294 Commits

Author SHA1 Message Date
Brice Criswell
c938b6f478 Import: Keep sections separate
-	Adds an option to not merge skeletal mesh sections sharing the same material during FBX import. This allows you to control visibility at a per-section level without having to give each section a unique material. [Github Pull Request: 9587]
#jira UE-164863
#rb Alexis.Matte, JeanLuc.Corenthin

[CL 26765816 by Brice Criswell in 5.3 branch]
2023-08-02 01:42:21 -04:00
marc audy
d1f48fc5c8 Fix implicit capture of this using [=] deprecated in C++20
#jira
#rnx

[CL 25989494 by marc audy in ue5-main branch]
2023-06-14 15:07:58 -04:00
halfdan ingvarsson
9c3950900b Skelmesh: Optimize import of alternative skin weights.
#jira UE-186957
#preflight 646e950df85111e06cc68d00
#rb alexis.matte

[CL 25635967 by halfdan ingvarsson in ue5-main branch]
2023-05-25 20:47:10 -04:00
halfdan ingvarsson
70b0b08c55 Fix for alternate skin weights blowing up.
#preflight 644766b8bd7cb48eeaa46472
#rnx

[CL 25176729 by halfdan ingvarsson in ue5-main branch]
2023-04-25 03:07:31 -04:00
benoit deschenes
00ed0aec11 Fix StaticMeshToRawMeshes() not handling InstancedStaticMeshComponents properly. This fixes the "Convert to Static Mesh" tools.
#rb Alexis.Matte
#jira UE-178531
#preflight 63fccd38e32cdb7d9ad5befe

[CL 24427722 by benoit deschenes in ue5-main branch]
2023-02-27 13:29:47 -05:00
henry falconer
e37d251435 Load the MeshBoneReduction module as soon as the MeshUtilities module starts up, as it could be needed at any time from a background thread
#rb Alexis.Matte
#preflight 63dd310714326f9a403c2f1a
#jira none

[CL 24028240 by henry falconer in ue5-main branch]
2023-02-06 06:18:31 -05:00
Charles deRousiers
dfd288a8d6 Fix CIS non-unity build.
#rb none
#jira none
#preflight 63d0e278d83c1837b1ed2948

[CL 23845021 by Charles deRousiers in ue5-main branch]
2023-01-25 03:24:59 -05:00
halfdan ingvarsson
0179db1d12 Fix issues with alternate skin profiles and high-precision skin weights
#preflight 63c746a702024f93d88fb1e4
#rb alexis.matte
#jira none
#rnx

[CL 23790797 by halfdan ingvarsson in ue5-main branch]
2023-01-20 11:12:19 -05:00
Charles deRousiers
5c44593f0d Abstract blendmode lookup to ease blend mode compatibility with Strata.
#rb sebastien.hillaire
#jira none
#preflight 6398964335203bc7aa695e10

[CL 23492252 by Charles deRousiers in ue5-main branch]
2022-12-13 10:44:43 -05:00
henry falconer
c5c0048993 Added support for setting r.GPUSkin.UnlimitedBoneInfluences and r.GPUSkin.UnlimitedBoneInfluencesThreshold per platform
#rb josie.yang,jeremy.moore
#preflight 6391c6970236bc17ce1f98f8

[CL 23448049 by henry falconer in ue5-main branch]
2022-12-08 11:50:34 -05:00
scott nelson
b2c1e9ff53 Fix issue where Static Mesh's created via animation tool defaulted to Game/Meshes when that may not be a valid folder
#rb Rex.Hill
#preflight 638e8e15255f07df8eb53dbb

[CL 23421931 by scott nelson in ue5-main branch]
2022-12-06 19:50:06 -05:00
henry falconer
4510b454c4 Allow users to limit the number of bone influences per vertex below what the project supports.
BoneInfluencesLimit can be set on each LOD of an asset. DefaultBoneInfluencesLimit is a per-platform global default that can be set from the project settings.

This allows you to, for example, enable Unlimited Bone Influences on a project while ensuring that meshes don't use more than 8 influences by default, even if they've been imported with more.

#rb alexis.matte,josie.yang
#preflight 6380959cf514e1ded907774d

[CL 23265588 by henry falconer in ue5-main branch]
2022-11-25 08:32:25 -05:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
aditya ravichandran
1f3d7ce017 MeshUtilities: Fix an issue where the "Make Static Mesh" button was missing
#rb Lauren.Barnes

[CL 22711555 by aditya ravichandran in ue5-main branch]
2022-10-22 14:43:26 -04:00
eric knapik
ebeb6781c1 Animation BP toolbar trimming & permissions
* Tab filters are now applied before tab widgets before are created for animation blueprint editor instead of only when a user tries opening a new tab. This prevents disallowed tabs in default layouts being created.
* Event graph documents are not opened if event graph permissions are disabled when loading blueprint editor.
* Added new blueprint permission to optionally disable function overrides.

#rb thomas.sarkanen
#preflight 6346928ef04e6f8505f7b879

[CL 22547860 by eric knapik in ue5-main branch]
2022-10-15 02:13:23 -04:00
Brian Karis
1b845f1def Remove doubles from mesh processing
#rb graham.wihlidal
#preflight 633b662e842f0d4c55e4b3d9

[CL 22319966 by Brian Karis in ue5-main branch]
2022-10-03 19:39:31 -04:00
halfdan ingvarsson
e2210cb024 Support for 16-bit skin weights on the skelmesh.
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).

This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.

The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.

#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d

[CL 22215219 by halfdan ingvarsson in ue5-main branch]
2022-09-27 19:48:05 -04:00
bryan sefcik
892629fe83 Fixed some paths that got updated to include the full "ThirdParty" path.
#jira
#preflight 6320877bbc40358fa2995069

[CL 21997782 by bryan sefcik in ue5-main branch]
2022-09-13 21:48:33 -04:00
bryan sefcik
a3dddc6630 Pass 1 on Developer include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e281694758d0bf2ea1399

[CL 21960082 by bryan sefcik in ue5-main branch]
2022-09-11 18:32:18 -04:00
kriss gossart
d01acf593f Skeletal Mesh - Replace direct pointer access by the new GetSkeletalMesh/GetSkinnedAsset methods, and disambiguate some SkinnedMeshComponent/SkeletalMeshComponent uses.
#rb Josie.Yang
#preflight 62d00597803d3d3860700c69
#jira none

[CL 21089728 by kriss gossart in ue5-main branch]
2022-07-14 08:40:18 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
thomas sarkanen
3f8fa9692b Converted a number of animation editor menus & toolbars to use tool menus
Also applied asset permissions to various UI sections

#rb Jurre.deBaare,Sara.Schvartzman
#preflight 6267d7dd272f4a558dbcdb6a

#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19918869 via CL 19921093 via CL 19923159 via CL 19923181
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19926251 by thomas sarkanen in ue5-main branch]
2022-04-26 15:03:55 -04:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00