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UnrealEngineUWP/Engine/Source/Developer/MeshMergeUtilities/Private/SkeletalMeshAdapter.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletalMeshAdapter.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "MeshMergeHelpers.h"
#include "MeshUtilities.h"
#include "Modules/ModuleManager.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3694557) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3495522 by Rolando.Caloca DR - Enable gpu skinning on Vulkan Change 3681208 by Jian.Ru Force bCastShadowAsMasked to false for opaque materials; Disable UI check box of bCastShadowAsMasked when blend mode is opaque or modulated Change 3682631 by Rolando.Caloca DR - Copy 3682626 Fix recompute tangents not being applied to different sections Change 3684812 by Arne.Schober DR - Fix a crash and a Masterfile issue Change 3684833 by Marcus.Wassmer Fix more non-unity issues Change 3685236 by Arne.Schober DR - Fix some issues with Particles e.g stride was meant to be set to repeat and also subUV needs to be taken care of Change 3685247 by Arne.Schober DR - accidentally removed bracket Change 3686764 by Daniel.Wright In uncooked Feature Level ES2, fixed reflection capture data getting tossed in PostLoad when it is needed for encoding in OnRegister. Change 3686775 by Marcus.Wassmer Fix bad merge Change 3687022 by Marcus.Wassmer Fix Win32 compiles Change 3687355 by Rolando.Caloca DR - Copy 3687334 Fix for odd Vulkan crash Change 3687537 by Arne.Schober DR - Making StaticArray faster as PSO descriptor uses them intensively (5ms in one infiltrator scene on PS4) Rewrote integer sequence to use fewer template instantiations for faster compile times and larger sequence support. Change 3687546 by Arne.Schober DR - Remove unnecessary virtuals and recounts Change 3688128 by Rolando.Caloca DR - Fix Linux compile error, rename Elements macro to GetNumArrayElements Change 3688140 by Rolando.Caloca DR - Linux warning fix Change 3688190 by Mark.Satterthwaite Use the correct #define for determining whether we are compiling for Metal in general, rather that only doing so for Metal + Mobile rendering. Should fix the skin-cache rendering. #jira UE-50912 Change 3688689 by Chris.Bunner Static analysis fixes. Change 3688948 by Chris.Bunner More static analysis fixes. Change 3689116 by Arne.Schober DR - [UE-51015] - moving alignment specifier Change 3690645 by Marcus.Wassmer Restore per-element align for TStaticArray Change 3690801 by Jian.Ru Marcus's fix FStaticMeshVertexFactories::ReleaseResources #jira UE-51093 Change 3690809 by Rolando.Caloca DR - Copy 3690806 Fix Anisotropic not working on Vulkan Change 3690874 by Benn.Gallagher Fix for index buffer overflow and clothing upgrade warnings. #jira UE-51026 Change 3691221 by Jian.Ru Fix log spam when -d3ddebug #jira UE-50977 Change 3691291 by Marcus.Wassmer Move global dynamic buffer commits to before GPU FX rendering. Fixes d3derror in ES2 preview. The more subtle issue I believe is that the d3d11statecache is leaving streams bound for too long, but that requires more investigation #jira UE-51058 Change 3691361 by Rolando.Caloca DR - Fix resources not getting destroyed at RHI destruction time #jira UE-51057 Change 3691607 by Arne.Schober DR - interface change requested by Steve Change 3691662 by Marcus.Wassmer Fix one bit of d3dwarning. Need a 16 byte minimum to make 0 stride vbuffer happy for colors. Change 3692268 by Rolando.Caloca DR - vk - Keep a reference to a buffer to avoid deletion - Fixes crash in Paragon Change 3692403 by Jian.Ru Marcus's fix on automation test failure Change 3692443 by Jian.Ru Back out changelist 3692403 Change 3692455 by Marcus.Wassmer Fix automation failure in tile rendering. Can't setdata for vertexfactories on the gamethread Change 3692566 by Marcus.Wassmer Fix clang compiles Change 3692664 by Chris.Bunner Updated default editor skeletal mesh. Change 3692675 by Marcus.Wassmer Make the behavior of FCanvasTileRendererItem::FRenderData actually match the comment. Fixes automation crash. Change 3692692 by Jian.Ru Fix a bug where only the first slice of 3d textures are cleared on XboxOne; Fix a rendering artifact when r.TranslucentLightingVolume is 0 #jira UE-50636 Change 3693043 by Arne.Schober DR - [UE-51173]- Fixing Instanced Rendering Vertexbuffer SRV Resources not getting initzialized and re-set onto the vertexfactory after the Buffer has been updated Change 3693284 by Marcus.Wassmer Duplicate 3682248. Fix for debug canvas draw randomly corrupting memory Change 3693360 by Rolando.Caloca DR - Fix material events not showing up in RenderDoc Change 3693549 by Marcus.Wassmer Fix incorrect flag check Change 3693575 by Arne.Schober DR - null size check on StaticMeshVertexData Change 3693677 by Marcus.Wassmer Make double plus sure the copy is a valid size Change 3694155 by Marcus.Wassmer Generate correct strides for vertexfactories depending on whether color will be overridden or not by the component. Fixes WEX and probably other similar bugs. ALSO fix horrible longstanding bug in OpenGL VertexDeclaration cache. Strides not part of the operator== of the key so collisions/map walks would sometimes return the wrong decl with the wrong set of streamstrides. D3D has the same problem, causing spurious D3D warnings but I haven't fixed it yet. Change 3694156 by Marcus.Wassmer This doesn't really matter because the decl is created dynamically but the stream elements might as well be right if we're gonna have them Change 3694470 by Benn.Gallagher Fixed crash fixing up clothing sections index buffers in specific Unreal Tournament asset with modified oversized index buffer. #jira UE-51207 Change 3694557 by Chris.Bunner Static analysis and potential memory leak fix. Change 3684284 by Arne.Schober Manual Vfetch for StaticMeshes Skelmeshes also use the new Layout Skelmeshes use DDC Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Change 3689555 by Arne.Schober DR - Fix performance regession cause by not sharing VertexFactory ptr in the static drawlist [CL 3694667 by Marcus Wassmer in Main branch]
2017-10-13 11:32:28 -04:00
#include "Rendering/SkeletalMeshModel.h"
#include "UObject/Package.h"
FSkeletalMeshComponentAdapter::FSkeletalMeshComponentAdapter(USkeletalMeshComponent* InSkeletalMeshComponent)
: SkeletalMeshComponent(InSkeletalMeshComponent), SkeletalMesh(InSkeletalMeshComponent->SkeletalMesh)
{
checkf(SkeletalMesh != nullptr, TEXT("Invalid skeletal mesh in adapter"));
NumLODs = SkeletalMesh->GetLODNum();
}
int32 FSkeletalMeshComponentAdapter::GetNumberOfLODs() const
{
return NumLODs;
}
void FSkeletalMeshComponentAdapter::RetrieveRawMeshData(int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropogateMeshData) const
{
FMeshMergeHelpers::RetrieveMesh(SkeletalMeshComponent, LODIndex, InOutRawMesh, bPropogateMeshData);
}
void FSkeletalMeshComponentAdapter::RetrieveMeshSections(int32 LODIndex, TArray<FSectionInfo>& InOutSectionInfo) const
{
FMeshMergeHelpers::ExtractSections(SkeletalMeshComponent, LODIndex, InOutSectionInfo);
}
int32 FSkeletalMeshComponentAdapter::GetMaterialIndex(int32 LODIndex, int32 SectionIndex) const
{
const FSkeletalMeshLODInfo* LODInfoPtr = SkeletalMesh->GetLODInfo(LODIndex);
if (LODInfoPtr && LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex) && LODInfoPtr->LODMaterialMap[SectionIndex] != INDEX_NONE)
{
return LODInfoPtr->LODMaterialMap[SectionIndex];
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3694557) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3495522 by Rolando.Caloca DR - Enable gpu skinning on Vulkan Change 3681208 by Jian.Ru Force bCastShadowAsMasked to false for opaque materials; Disable UI check box of bCastShadowAsMasked when blend mode is opaque or modulated Change 3682631 by Rolando.Caloca DR - Copy 3682626 Fix recompute tangents not being applied to different sections Change 3684812 by Arne.Schober DR - Fix a crash and a Masterfile issue Change 3684833 by Marcus.Wassmer Fix more non-unity issues Change 3685236 by Arne.Schober DR - Fix some issues with Particles e.g stride was meant to be set to repeat and also subUV needs to be taken care of Change 3685247 by Arne.Schober DR - accidentally removed bracket Change 3686764 by Daniel.Wright In uncooked Feature Level ES2, fixed reflection capture data getting tossed in PostLoad when it is needed for encoding in OnRegister. Change 3686775 by Marcus.Wassmer Fix bad merge Change 3687022 by Marcus.Wassmer Fix Win32 compiles Change 3687355 by Rolando.Caloca DR - Copy 3687334 Fix for odd Vulkan crash Change 3687537 by Arne.Schober DR - Making StaticArray faster as PSO descriptor uses them intensively (5ms in one infiltrator scene on PS4) Rewrote integer sequence to use fewer template instantiations for faster compile times and larger sequence support. Change 3687546 by Arne.Schober DR - Remove unnecessary virtuals and recounts Change 3688128 by Rolando.Caloca DR - Fix Linux compile error, rename Elements macro to GetNumArrayElements Change 3688140 by Rolando.Caloca DR - Linux warning fix Change 3688190 by Mark.Satterthwaite Use the correct #define for determining whether we are compiling for Metal in general, rather that only doing so for Metal + Mobile rendering. Should fix the skin-cache rendering. #jira UE-50912 Change 3688689 by Chris.Bunner Static analysis fixes. Change 3688948 by Chris.Bunner More static analysis fixes. Change 3689116 by Arne.Schober DR - [UE-51015] - moving alignment specifier Change 3690645 by Marcus.Wassmer Restore per-element align for TStaticArray Change 3690801 by Jian.Ru Marcus's fix FStaticMeshVertexFactories::ReleaseResources #jira UE-51093 Change 3690809 by Rolando.Caloca DR - Copy 3690806 Fix Anisotropic not working on Vulkan Change 3690874 by Benn.Gallagher Fix for index buffer overflow and clothing upgrade warnings. #jira UE-51026 Change 3691221 by Jian.Ru Fix log spam when -d3ddebug #jira UE-50977 Change 3691291 by Marcus.Wassmer Move global dynamic buffer commits to before GPU FX rendering. Fixes d3derror in ES2 preview. The more subtle issue I believe is that the d3d11statecache is leaving streams bound for too long, but that requires more investigation #jira UE-51058 Change 3691361 by Rolando.Caloca DR - Fix resources not getting destroyed at RHI destruction time #jira UE-51057 Change 3691607 by Arne.Schober DR - interface change requested by Steve Change 3691662 by Marcus.Wassmer Fix one bit of d3dwarning. Need a 16 byte minimum to make 0 stride vbuffer happy for colors. Change 3692268 by Rolando.Caloca DR - vk - Keep a reference to a buffer to avoid deletion - Fixes crash in Paragon Change 3692403 by Jian.Ru Marcus's fix on automation test failure Change 3692443 by Jian.Ru Back out changelist 3692403 Change 3692455 by Marcus.Wassmer Fix automation failure in tile rendering. Can't setdata for vertexfactories on the gamethread Change 3692566 by Marcus.Wassmer Fix clang compiles Change 3692664 by Chris.Bunner Updated default editor skeletal mesh. Change 3692675 by Marcus.Wassmer Make the behavior of FCanvasTileRendererItem::FRenderData actually match the comment. Fixes automation crash. Change 3692692 by Jian.Ru Fix a bug where only the first slice of 3d textures are cleared on XboxOne; Fix a rendering artifact when r.TranslucentLightingVolume is 0 #jira UE-50636 Change 3693043 by Arne.Schober DR - [UE-51173]- Fixing Instanced Rendering Vertexbuffer SRV Resources not getting initzialized and re-set onto the vertexfactory after the Buffer has been updated Change 3693284 by Marcus.Wassmer Duplicate 3682248. Fix for debug canvas draw randomly corrupting memory Change 3693360 by Rolando.Caloca DR - Fix material events not showing up in RenderDoc Change 3693549 by Marcus.Wassmer Fix incorrect flag check Change 3693575 by Arne.Schober DR - null size check on StaticMeshVertexData Change 3693677 by Marcus.Wassmer Make double plus sure the copy is a valid size Change 3694155 by Marcus.Wassmer Generate correct strides for vertexfactories depending on whether color will be overridden or not by the component. Fixes WEX and probably other similar bugs. ALSO fix horrible longstanding bug in OpenGL VertexDeclaration cache. Strides not part of the operator== of the key so collisions/map walks would sometimes return the wrong decl with the wrong set of streamstrides. D3D has the same problem, causing spurious D3D warnings but I haven't fixed it yet. Change 3694156 by Marcus.Wassmer This doesn't really matter because the decl is created dynamically but the stream elements might as well be right if we're gonna have them Change 3694470 by Benn.Gallagher Fixed crash fixing up clothing sections index buffers in specific Unreal Tournament asset with modified oversized index buffer. #jira UE-51207 Change 3694557 by Chris.Bunner Static analysis and potential memory leak fix. Change 3684284 by Arne.Schober Manual Vfetch for StaticMeshes Skelmeshes also use the new Layout Skelmeshes use DDC Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Change 3689555 by Arne.Schober DR - Fix performance regession cause by not sharing VertexFactory ptr in the static drawlist [CL 3694667 by Marcus Wassmer in Main branch]
2017-10-13 11:32:28 -04:00
return SkeletalMesh->GetImportedModel()->LODModels[LODIndex].Sections[SectionIndex].MaterialIndex;
}
UPackage* FSkeletalMeshComponentAdapter::GetOuter() const
{
return nullptr;
}
FString FSkeletalMeshComponentAdapter::GetBaseName() const
{
return SkeletalMesh->GetOutermost()->GetName();
}
FName FSkeletalMeshComponentAdapter::GetMaterialSlotName(int32 MaterialIndex) const
{
return SkeletalMesh->GetMaterials()[MaterialIndex].MaterialSlotName;
}
FName FSkeletalMeshComponentAdapter::GetImportedMaterialSlotName(int32 MaterialIndex) const
{
return SkeletalMesh->GetMaterials()[MaterialIndex].ImportedMaterialSlotName;
}
void FSkeletalMeshComponentAdapter::SetMaterial(int32 MaterialIndex, UMaterialInterface* Material)
{
//We need to preserve the original material slot data
const FSkeletalMaterial& OriginalMaterialSlot = SkeletalMesh->GetMaterials()[MaterialIndex];
SkeletalMesh->GetMaterials()[MaterialIndex] = FSkeletalMaterial(Material, true, false, OriginalMaterialSlot.MaterialSlotName, OriginalMaterialSlot.ImportedMaterialSlotName);
}
void FSkeletalMeshComponentAdapter::RemapMaterialIndex(int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex)
{
FSkeletalMeshLODInfo* LODInfoPtr = SkeletalMesh->GetLODInfo(LODIndex);
check(LODInfoPtr);
if (SkeletalMesh->GetImportedModel()->LODModels[LODIndex].Sections[SectionIndex].MaterialIndex == NewMaterialIndex)
{
if (LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex))
{
LODInfoPtr->LODMaterialMap[SectionIndex] = INDEX_NONE;
}
}
while (!LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex))
{
LODInfoPtr->LODMaterialMap.Add(INDEX_NONE);
}
LODInfoPtr->LODMaterialMap[SectionIndex] = NewMaterialIndex;
}
int32 FSkeletalMeshComponentAdapter::AddMaterial(UMaterialInterface* Material)
{
const int32 Index = SkeletalMesh->GetMaterials().Emplace(Material);
IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");
MeshUtilities.FixupMaterialSlotNames(SkeletalMesh);
return Index;
}
int32 FSkeletalMeshComponentAdapter::AddMaterial(UMaterialInterface* Material, const FName& SlotName, const FName& ImportedSlotName)
{
const int32 Index = SkeletalMesh->GetMaterials().Emplace(Material, true, false, SlotName, ImportedSlotName);
IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");
MeshUtilities.FixupMaterialSlotNames(SkeletalMesh);
return Index;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3491514 by Jonathan.Poncelet Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units. Change 3495025 by Jonathan.Poncelet Back out changelist 3491514 "Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function. #jira UE-39757 Torque and angular velocity are inconsistent #automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units." Change 3505086 by Danny.Bouimad Updating test content in TM-AnimPhys and TM-TangentNormals Change 3505375 by James.Cobbett Automating Settle test map Change 3505714 by Lina.Halper Add more descriptive pin name and node text for constraint node #jira: UE-45895 #rb: Ori.Cohen Change 3505731 by Lina.Halper 1. Renamed FTargetReference to FBoneSocketTarget - this allows users to choose either bone or socket as a target. 2. Two Bone IK refactor to use FBoneSocketTarget - Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone - Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget - Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this. 3. FABRIK refactor to use FBoneSocketTarget #code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen #rb: Laurent.Delayen Change 3505770 by Lina.Halper IK automation test #jira: UE-46250 Change 3506369 by Lina.Halper Fix initialization order issue #rb:none #rnx Change 3506697 by Martin.Wilson Fix root motion when using ForceAnimRate's of more than 1 #jira UE-39021 Change 3506765 by Lina.Halper It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead. #jira: UE-45871 #rb: Martin.Wilson Change 3506787 by Ori.Cohen Added single threaded physx tasks stats using "stat PhysXTasks" Change 3506803 by Ori.Cohen Turn off debug code which was submitted by accident Change 3506840 by Jurre.deBaare Fix for automation vertex-color warning Change 3506917 by Danny.Bouimad Checking in Edits made to AnimBP Constraint Content Change 3507045 by James.Cobbett Submitting final Settle test map updates Change 3509208 by Danny.Bouimad Checking in content changes for TM-SuspendCloth Change 3509235 by James.Cobbett Deleting Settle test map from QAGame - now lives in EngineTest Change 3509935 by Lina.Halper One customization tree for supporting Bone and Socket : you can just use FBoneSocketTarget and that will allow displaying sockets also #jira: UE-45778 #rb: Thomas.Sarkanen #code review:Thomas.Sarkanen Change 3511250 by Martin.Wilson Fix crash when performing drag operations in the notify track window #jira UE-46420 Change 3511397 by Thomas.Sarkanen Asset reloading now defers re-opening asset editors until post-GC phase This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI. #jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset Change 3512849 by Aaron.McLeran #jira UE-46576 Fixing granulator loading multiple sound waves Change 3513414 by James.Cobbett Fixing destructible test map Change 3513588 by Benn.Gallagher Clothing LOD improvements - Added full pipeline for adding LODs to clothing assets in editor - Added methods for mapping parameters between masks on meshes with differing topology - Fixed a few UI bugs Change 3513599 by Benn.Gallagher Missed files from last checkin Change 3513920 by Martin.Wilson Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling) Change 3515400 by Aaron.McLeran #jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device. Change 3515495 by Joe.Conley Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly. Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry. Change 3515641 by Benn.Gallagher CIS fix for game builds Change 3516817 by Aaron.McLeran Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues. Change 3516853 by Aaron.McLeran Slight optimization in converting proc audio buffer to 16 bit PCM. Change 3517525 by Jonathan.Poncelet Fix comment for FName operator!= Change 3517826 by James.Cobbett Test files for bug UE-46719 Change 3518049 by James.Cobbett Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test. Change 3518185 by Ori.Cohen Fix merge error as reported by NVIDIA Change 3518711 by Ethan.Geller Integrating fix for switch crash on load level. Change 3518720 by Ethan.Geller Back out changelist 3518711 Change 3519040 by Aaron.McLeran Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling. Change 3519972 by James.Golding Fix constructor order for FSoundAttenuationSettings to fix CIS Change 3520141 by Martin.Wilson Make retarget assets are no longer assets but blueprints instead. Add blueprint function for remap asset to allow blueprints to transform bone names #jira UEAP-235 Change 3520568 by Martin.Wilson CIS fix Change 3520677 by Benn.Gallagher Added ability to rename clothing assets after creation Change 3520727 by Benn.Gallagher Removed unecessary header for asset list Change 3520791 by Martin.Wilson Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick Change 3521069 by Jurre.deBaare Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly #fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset #jira UE-46806 Change 3521070 by Jurre.deBaare Ensure occurs when performing a Bake Out Material on Cube #fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking #jira UE-46807 Change 3521142 by Jurre.deBaare Bake Material large Texture size crash #fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension()) #jira UE-46808 Change 3523294 by Aaron.McLeran Resetting available byte count when resetting the procedural sound wave Change 3523297 by Aaron.McLeran Adding thread safe mode for plugin interface shared ptrs. Change 3524153 by Jurre.deBaare Issue where new blend space samples list in detailsview would not regenerate blendspace sampling #fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes) Change 3524154 by Jurre.deBaare Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality. #fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state Change 3524282 by Thomas.Sarkanen Fixed OculusAudio in line with new API Post-Main merge fixup Change 3524348 by Thomas.Sarkanen Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX Original CL 3521358: [From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier] p4rmerge of Change 22415420 by sschirm from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/ #jira UE-46668 - PCM still has stability issues Change 3524541 by Jurre.deBaare Disabled material baking automated tests for now #jira UE-46510 Change 3524684 by Jurre.deBaare If you paste a invalid name into Bones to Remove and hit apply the editor will crash #fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices #jira UE-46830 Change 3525244 by Ori.Cohen Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC) Change 3525248 by Ori.Cohen Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup Change 3525263 by Ori.Cohen Fix typo with printf Change 3525279 by Ori.Cohen Fix CIS Change 3525478 by Ethan.Geller Adding memory aligned audio buffer support Change 3525688 by Aaron.McLeran Removing unnecessary code Change 3526391 by Benn.Gallagher Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved. #jira UEAP-197 Change 3526454 by Benn.Gallagher CIS fix Change 3526919 by Chad.Garyet adding verifyddc flag to automated tests Change 3527006 by Lina.Halper Fix crash with blendspace sample value change - Matt also fixed undo transaction, queuing every move vs only final value - Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move #jira: UE-46929 #rb: Matt.Kuhlenschmidt #code review: Jurre.DeBaare, Matt.Kuhlenschmidt Change 3528684 by Benn.Gallagher Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail. Change 3528687 by Benn.Gallagher CIS Fix, method definition outside of declaration #if block. Change 3528890 by Ori.Cohen Fix false negative with PIE and verify DDC Change 3528899 by Martin.Wilson Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory. #jira UEAP-264 Change 3530148 by Aaron.McLeran Making check for Supporting multiple audio devices only happen in editor builds. Change 3530519 by Jonathan.Poncelet Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used. The deprecated functions now call whichever degrees or radians counterpart is needed. FBodyInstance now works entirely in radians, to avoid unnecessary conversions. Automated tests have been added to verify behaviour. #jira UE-39757 Torque and angular velocity are inconsistent Change 3530943 by Benn.Gallagher Fixed clothing shader model automation test. #jira UE-47052 Change 3530993 by Thomas.Sarkanen Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits. Oiriginal CL desc: Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain(). This prevents an issue where texture referenced through CompositeTexture have no source data available. This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data. #jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released. Change 3536312 by Chad.Garyet adding verifyddc into the automatedtestbuild xml Change 3537375 by James.Golding Merge Ocean GC crash fix (OCN-7666) from CL 3512485 #jira UE-47211 DONE! [CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
void FSkeletalMeshComponentAdapter::UpdateUVChannelData()
{
SkeletalMesh->UpdateUVChannelData(false);
}
bool FSkeletalMeshComponentAdapter::IsAsset() const
{
return true;
}
int32 FSkeletalMeshComponentAdapter::LightmapUVIndex() const
{
return INDEX_NONE;
}
FBoxSphereBounds FSkeletalMeshComponentAdapter::GetBounds() const
{
return SkeletalMesh->GetBounds();
}