from CL2459480: ReflectionEnvironment is no longer a cheat CVAR and is available in shipping builds. If you set the cvar to 2 (debug visualization) then it will be assumed to be the same as 1 in shipping builds.
[CL 2651529 by Martin Mittring in Main branch]
- Allowed for spline mesh painting by overriding the color vertices like static meshes do.
- Fixed improperly placed vertices, used the modified vertices of the splined mesh rather than the vertices of the base static mesh.
- Fixed splined mesh initialization issue.
UE-18511
#codereview Matt.Kuhlenschmidt
[CL 2651504 by Timothy Reynolds in Main branch]
#UE4
- Null guard in SetBrushFromTexture
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2651458 by Cody.Haskell on 2015/08/11 14:10:25.
[CL 2651460 by Cody Haskell in Main branch]
#codereview matt.kuhlenschmidt
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2651439 by Ben.Zeigler on 2015/08/11 14:04:41.
[CL 2651446 by Ben Zeigler in Main branch]
This ensures 2 things:
- That the property is always visible on an relevant UI
- That we will not suffer any data loss if any new derived UAssetImportData types are added in future
This addresses UE-19895 and UE-19893
[CL 2651232 by Andrew Rodham in Main branch]
Removed SharedPCHHeaderFile = "Runtime/RuntimeAssetCache/Public/RuntimeAssetCachePublicPCH.h" from RuntimeAssetCache.build.cs which was causing an issue with the header files in Core.h not being found.
[CL 2651136 by Michael Troughton in Main branch]
GBufferResources were being used in TranslucentShadowDepthPS but not being set. They shouldn't be set as GBuffers aren't valid for this draw.
A similar issue occured a while ago in which the SceneTextureParameters were being used here and caused artefacts in the translucent shadows based on the SceneColor.
I avoided this by setting them to a dummy black texture. This approach won't work for the GBufferResources so I've removed that fix and gone about things differently.
The shader sets a define to have SceneTextureLookup() just return black.
This means the SceneTextures, nor the GBufferResources need be set at all for this draw.
[CL 2651076 by Simon Tovey in Main branch]