For the sim mesh, the node operates on the 2D representation by first remeshing the seam and boundary edges, then remeshing the entire mesh while constraining those edges. Finally it (un)projects the 2D mesh to 3D using the input 2D/3D mesh representations.
For the render mesh, it remeshes the boundaries first, then the interiors in 3D since there are no seams. (Render Mesh LOD generation is likely to be replaced with something more user-controllable in the future, this is kind of a placeholder.)
Still TODO: additional constraints for other sim needs
#jira UE-174510
#rb Alex.McAdams, kriss.gossart, rinat.abdrashitov
[CL 30272045 by tyson brochu in ue5-main branch]
this is easy to repro using a single mesh with two bones (one in the center of the mesh and the other one away from the mesh bbox)
#jira UE-191147
#rb halfdan.ingvarsson
#rnx
[CL 26642311 by benoit gadreau in ue5-main branch]
+ removed occupancy grid computation when useless (this is only used for debug purposes and slows down the binding calculation)
#jira UE-187013
#jira UE-180559
#rb halfdan.ingvarsson
[CL 26506572 by benoit gadreau in ue5-main branch]
This code was reviewed here https://p4-swarm.epicgames.net/reviews/25007278 but that CL was into //UE5/Main. We want the change to be into //Fortnite/Main, hence this CL
#jira UE-181649
#preflight 6442a3894944ef78926d17a3
#rb semion.piskarev, jimmy.andrews, ryan.schmidt
[CL 25150696 by matija kecman in ue5-main branch]
Store bone transform in the transform hiearchy as well.
#rb halfdan.ingvarsson
#preflight 6408c1998832f48a4daf0eac
[CL 24564498 by rinat abdrashitov in ue5-main branch]
Add background compute of the noise-deformed cutting meshes
+ add previews using background computes
Move the noise preview controls (previously just in the plane fracture tool) over to common fracture settings
#rb cedric.caillaud
#preflight 639a574d8c64c74ac8245d6f
[CL 23540040 by Jimmy Andrews in ue5-main branch]
Add UE::ToolTarget::SupportsIncrementalMeshChanges() and ::ApplyIncrementalMeshEditChange(), these allow a Tool to directly edit a DynamicMeshComponent in the level (and emit corresponding MeshChange) so that a Tool can emit multiple undoable edits on a DynamicMesh
Add new USingleTargetWithSelectionTool base tool class, this is a USingleSelectionTool that can receive a FGeometrySelection. USingleTargetWithSelectionToolBuilder configures this type of Tool as necessary.
Add new LinearExtrusionOp dynamic mesh operator, provides linear-extrusion API to FOffsetMeshRegion using new Operator design (mesh shared via FSharedConstDynamicMesh3, CalculateResultInPlace() function to simplify direct usage in geometry script/etc)
Add new ExtrudeMeshSelectionTool, subclass of USingleTargetWithSelectionTool, exposes new LinearExtrusionOp, uses above ToolTarget functions to directly edit DynamicMeshComponent where possible
Enable new Tool in Modeling Mode
Add a few new functions to UMeshOpPreviewWithBackgroundCompute to simplify configuring InProgress and Secondary materials
Small additions to USingleSelectionTool
#preflight 639a3e250a671525500d8a7e
#rb none
[CL 23520421 by ryan schmidt in ue5-main branch]