad714e78a8c
[CL 22217414 by marc audy in ue5-main branch]
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).
This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.
The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.
#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d
[CL 22215219 by halfdan ingvarsson in ue5-main branch]
#fyi chris.constantinescu
Original CL Desc
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(LLT) Set cached data directories via FPlatformFile::InitializeAfterProjectFilePath -> fixes code path cycle for Program type applications where no project path is defined.
#jira UE-163672
#rb Josh.Adams
#preflight 6321e55e506f1a33e0bf2576
Reverting as it causes UE-165118 (Insights log not being gathered on some platforms). The problem was that some systems rely on the cached paths being available very early during the launch sequence. Delaying the initialization of these paths leads to non-existent paths being used and traces not being written.
#preflight 633355a4d747fe52c807dfbf
#fyi chris.constantinescu
#jira UE-165118
#rnx
[CL 22212743 by wojciech krywult in ue5-main branch]
#fix moved animation modifier menu section into module itself - gated by whether or not AnimationModifier class is allowed
#rb Thomas.Sarkanen
#preflight 6332c289a4769ad714e78a8c
[CL 22206223 by jurre debaare in ue5-main branch]