- 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]
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]
The visualization is being extended to cover all mesh painting modes and this deprecation step will help licensees who have copy/pasted setup code into their own scene proxies.
[CL 35597615 by jeremy moore in ue5-main branch]
This is to catch all variables that can impact shading (such as holdouts). This extends the fix that was done for GeometryCache actors.
#jira UE-206282
#rb aleksander.netzel, Ola.Olsson
[CL 33983165 by chris kulla 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]
Now CVD can be built as an unreal program (in addition to being an editor tool).
#jira UE-191890
#rb Benn.Gallagher
[CL 32844991 by sergio gardeazabal in ue5-main branch]
+ make the background thread operate on a (geo-only) copy of the mesh (because ProcessMesh doesn't seem to actually lock access to the mesh, and can't really since code can easily grab the mesh pointer via GetMesh() also)
+ make the post-compute MarkRenderStateDirty() call happen on the game thread (on tick), so it won't be called at an unsafe time
#rb David.Hill
[CL 32579407 by jimmy andrews in ue5-main branch]
disable fast vertex/index buffer updates when using static draw path for dynamic mesh component, and more consistently lock the dynamic mesh proxy buffersets when accessing them
#jira UE-210165
#rb David.Hill
[CL 32368392 by jimmy andrews in ue5-main branch]
+ Make complex collision wireframe only render on the base dynamic mesh proxy if the complex collision is provided.
+ add helper to update physics/etc consistently after mesh changes
#rb rinat.abdrashitov
[CL 32003960 by jimmy andrews in ue5-main branch]