- 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]
- 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]
[FYI] Todd.Eckert
Original CL Desc
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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]
- crash was caused by the fact that the owner of a component is null when added to a blueprint
- added extra checks to avoid crashing when this is the case
#jira UE-219818
[FYI] jimmy.andrews, gustav.melich, kazuhisa.minato
[CL 35428749 by cedric caillaud in ue5-main branch]
- Also makes GeometryCollectionComponent take solver frame from the marshaling manager instead of the replication cache since it's not using the cache for the states.
#rb Benn.Gallagher
[CL 35302926 by markus boberg in ue5-main branch]
- Temporary change to make GeometryCollectionRepDynamicData, GeometryCollectionRepData and GeometryCollectionRepStateData to use LastResortNetSerializer
#rb Peter.Engstrom
[CL 34272063 by mattias hornlund in ue5-main branch]
this saves a total 16 bytes per bone ( Physics thread + game thread dyanmic collection ) per geometry collection component
#rb Benn.Gallagher, titouan.deslandes, vincent.robert
[CL 34080384 by cedric caillaud in ue5-main branch]
- saves 320 bytes from the proxy
- cleaned up the buffer command API for the proxy to be clear about what can be called from the game or physics thread
#rb vincent.robert, benn.gallagher, brice.criswell, titouan.deslandes
[CL 33900856 by cedric caillaud in ue5-main branch]
* packed and re-ordered members in GeometryCollectionComponent, saving 64 bytes
* packed and re-ordered members in GeometryCollectionISMPoolRenderer, saving 16 bytes
* packed and re-ordered members in IPhysicsProxyBase, saving 8 bytes
* packed and re-ordered members in ClusterUnionReplicatedProxyComponent, saving 16 bytes
#rb cedric.caillaud
[CL 33894015 by titouan deslandes in ue5-main branch]
* packed and re-ordered data in structures to minimize padding as much as possible
* reduce simulation parameters data by 80 bytes ( 112 if stripping the deprecated members )
* remove dead code
#rb titouan.deslandes
[CL 33871845 by cedric caillaud in ue5-main branch]
- symptoms : Cache would fail to set the geometry collection to be kinematic when replaying , causing also the pose to be reset regardless of the start time
- fix : make sure to note recreate the physics state if it was already created, if it was , make sure to recreate the physics proxy as well
#rb Benn.Gallagher, vincent.robert
#jira UE-214150
[CL 33520578 by cedric caillaud in ue5-main branch]
+ make corresponding contact select dataflow nodes use the updated neighbor selection logic
#rb cedric.caillaud
[CL 33462920 by jimmy andrews in ue5-main branch]
For thumbnail rendering OnCreatePhysicsState() won't be called and so we need to rely on component registration to call RefreshCustomRenderer().
[FYI] cedric.caillaud
[CL 33253607 by jeremy moore in ue5-main branch]