#rb justin.hare
[RN] Diffing umap assets now provides a more useful text representation of the map, rather than an empty T3D object
[CL 35983658 by dan oconnor in ue5-main branch]
- Move static variable into a static accessor that it is created on first access rather than during global initialization
[FYI] andrea.botti, sebastian.schoner, bryan.johnson
[CL 35725005 by graeme thornton in ue5-main branch]
- MaterialFunction, MaterialFunctionInstance have all moved to an Advanced menu.
- NeuralProfile, SpecularProfile, and SubsurfaceProfile have all moved to a Profiles menu.
- MaterialLayer, MaterialLayerInstance, MaterialLayerBlend, and MaterialLayerBlendInstance have all moved to a Layers menu.
- By default any new assets derieved from UMaterialInterface will be in the advanced menu.
- Currently Material is left in the same location (under the basic asset creation and not in the advanced menu)
#rb massimo.tristano
[CL 34530346 by jason nadro in ue5-main branch]
[FYI] Yoan.StAmant
Original CL Desc
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Moved UserDefinedStruct to CoreUObject
#jira UE-216472
#rb Devin.Doucette
[CL 34486763 by gary yuan in ue5-main branch]
- Refactor AssetViewUtils::LoadAssetsIfNeeded to take settings struct and return enum code.
- Allow cancelling when loading redirectors or when loading referencers.
- Use AssetViewUtils::LoadAssetsIfNeeded in asset view context menu a well as folder tree to unify progress/cancellation for both
[CL 32159723 by robert millar in ue5-main branch]
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31699181 by robert millar in ue5-main branch]
#rnx
[FYI] robert.millar
Original CL Desc
-----------------------------------------------------------------
Fix up redirectors flow update
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31696448 by alex kahn in ue5-main branch]
- Rename menu entries to Update (Redirector) Referencers
- No separate options for fixup vs fixup and keep
- After fixup, prompt user to delete redirectors if project settings allow
- After fixup, show users what files could not be checked out/saved and what redirectors remain
#rb brooke.hubert
[CL 31691912 by robert millar in ue5-main branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]
Both are initializing a Widget Blueprint editor context, which does not support defaults-only mode.
#jira UE-201810, UE-149464
#rb logan.buchy
[CL 30272851 by phillip kavan in ue5-main branch]
BlueprintCompileAndLoadTimerData has been wrong ever since the compilation manager was added
FScopedCompilerEvent was broken because there are two active compilation logs in many cases
Delete unused stats and replace a few with trace scopes
#rb dan.oconnor
[CL 29996340 by ben zeigler in ue5-main branch]