Removed the camera zero code from the thumbnail generator, as the camera is set by the scene now.
#FORT-578042
[FYI] Daniel.Lamb, Simon.Barrat
#preflight 6439507b8901e5ef9811c704
[CL 25049351 by brian marshall1 in ue5-main branch]
- Redirecting material expressions in BaseEngine.ini
- Optimizing Length material expression for Scalar inputs by just outputting abs value which is practically free on gpu
- Modifiying UMaterialExpressionTextureSampleParameterBlur, Kernel size should be an enum instead of a float
#rb JeanLuc.Corenthin
#jira UE-182853
#preflight 64379c931f33a0b34a67af39
[CL 25021579 by Danny Kabrane in ue5-main branch]
Note: Niagara GPU Particles are not supported on Apple A8 devices (eg AppleTV HD) due to missing support for IndirectDraw in Metal
#jira UE-63926
#rb rob.krajcarski, jack.porter
#preflight None for DeviceProfile ini change
#lockdown jack.porter
[CL 25002670 by adam kinge in ue5-main branch]
-Moving much of engine/source/runtime/headmounteddisplay to a plugin mainly to reduce minimum UE executable size and memory use. But this is also nice for organization. The ideal would be to move everything except interfaces used by core engine. VREditor pulling in UMotionControllerComponent is the main blocker at this time. That dependency is expected to go away eventually at which point we can do the rest of this transfer.
-Added dependencies to XRBase plugin or module as necessary, refactored to avoid some dependencies, removed a few unnecessary dependencies.
-Stripped vestigial VR references from a few project templates. Mostly just unused HeadMountedDisplay module refs, but a tiny bit of code from TP_Puzzle.
-Fixed dependency cycle ignores related to MaterialShaderQualitySettings PIEPreviewDeviceProfileSelector and UnrealEd. For reasons I do not understand the HeadMountedDisplay dependency on AugmentedReality was preventing the detection of those, long existent, cycles.
#jira UE-181824
#review
#rb Robert.Srinivasiah
#preflight 642f3cbf4c3ccbbdf1990a1f 6434291c28551807175e1142
[CL 24984065 by Jeff Fisher in ue5-main branch]
No implementation for Unix because we don't/can't record dumps outside of crash scenarios there.
No implementation for Mac at this time.
#rb none
[CL 24920792 by robert millar in ue5-main branch]
Also changed the driver warning message box to say that the version specified in the ini is the minimum required, rather than "recommended", since that was causing confusion. We want people to use the latest driver as much as possible; the version we suggest is just the earliest without known bugs.
#jira UE-176255
#rnx
#preflight https://horde.devtools.epicgames.com/job/642c1fd1d6069e71b1f38bc5
#rb jeannoe.morissette
#lockdown Michal.Valient
[CL 24912867 by mihnea balta in ue5-main branch]
* Split NetObjectGridFilter into two classes:
* NetObjectGridFragmentLocFilter for objects with tagged locations
* NetObjectGridWorldLocFilter for objects that get their location via the FWorldLocations manager
#rb Peter.Engstorm
[CL 24905947 by louisphilippe seguin in ue5-main branch]
- StagingDirectory, which was the user's location to store archived builds, not the actual StagingDirectory, is no longer exposed in settings
#rb david.harvey,zack.neyland
#preflight 6421ed2f803cb466e80d0ad4
#jira UE-176847
[CL 24811601 by josh adams in ue5-main branch]
Notes:
- For Find-in-Blueprints, this defaults to off (legacy behavior). It can be toggled on via a project's DefaultEditor.ini, trading a potentially faster asset scan for a possible single-frame hitch at the end of the scan (depending on total BP asset count, it may or may not be noticeable).
- For Blueprint namespaces, we always defer (the cost is relatively small enough for it to not be noticeable to just process on completion).
#rb Ben.Zeigler
[FYI] Bob.Tellez
#preflight 641e8827c44ce895fce5d297
[CL 24797741 by phillip kavan in ue5-main branch]