- Fixed Mesh Component nodes being compiled even if they were not connected.
- Removed unused ParameterNamesMap/AddParameterNameUnique.
#jira UE-225021, UE-223540, UE-206803
[REVIEW] [at]jordi.rovira
#rnx
#rb jordi.rovira
[CL 36760749 by gerard martin in 5.5 branch]
- Fixed issue where only client would print default state of cdo used to initialize network state.
#rb LouisPhilippe.Seguin
[CL 36760738 by mattias hornlund in 5.5 branch]
Reviewed in 36587410, but fast tracking this through now to fix breakage.
#rb wyatt.marvil, ryan.buehler
#rnx
[CL 36760705 by huw bowles in 5.5 branch]
Add function to generate up to 'n' BulkData files.
Optimize DDC data distribution to improve put/get times.
Fix SourceId indeterminism due to FNames.
#jira UE-223083
#rnx
#rb gerard.martin
[CL 36760692 by pere rifa in 5.5 branch]
- Material object names are now called "Material Designer" instead of "Dynamic Material Instance"
- Model object names are now "Material Designer Model" and "Material Designer Model Instance".
#jira UE-225573
[CL 36760687 by matt chapman in 5.5 branch]
- Added support for Color Encoding, Colorspace and OCIO.
- Rivermax is now merged with Media IO.
- Reduces the number of elements we wait for on various threads. Removed duplicate code.
- decoupled Framelocked samples from external media samples.
#rb Alejandro.Arango
#jira UE-216627, UE-211026, UE-225571, UE-225570
[RN]
[CL 36760681 by ruslan idrisov in 5.5 branch]
- Texture names in the asset creator now have a translucent background so the texture can be seen through it.
#jira UE-225569
[CL 36760631 by matt chapman in 5.5 branch]
* Add default thickness value for Substrate's node in tooltips
* Clarify meaning of thickness in the tooltip of the transmittance to MPF node.
#pregflight skip
[CL 36760612 by charles derousiers in 5.5 branch]
#rb Patrick.Enfedaque
#jira UE-225282
- When FUncontrolledChangelistsModule::ShutdownModule is called we do try to ensure that the start up task has completed if it is still running but in very rare cases the job will not get time to run on worker threads until the engine exit path has already started to exit and things that it relies on, such as the asset registry have already shutdown. In these cases we can hit an assert.
- We now hook into the OnEnginePreExit delegate which is invoked before major engine systems start to shutdown.
- We also try to first cancel the job, in case it is still pending on the task system as that is the fastest way to stop it from running.
- If the job has already started we will have to wait for it to complete.
- Note that the job will try to early out once it detect that the engine is shutting down so the wait here should be relatively short.
- There is now no need to check that the start up task has finished during ::ShutdownModule so we now double check for future coding errors with an assert instead.
[CL 36760604 by paul chipchase in 5.5 branch]
- In case the PhysicsAsset does not need modification the referenced asset will be used, in that case the preview mesh is not changed.
#rb pere.rifa
#rnx
[CL 36760591 by genis sole in 5.5 branch]
* Register added nodes into EditorOnly expression collection to be saved/displayed correctly
* Fix conversion invalidation when a node is deleted
* Change Substrate version meaning:
* -1 no conversion has run
* 0 the conversion fonction has run and no conversion was done. Or the material has been changed/touched since its conversion
* >=0 the conversion function has run
#rb sebastien.hillaire
[CL 36760583 by charles derousiers in 5.5 branch]
Changing the logic to be more permissive, if any player in the selection can scrub or seek, the slider will work with those players, and ignore the ones that can seek or scrub.
Also, the slider position is determined first by players with a valid video track.
#rb eric.renaudhoude
#jira UE-223521
#rnx
[CL 36760514 by jean perrier in 5.5 branch]
While deadzone handling should always be done on the game's side, some device libraries also do some input filtering themselves so that noisy unintended input doesn't prevent power-saving modes from activating.
Since a game may allow players to set deadzones lower than the device defaults, we've added a way to inform the device of the player's deadzone settings.
#tests PIE, affected controllers, minimum, maximum, and default deadzone settings, among others.
#rb ben.woodhouse
[CL 36760458 by jibb smart in 5.5 branch]