ChaosFlesh: CIS fix
backward compatibility for per-vertex kinematic attribute
Embedded positions are now initialized to 0 even without embedding info.
Fixed BoneWeightsFacade.IsValid() by allowing KinematicAttribute to be invalid for backward compatibility
#rb Brice.Criswell
#jira UE-227225
Merging
//Fortnite/Main/Engine/...
to //Fortnite/Release-32.00/Engine/...
[CL 37027497 by yushan han in 5.5 branch]
- HasDynamicInternalClusterParent and HasClusterUnionParent are mutually exclusive and testing both was resulting in getting always false for computing HasDynamicInternalClusterParent
[CL 36747843 by cedric caillaud in 5.5 branch]
- Fix out of bound related crashes when using the select by box node ( when there was more transforms than geometry in the collection )
- now properly access the centroid array by geometry index
- StaticMeshToCollection node now outputs collection with a single root when using the Split Element option
#rb gustav.melich
#jira UE-225106
#p4v-cherrypick 36466212
[CL 36485897 by cedric caillaud in 5.5 branch]
Add support for non-nanite fallback mesh for nanite geometry collections.
Strip geometry collection nanite render data when cooking non-nanite platforms.
#rb cedric.caillaud
[CL 36439857 by jeremy moore in 5.5 branch]
Fix nanite geometry collection not visually rotating on gizmo driven rotations.
Needed to reapply modified instance transforms after primitive transform update.
This is because, for nanite, Geom Collection GPU instance transforms are stored relative to the relative (non-rotated) world transform.
This bug wasn't visible for non-gizmo use movement cases which go through full scene proxy recreate.
This bug wasn't visible for gizmo translation use case because this is in the relative transform.
#rb cedric.caillaud
[CL 36344776 by jeremy moore in 5.5 branch]
- this also allow terminal node to actually properly process empty collection
#jira UE-223273
#rb brice.criswell, michael.forot, gustav.melich
[CL 36289407 by cedric caillaud in 5.5 branch]
- 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]
Original CL:
Commit 1 of 3 - Decoupling ISMPool from GeometryCollection
Create a copy of the GC_ISM pool files in its own Runtime/Experimental folder. This allows our non-GC assets to take advantage of the ISMPooling and custom instance data.
#rb cedric.caillaud
[CL 35979457 by trapper mcferron in ue5-main branch]
[FYI] Todd.Eckert
Original CL Desc
-----------------------------------------------------------------
Fixed an issue when running a construction script that was causing geometry collection component's custom render to try and spawn actors
#rb cedric.caillaud
[CL 35924892 by todd eckert in ue5-main branch]
- make sure to account for the hidden flag of the actor in the RefreshCustomrenderer method
- also change game specific code to account for this new behaviour
#rb aidan.mcdu, todd.eckert, jeremy.moore
[FYI] shaun.kime, kurtis.schmidt
[CL 35911176 by cedric caillaud in ue5-main branch]
* Will now rely on the Geometry Collection ISM Pool components to generate the HLOD, allowing PerInstanceData to be taken into account in the HLOD
* As a side effect, this allow the computation of a valid "HLOD hash" for HLODs from GC on building actors - previously only correct for JunoBuildingProp
#jira UE-220875
#rb Jeremy.Moore, Richard.Malo
[CL 35825057 by sebastien lussier in ue5-main branch]
* Some of the code still relied on possibly non-persistent GetTypeHash()
* Fixed an issue with the transient Geometry Collection ISM Pool components getting a random value for their InstancingRandomSeed property.
* Improved verbose logging to ease debugging in the future
#rb Dominic.Couture, Richard.Malo, jeanfrancois.dube
[CL 35824182 by sebastien lussier in ue5-main branch]
To maintain backward compatibility for previous engine version include orders, SceneManagement.h includes the new MeshPaintVisualize.h.
[CL 35808897 by jeremy moore in ue5-main branch]
- make sure the cache data is computed before saving of the asset happens
#rb Jimmy.Andrews
#jira UE-194284
[CL 35718317 by cedric caillaud in ue5-main branch]