Remove most of the ObjectEvents being tracked, which will prevent allocating an event timeline for every object and wasting memory.
[REVIEW] Thomas.Sarkanen
#preflight 61af8d6bb841b84301b98874
#ROBOMERGE-AUTHOR: keith.yerex
#ROBOMERGE-SOURCE: CL 18396148 in //UE5/Release-5.0/... via CL 18396154
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18396161 by keith yerex in ue5-release-engine-test branch]
- Deprecated enum EActorGridPlacement and replaced AActor::GridPlacement by bIsSpatiallyLoaded.
- It makes more sense from a user perspective to set an actor as "non-spatially loaded" instead of "always loaded", especially with data layers.
- If we ever need it, having the possibility to set actors to use their location or bounds to go in the grid will be a per-grid setting.
#rb richard.malo, sebastien.lussier
#preflight 61af8bf10e59fd0ab0f93cc4
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 18395825 in //UE5/Release-5.0/... via CL 18395836
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395850 by jeanfrancois dube in ue5-release-engine-test branch]
- crash opening Connections and syncing when done on initial Max scene
#jira UE-136774 UE-136776
#rb none
#ROBOMERGE-AUTHOR: kerim.borchaev
#ROBOMERGE-SOURCE: CL 18395735 in //UE5/Release-5.0/... via CL 18395737
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395749 by kerim borchaev in ue5-release-engine-test branch]
* Texture->IsStreamable() isn't reliable unless the texture has been compiled.
* Rely on GetTextureIsStreamable() instead (now publicly exposed)
* The BuildActorTextureStreamingData() call made during HLOD builds caused actors to be resaved (& checked out, & submitted)
#rb danny.couture
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18395323 in //UE5/Release-5.0/... via CL 18395324
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395330 by sebastien lussier in ue5-release-engine-test branch]
For instance: reduce AO setup pass from 0.3ms -> 0.2ms and base pass by 0.05ms.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18395312 in //UE5/Release-5.0/... via CL 18395321
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395322 by charles derousiers in ue5-release-engine-test branch]
* Renamed visibility layer name to "__LANDSCAPE_VISIBILITY__" to centralize/simplify the handling of that special layer's name
* Fixed issue with FixupWeightmaps(), that could trigger invalid weightmap usage validation errors when detecting and deleting unused paint layers in components
* Removed deletion of layers with a null layer info in PostEditChangeProperty since it's done, and in a better way (for the base weightmap allocations and the edit layers ones), in PostRegisterAllComponents's FixupWeightmaps
#jira UE-136054
#tests editor, full QA pass by tim.gautier
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18394875 via CL 18394909 via CL 18394912 via CL 18395077 via CL 18395102
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395111 by jonathan bard in ue5-release-engine-test branch]
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
Fixed actor texture streaming hash being non-deterministic
* Texture->IsStreamable() isn't reliable unless the texture has been compiled.
* Rely on GetTextureIsStreamable() instead (now publicly exposed)
* The BuildActorTextureStreamingData() call made during HLOD builds caused actors to be resaved (& checked out, & submitted)
#rb danny.couture
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18395028 in //UE5/Release-5.0/... via CL 18395030
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395035 by sebastien lussier in ue5-release-engine-test branch]
* Texture->IsStreamable() isn't reliable unless the texture has been compiled.
* Rely on GetTextureIsStreamable() instead (now publicly exposed)
* The BuildActorTextureStreamingData() call made during HLOD builds caused actors to be resaved (& checked out, & submitted)
#rb danny.couture
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18394732 in //UE5/Release-5.0/... via CL 18394740
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18394748 by sebastien lussier in ue5-release-engine-test branch]