- Deprecated FRayTracingMeshResourceCollector and FRayTracingMaterialGatheringContext.
- Instead GetDynamicRayTracingInstances(...) implementations should use the new FRayTracingInstanceCollector which extends FMeshElementCollector with ray tracing functionality (AddRayTracingInstance/AddReferencedGeometryGroup/AddRayTracingGeometryUpdate)
- this is similar to GetDynamicMeshElements(...) using FMeshElementCollector.
- FRayTracingInstanceCollector uses a dedicated RHI command list to gather instances, which is different than FRayTracingMaterialGatheringContext which used the immediate command list.
- Moved dynamic instance gathering logic in RayTracing.cpp into a new class FDynamicRayTracingInstancesContext laying the foundation of gathering dynamic instances in parallel threads on follow up changes.
#rb Kenzo.Terelst
[CL 36034312 by tiago costa in ue5-main branch]
Fixed USD.GeometryCache.ForceImport cvar not working.
Fixed GeometryCaches hashing to the same asset even with different timecodes.
#jira UE-190348
#rb daniel.coelho
[CL 35537071 by anousack kitisa in ue5-main branch]
- also change behavior so ray tracing geometry is released when it doesn't have any Segments/TotalPrimitiveCount is zero.
#jira UE-220478
#rb aleksander.netzel
[CL 35313037 by tiago costa in ue5-main branch]
- Custom Preview for .abc files.
- Ability to inspect animation with a timeline control
- Editor Viewport for Geometry Cache assets
#jira UE-177999
#rb Anousack.Kitisa
[CL 35090565 by vedang javdekar in ue5-main branch]
The DXR specification states that backface culling is not affected by the transform, so there is no need to set this flag based on the transform determinant.
Additionally, update the creation of mesh batches to take into account the reverse culling flag on the primitive (when present) for consistency with the raster behavior.
#rb Krzysztof.Narkowicz
[CL 33212381 by chris kulla in ue5-main branch]
Added function to set up dynamic UB parameters using the existing proxy BuildUniformShaderParameters function to avoid divergence in functionality. This pattern should eventually be used in the other dynamic primitives.
#jira UE-206282
#rb Juan.Canada
[CL 31731747 by chris kulla in ue5-main branch]
- This functionality was lost at some point during UE4 and wasn't bound to anything in the engine since then.
- Removed all property coloration specific code and made it go through the new Actor Coloration Framework, and kept the original white color for non-matching objects and red for matching objects.
- In UE3, property coloration was bound to shift-click on a property, but this was replaced by copy/paste in UE4, so this is now bound to control-click instead.
#rb Sebastien.Lussier
[FYI] Brooke.Hubert, Aditya.RaviChandran
[CL 31084023 by jeanfrancois dube in ue5-main branch]
This change represents the final round of improvements to the Sequencer outliner UI per UX team's mockups. The notable changes are:
- All widgets on the outliner are now properly aligned and maintained through a rich and extensible column management API. All columns can be toggled on and off as desired.
- Previous/Add/Next key navigation buttons have updated icons and spacing and are consistent with the pin/lock/mute/solo icons
- Labels and edit widgets will now forcibly overflow other, less important, widgets on hover if they are occluded because of a narrow overal outliner width
- All rows now have a separator line
- Track rows are now uniform heights
- Lock camera button is now more prominent
#rb Max.Chen
#jira UE-200166
[CL 30976450 by andrew rodham in ue5-main branch]