#fyi jonathan.bard
Original CL Desc
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Moved landscape visibility layer info asset to from EditorLandscapeResources to EngineResources so that it doesn't get stripped on cook when "Exclude editor content when cooking" is used
#jira UE-224662
#rb luc.eygasier
#virtualized
[CL 36446330 by jonathan bard in 5.5 branch]
- Rename project setting bEnablePhysicsResimulation to bEnablePhysicsHistoryCapture
- Rename project setting ResimulationErrorThreshold to ResimulationErrorPositionThreshold and move to Project Settings -> Physics -> Replication -> Physics Prediction -> Resimulation Replication Settings
- Implement project settings for enabling and threshold value for triggering resimulation from XRVW, also implement API to get those settings on the physics thread.
- Implemented per actor overrides for new settings via NetworkPhysicsSettingsComponent
- Logic to compare thresholds and trigger reism in PhysicsReplication.cpp and RewindData.cpp
- Stopped caching target states from the server in rewind data if we have not yet setup the physics tick offset over the network
#rb tom.waterson, bill.henderson
[CL 36226260 by markus boberg in 5.5 branch]
- Add support of MaterialX
InterchangeUSDTranslator:
- Rename AddMaterialInstanceNode into AddMaterialNode, as we now add as well materials from underlying translators
- Put AddMaterialNode and AddMeshNode free functions as member functions into the Pimpl
- Add data structures to map materials UID to mesh, since the UIDs name from the translators differ from the prim path
UsdUtil:
- Move GetMaterialXFilePaths private functions into the UsdUtils namespace as we now need as well in the InterchangeUsdTranslator.
#jira UE-220026
#rb Anousack.Kitisa, daniel.coelho
[CL 35890870 by danny kabrane in ue5-main branch]
This lets us separate betwen the new GameplayCameras system, which is meant to ship as "experimental" in 5.5, and the pre-existing camera shakes and camera animations.
The new EngineCameras plugin will also be where legacy PlayCameraManager code will go when that class is refactored to better allow for custom camera systems.
#changelist validated
[CL 35789719 by ludovic chabant in ue5-main branch]
This is a partial back-out because if content was saved with the new functions, we don't want to break. These are just the redirects and I can reintroduce them when everything is fixed.
[FYI] jodon.karlik
Original CL Desc
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Modified version of the fix found in PR #12052: [????] GetOwnedGameplayTags Fix For Reusing old tag container in blueprint event graphs.
The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags. The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.
#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902
[CL 35787887 by nickdarnell in ue5-main branch]
A shape entry for an FProperty may now have kind FProperty for an immutable native field, FPropertyVar for a mutable native field, or FVerseProperty for a non-native field represented as a VRestValue. Immutable native fields are loaded and stored directly; loading a mutable field produces a VNativeRef holding the object and an FProperty. A VNativeRef behaves like a VVar: VarGet+Freeze will produce its contents, and (Melt+)VarSet will overwrite its contents.
In this change, VNativeRef only supports shallow mutability, and loads of frozen fields always copy. A subsequent change will give instructions LoadField/SetField and Call/CallSet the ability to work on (melted) VNativeRef operands, by producing and consuming VNativeRef objects that point deeper into native types.
#rb Markus.Breyer, saam.barati, Tim.Smith
#okforversepublic
[CL 35783199 by russell johnston in ue5-main branch]
The (Blueprint) GameplayTagInterface::GetOwnedGameplayTags member function has been redirected to BlueprintGameplayTagLibrary::GetOwnedGameplayTags. The implementation ensures that the results you get are always a newly initialized tag container, thus ensuring you do not accidentally reuse and append old results.
#ushell-cherrypick of 34695419 by UnrealBot
#rb ben.zeigler
#jira UE-218902
[CL 35775294 by nickdarnell in ue5-main branch]
This is the material used for debug visualization mode of the mesh paint color textures.
The material asset for this has already been submitted.
[CL 35577854 by jeremy moore in ue5-main branch]
Blueprint pure nodes were initially intended to be similar to "functional pure". In other words, they're deterministic and produce no side effects (eg: doesn't mutate state). However, pure nodes have violated both conditions for a while now.
Instead, pure nodes are simply function nodes with output values and no visible exec pins. While this can be convenient, they come with a downside: the pure node is evaluated for each connected output. This can lead to unexpected performance issues if the node is expensive to evaluate. In the case of non-deterministic nodes, this can lead to unexpected behavior. In both cases, the user often needs to cull multiple outputs of a pure node and cache the result manually.
The solution here is to add support for toggling purity at the call site. When a function node is placed, right-clicking on it and selecting either "Hide Exec pins" or "Show Exec Pins" will toggle purity. Additionally, the meaning of BlueprintPure and the "Pure" check box changes slightly: it now means that the function node _defaults_ to a pure state when placed in a graph. However, it can be toggled to show its exec pins.
In future changes, we'll also reevaluate which common library functions should continue to default as pure.
#jira UE-196156
#rb dan.oconnor, jodon.karlik, ben.zeigler
[CL 35309072 by dave jones2 in ue5-main branch]
- Changed engine config for gameplaycategoryreplicator to use deltacompression and static priority
#rb LouisPhilippe.Seguin
[CL 35238899 by mattias hornlund in ue5-main branch]