Resolve error C2872: 'FSphere': ambiguous symbol

I encountered this state locally, specifying the type explicitly should resolve this

[FYI] cedric.caillaud
#rnx

#ROBOMERGE-OWNER: devlin.willis
#ROBOMERGE-AUTHOR: devlin.willis
#ROBOMERGE-SOURCE: CL 21012113 via CL 21013020 via CL 21013711
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21023807 by devlin willis in ue5-main branch]
This commit is contained in:
devlin willis
2022-07-09 14:03:32 -04:00
parent 54916ba95f
commit 85f654e877
2 changed files with 30 additions and 28 deletions
@@ -2,34 +2,35 @@
#include "GeometryCollection/GeometryCollectionComponent.h"
#include "AI/NavigationSystemHelpers.h"
#include "Async/ParallelFor.h"
#include "Components/BoxComponent.h"
#include "ComponentRecreateRenderStateContext.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollectionAlgo.h"
#include "GeometryCollection/GeometryCollectionComponentPluginPrivate.h"
#include "GeometryCollection/GeometryCollectionSceneProxy.h"
#include "GeometryCollection/GeometryCollectionSQAccelerator.h"
#include "GeometryCollection/GeometryCollectionUtility.h"
#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
#include "GeometryCollection/GeometryCollectionProximityUtility.h"
#include "GeometryCollection/GeometryCollectionCache.h"
#include "GeometryCollection/GeometryCollectionActor.h"
#include "GeometryCollection/GeometryCollectionDebugDrawComponent.h"
#include "Physics/Experimental/PhysScene_Chaos.h"
#include "Modules/ModuleManager.h"
#include "Chaos/ChaosPhysicalMaterial.h"
#include "ChaosSolversModule.h"
#include "ChaosStats.h"
#include "ComponentRecreateRenderStateContext.h"
#include "Components/BoxComponent.h"
#include "Engine/InstancedStaticMesh.h"
#include "GeometryCollection/GeometryCollectionActor.h"
#include "GeometryCollection/GeometryCollectionAlgo.h"
#include "GeometryCollection/GeometryCollectionCache.h"
#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
#include "GeometryCollection/GeometryCollectionComponentPluginPrivate.h"
#include "GeometryCollection/GeometryCollectionDebugDrawComponent.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollectionProximityUtility.h"
#include "GeometryCollection/GeometryCollectionSQAccelerator.h"
#include "GeometryCollection/GeometryCollectionSceneProxy.h"
#include "GeometryCollection/GeometryCollectionUtility.h"
#include "Math/Sphere.h"
#include "Modules/ModuleManager.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "Physics/Experimental/PhysScene_Chaos.h"
#include "Physics/PhysicsFiltering.h"
#include "PhysicsField/PhysicsFieldComponent.h"
#include "PhysicsProxy/GeometryCollectionPhysicsProxy.h"
#include "PhysicsSolver.h"
#include "Physics/PhysicsFiltering.h"
#include "Chaos/ChaosPhysicalMaterial.h"
#include "AI/NavigationSystemHelpers.h"
#include "Net/UnrealNetwork.h"
#include "Net/Core/PushModel/PushModel.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "PhysicsField/PhysicsFieldComponent.h"
#include "Engine/InstancedStaticMesh.h"
#include "Algo/RemoveIf.h"
@@ -3322,7 +3323,7 @@ void UGeometryCollectionComponent::CalculateGlobalMatrices()
else
{
float ShrinkRadius = 0.0f;
FSphere AccumulatedSphere;
UE::Math::TSphere<double> AccumulatedSphere;
// todo(chaos) : find a faster way to do that ( precompute the data ? )
if (CalculateInnerSphere(Idx, AccumulatedSphere))
{
@@ -3804,7 +3805,7 @@ int32 UGeometryCollectionComponent::GetInitialLevel(int32 ItemIndex)
return Level;
}
bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FSphere& SphereOut) const
bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, UE::Math::TSphere<double>& SphereOut) const
{
// Approximates the inscribed sphere. Returns false if no such sphere exists, if for instance the index is to an embedded geometry.
@@ -3817,7 +3818,7 @@ bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FS
{
// Sphere in component space, centered on body's COM.
FVector COM = MassToLocal[TransformIndex].GetLocation();
SphereOut = FSphere(COM, InnerRadius[TransformToGeometryIndex[TransformIndex]]);
SphereOut = UE::Math::TSphere<double>(COM, InnerRadius[TransformToGeometryIndex[TransformIndex]]);
return true;
}
else if (RestCollection->GetGeometryCollection()->IsClustered(TransformIndex))
@@ -3826,7 +3827,7 @@ bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FS
bool bSphereFound = false;
for (int32 ChildIndex: Children[TransformIndex])
{
FSphere LocalSphere;
UE::Math::TSphere<double> LocalSphere;
if (CalculateInnerSphere(ChildIndex, LocalSphere))
{
if (!bSphereFound)