- This component allow binding a geometry collection with a skeletal mesh for animation fo the root proxy meshes
#rb Chris.Caulfield, benn.gallagher, jeremy.moore
[CL 32489996 by cedric caillaud in 5.4 branch]
Gameplay systems may want to bind to the decayed event on a geometry collection, but if it's already fully decayed the event will never fire. In order to handle this we can expose the flag so gameplay can check first before binding to the event
#rb Shaun.Kime
[CL 32005132 by benn gallagher in 5.4 branch]
SetActorHiddenInGame() now ends up calling this.
Override on GeometryCollectionComponent to update any custom renderer.
#rb aidan.mcdu, cedric.caillaud
[CL 31782189 by jeremy moore in 5.4 branch]
- change back to normal rendering when asset is selected in fracture editor
#rb Jeremy.Moore, benoit.deschenes
[CL 31739459 by cedric caillaud in 5.4 branch]
Integrating code that allows for geometry collections to actually be hidden when you ask them to.
Modifying minor BP flow funcitonality so that we don't hide the Geometry Collection for no reason, and we clean up the tempororay static mesh component that we created in order to generate the SM previews.
#rb Cory.Kolek
[CL 31668753 by aidan mcdu in 5.4 branch]
This deals with an edge case with geometry collection custom renderers. Custom renderers don't run in edition mode, and in editor we would expect to have mesh data available instead. But for UEFN editor with cooked data, the mesh data may already be removed (because it is not needed in cooked game).
#rb Shaun.Kime
[FYI] cedric.caillaud
[CL 31642958 by jeremy moore in 5.4 branch]
Can save up to 400 bytes per component ( maybe lower based on which memory pool the component ends up be allocated in )
#rb vincent.robert, chris.caulfield, benn.gallagher
[CL 31532134 by cedric caillaud in 5.4 branch]
Fix geometry collection dynamic data replication
- Some members of the structure were not properly netserialized
- Root data was always ignore
- Dynamic and static rep data were sharing the same VersionProcessed
#rb Chris.Caulfield, michael.bao
[CL 31244308 by cedric caillaud in 5.4 branch]
Still creating geometry on the Physics Thread, otherwise a partial destruction issue occurs.
Setup query flag after particle and geometry creation
#rb cedric.caillaud
#fy chris.caulfield
[CL 30386282 by vincent robert in ue5-main branch]
- precache PSOs for GeometryCollectionComponent without custom renderer
- precache PSOs for Volumetric fog materials
- precache PSOs for projected shadow rendering using depth pass processor with different depth stencil state and render target
- always precache shadow rendering PSOs for default stream (non Position and PositionAndNormalOnlyStream)
#rb benjamin.rouveyrol
[CL 30290345 by kenzo terelst in ue5-main branch]
- This is caused by the transform not being properly defined when receiving a ComponentAdded event
- Override ChildToParentUpdated method to update the rendering transform
#rb michael.bao, chris.caulfield, michael.lentine
[CL 29615742 by cedric caillaud in ue5-main branch]
Also updated a class to make use of this method until we find a better solution.
[REVIEW] 654bd7ca7236ad045f24f2ce
[CL 29581933 by sergio gardeazabal in ue5-main branch]
Use the RestCollection to access those attributes instead.
#rb cedric.caillaud, vincent.robert, Benn.Gallagher
[CL 29246315 by titouan deslandes in ue5-main branch]
When the building is moving , check at regular interval if any partially destroyed geometry collection has been broken for certain amount of time since the building is moving
If so, then release it
- Cache the dynamic state in the cluster union component to avoid calling IsSimulatingPhysics()
- Added a virtual function called whenever the physics state of the cluster union is set
#rb benn.gallagher, michael.lentinne, michael.bao, chris.caulfield
[CL 29121109 by cedric caillaud in ue5-main branch]