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Fixes: #

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This pull request updates the Unreal Engine version and toolchain across the project, brings code and build settings in line with newer Unreal standards, and refactors some rendering and actor logic for improved compatibility and maintainability. The most important changes are grouped below:

Unreal Engine and Toolchain Upgrades

  • Updated the Unreal Engine association in Blocks.uproject from 5.1 to 5.3, ensuring the project uses the latest engine features and compatibility.
  • Changed the toolchain path in unreal-linux-toolchain.cmake to use Clang 16.0.6 (v22) instead of Clang 15.0.1 (v21), aligning with Unreal Engine 5.3 requirements.

Build System and Configuration Updates

  • Upgraded build settings in Blocks.Target.cs and BlocksEditor.Target.cs from BuildSettingsVersion.V2 to BuildSettingsVersion.V4, and made related adjustments in ProjectAirSim.Build.cs for Unreal 5.3 compatibility. [1] [2] [3]
  • Removed deprecated or unnecessary build definitions and include paths, such as _SILENCE_CXX17_RESULT_OF_DEPRECATION_WARNING and the Private include directory for Windows builds.

Rendering and Shader Refactoring

  • Refactored shader parameter setting in LidarIntensityShader.h and its usage in LidarIntensitySceneViewExtension.cpp to use FRHIBatchedShaderParameters and GetScratchShaderParameters, matching new Unreal Engine RHI conventions. [1] [2] [3]
  • Updated buffer locking/unlocking in LidarIntensitySceneViewExtension.cpp to use RHICmdList.LockBuffer and RHICmdList.UnlockBuffer for improved safety and compatibility.
  • Changed header includes to use engine module paths instead of deprecated Runtime/ paths for shader and rendering classes.

Actor and Component Improvements

  • Switched from dynamic_cast to Unreal's Cast<> for type safety and performance when accessing ULocalLightComponent in LightActorBase.cpp.
  • Added missing include for LocalLightComponent to ensure proper compilation and usage.

General Codebase Maintenance

  • Added missing standard library includes (<cstdarg> and <cstdio>) in serverconnectiontcp.cpp for robustness.
  • Updated method signatures in LidarIntensitySceneViewExtension.h to use FRDGBuilder instead of FRHICommandListImmediate, reflecting changes in Unreal Engine's rendering pipeline.

How Has This Been Tested?

Screenshots and videos (if appropriate):

@jonyMarino jonyMarino added enhancement New feature or request roadmap Part of the official roadmap unreal-engine labels Nov 6, 2025
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enhancement New feature or request roadmap Part of the official roadmap unreal-engine

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