* All valid UV channels must be kept during material baking
#tests enginetest
#rb JeanFrancois.Dube
[CL 35033880 by sebastien lussier in ue5-main branch]
* Reversed index buffers are used to handle negative scaling transforms. Since HLOD meshes will never be used with such transforms, we can get rid of these buffers and reduce memory usage.
#jira UE-216169
#rb JeanFrancois.Dube
[CL 34065502 by sebastien lussier in ue5-main branch]
* Shielded the utility methods from bad input
* Disabled the Bake Material button in case the operation isn't possible.
#jira UE-209285
#rb JeanFrancois.Dube
[CL 32576630 by sebastien lussier in ue5-main branch]
* Forward custom primitive data info to material baking
* Added Custom Primitive Data case to material baking engine test
* Also updated broken Material Baking tests screenshots as subtle differences are now occuring on shadows... Disabled shadows from the map light source to minimize noise in future test results
#rb JeanFrancois.Dube
#virtualized
[CL 32298478 by sebastien lussier in ue5-main branch]
* Required a source mesh with two sections with identical materials
* Occured only when created a merged mesh without baking down textures
#jira UE-201699
#rb Patrick.Enfedaque
[CL 30245768 by sebastien lussier in ue5-main branch]
* Added a FBoxSphereBounds::Builder class to help avoid these kind of issues
#rb jeanfrancois.dube, patrick.enfedaque
[FYI] Graham.Wihlidal
#preflight 6419e677ec01de1664d3e95c
[CL 24739078 by sebastien lussier in ue5-main branch]
* In this case, instead of baking each mesh material property to it's own buffer, we can write all the meshes to the same buffer as their UVs are already the final ones that do not overlap
* Memory usage is greatly reduced (in test case with ~300 materials to bake, peak is reduced by 5.5GB)
* A lot faster to process (~2x in most cases) as we are doing a single RT readback per baked material property
* We can also skip the final merge of the baked outputs, as we have a single one
Refactored the material baking module to have both code paths (single output and multi outputs) share as much code as possible
#rb jeanfrancois.dube
#preflight 63eba6e0284e76cdadbecb48
[CL 24226039 by sebastien lussier in ue5-main branch]
* Moved material creation in MergeComponentsToStaticMesh() to a standalone utility function
* Deprecate bCreateMergedMaterial
#rb trivial
[CL 24197343 by sebastien lussier in ue5-main branch]
We new merge the collisions of all the instances in the ISM component, instead of a single collision instance using just the component transform.
Also exposing a utility function for getting the collision information of a list of components.
#rb Richard.TalbotWatkin
#jira UE-174128
#preflight 63c99511c503023ab929831e
[CL 23814991 by benoit deschenes in ue5-main branch]
Merging static mesh actors resulted in static mesh sockets getting lost
* Added a "Merge Mesh Sockets" option to the Mesh Merge Settings
#rb jeanfrancois.dube
#preflight 63c0b1e602024f93d8d2f6af
[CL 23672695 by Sebastien Lussier in ue5-main branch]
Now used in place of duplicated code in:
* UHLODBuilder::BatchInstances()
* FMeshMergeUtilities::MergeComponentsToInstances
* FPackedLevelActorISMBuilder::PackActors
#rb patrick.enfedaque
#preflight 637f87defa348e84808f0c99
[CL 23261629 by sebastien lussier in ue5-main branch]