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]
Fix for setting playerIndex to PlayerOne on controllers 2-4 when controller disconnects.
#jira UE-217946
#rb zack.neyland
[CL 35974577 by adam kinge in ue5-main branch]
- Upgrade to latest
- Manually load shared library libswappy.so built with static libstdc++ and hidden symbol vis
#rb Allan.Bentham
[FYI] Florian.Penzkofer
[CL 35708434 by jack porter in ue5-main branch]
Implemented independent logic for each platform Android and iOS
No platforms were affected besides the target ones
#rb Peter.Sauerbrei
[CL 35630820 by anderson ramos in ue5-main branch]
- FIxed re-loading of SafeUnloaded branches to re-load the dynamic layers
- Added a local cache to some functions that was querying GConfig every frame, keeping Engine config in memory always
#rb gwennael.arbona, kevin.macaulayvacher
[CL 35262649 by josh adams in ue5-main branch]
Added MemBuckets for 6GB and 8GB devices
Fixed iOS backbuffer size computations to match scene textures size computations
Enable grass for iOS_High and Epic devices
Bump texture pool size for iOS_High and Epic devices
#rb Peter.Sauerbrei
[CL 35244020 by dmitriy dyomin in ue5-main branch]