[FYI] kendall.tucker
Original CL Desc
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Added the following to ConsoleVariables.ini:
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
[CL 28892555 by kendall tucker in ue5-main branch]
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6356cd17f92c325024f48f6e
#lockdown jeanmichel.dignard
#preflight 635a9bb00b08a07d8a4310d7
[CL 22810471 by david lesage in ue5-main branch]
[FYI] David.Lesage
Original CL Desc
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[CADKernel] Improve topological welding:
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6352c5ef7261e565c47ca046
#lockdown jeanmichel.dignard
[CL 22713056 by aurel cordonnier in ue5-main branch]
- to try to fix large crack, a second step could be perform with a larger tolerance
- to prevent the meshing failure of thin surface, and consequently the presence of a crack in the mesh, thin surface can be removed and replaced by a topological weld.
3 new CVar are added to drive this new process:
- ds.CADTranslator.Stitching.ForceSew
- ds.CADTranslator.Stitching.ForceFactor
- ds.CADTranslator.Stitching.RemoveThinFaces
Fix crashes, fix HD leak, fix RAM usage
#jira UE-154019, UE-157085
#rb jeanluc.corenthin
#preflight 6352c5ef7261e565c47ca046
#lockdown jeanmichel.dignard
[CL 22711547 by marc audy in ue5-main branch]
The CVar ds.CADTranslator.MaxMaterialCountPerMesh define the limit.
If the limit is reached, the last material is used to replace the others.
#Jira UE-167892
#preflight 6352a5ca777a77c440503188
#rb jeanluc.corenthin
#lockdown Jeanmichel.dignard
[CL 22707992 by david lesage in ue5-main branch]
The problem in this task is that each node of a branch of the scene graph can be in a different layer.
So if a leaf has a different layer than its ancestor, the branch has to be duplicated in the leaf's layer.
A second result is that empty branches are known only at the end. A process is therefore launched to recursively delete all the empty branches.
In the wait of option in the import widget, a CVar allow to activate this new import mode: ds.CADTranslator.Alias.LayersAsActors
#jira UE-82179 [Alias] datasmith alias wire layer visibility not respected
Leaf with an hidden layer are no more built
#rb jeanluc.corenthin
#preflight 6321af1fb602881e8e15fae0
[CL 22008165 by david lesage in ue5-main branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
[CL 17186155 by christopher waters in ue5-main branch]