* Added a FBoxSphereBounds::Builder class to help avoid these kind of issues
#rb jeanfrancois.dube, patrick.enfedaque
[FYI] Graham.Wihlidal
#preflight 6419e677ec01de1664d3e95c
[CL 24739078 by sebastien lussier in ue5-main branch]
* In this case, instead of baking each mesh material property to it's own buffer, we can write all the meshes to the same buffer as their UVs are already the final ones that do not overlap
* Memory usage is greatly reduced (in test case with ~300 materials to bake, peak is reduced by 5.5GB)
* A lot faster to process (~2x in most cases) as we are doing a single RT readback per baked material property
* We can also skip the final merge of the baked outputs, as we have a single one
Refactored the material baking module to have both code paths (single output and multi outputs) share as much code as possible
#rb jeanfrancois.dube
#preflight 63eba6e0284e76cdadbecb48
[CL 24226039 by sebastien lussier in ue5-main branch]
* Moved material creation in MergeComponentsToStaticMesh() to a standalone utility function
* Deprecate bCreateMergedMaterial
#rb trivial
[CL 24197343 by sebastien lussier in ue5-main branch]
We new merge the collisions of all the instances in the ISM component, instead of a single collision instance using just the component transform.
Also exposing a utility function for getting the collision information of a list of components.
#rb Richard.TalbotWatkin
#jira UE-174128
#preflight 63c99511c503023ab929831e
[CL 23814991 by benoit deschenes in ue5-main branch]
Merging static mesh actors resulted in static mesh sockets getting lost
* Added a "Merge Mesh Sockets" option to the Mesh Merge Settings
#rb jeanfrancois.dube
#preflight 63c0b1e602024f93d8d2f6af
[CL 23672695 by Sebastien Lussier in ue5-main branch]
Now used in place of duplicated code in:
* UHLODBuilder::BatchInstances()
* FMeshMergeUtilities::MergeComponentsToInstances
* FPackedLevelActorISMBuilder::PackActors
#rb patrick.enfedaque
#preflight 637f87defa348e84808f0c99
[CL 23261629 by sebastien lussier in ue5-main branch]
* Reused existing code to share it between all HLOD generation methods
#jira UE-161274, UE-156559
#rb patrick.enfedaque
#preflight 632927c99840225da23c49a5
[CL 22088941 by sebastien lussier in ue5-main branch]
Core - Added support for assigning a TObjectPtr<T> to a TScriptInterface just like you'd expect from a raw Object*.
Actor - Making a version of GetComponents that will work for TObjectPtr collections. Additionally fixed several places in the engine where we're forcing the template parameter instead of allowing it to be determined automatically - which forced me to leave one of the GetComponent implementations, but I think we aught to remove it. e.g.
Don't Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents<UPrimitiveComponent>(PrimComponents);
Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents(PrimComponents);
Slate - Introducing support for collections of TObjectPtr<T>'s being used as source lists for the STableView.
#preflight 630f7af8e54ec9d581b03d65
[REVIEW] [at]Marc.Audy, [at]Steve.Robb, [at]Zousar.Shaker
[CL 21727328 by nick darnell in ue5-main branch]
On a large test asset, this shaved off ~20 seconds on a ~1m50sec merge operation.
#rb Richard.TalbotWatkin
#preflight 630eaae3556fc14dce80cae6
[CL 21723945 by benoit deschenes in ue5-main branch]
HLOD meshes were sometime referencing MaterialInstanceDynamic, that aren't assets (!RF_Standalone)
* MIDs are usually outered to the components they are assigned to
* Duplicate MIDs and outer them to the generated HLOD UStaticMesh
#rb jeanfrancois.dube
#preflight 6308dfc392620e5ec3b61103
[CL 21597931 by sebastien lussier in ue5-main branch]
WP HLOD - Add Landscape support
Changes to support WP landscape material capture
* Moved IsValidBaseMaterial() from MeshMergeUtilities to MaterialUtilities
* Moved CreateProxyMaterialInstance() from MeshMergeUtilities to MaterialUtilities
* Added FCreateTexture2DParameters::bVirtualTexture
* Added FMaterialUtilities::ExportLandscapeMaterial() which doesn't need a list of primitives to hide (will only render the landscape component primitives)
* Added VT primming to ensure the captured textures have the expected resolution
#rb patrick.enfedaque
#preflight 6206a9e454003c49ad44c354
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18980162 in //UE5/Release-5.0/... via CL 18980592 via CL 18980979
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18981032 by sebastien lussier in ue5-main branch]
Changed fallback settings to be largely error based with new property FallbackRelativeError.
Nanite builder will now provide the LOD fallbacks for all autogenerated LOD levels which is far faster than generating them from scratch.
#rb graham.wihlidal
#preflight 61f9e1fe9e4d23cd93b8d556
#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18820056 in //UE5/Release-5.0/... via CL 18820070 via CL 18822916
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18825066 by brian karis in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]