Gameplay systems may want to bind to the decayed event on a geometry collection, but if it's already fully decayed the event will never fire. In order to handle this we can expose the flag so gameplay can check first before binding to the event
#rb Shaun.Kime
[CL 32005132 by benn gallagher in 5.4 branch]
- crash can happen when resetting the RestCollection while having a geometry collection asset open ( with a dataflow assigned )
#jira UE-207948
[CL 31807948 by cedric caillaud in 5.4 branch]
SetActorHiddenInGame() now ends up calling this.
Override on GeometryCollectionComponent to update any custom renderer.
#rb aidan.mcdu, cedric.caillaud
[CL 31782189 by jeremy moore in 5.4 branch]
- change back to normal rendering when asset is selected in fracture editor
#rb Jeremy.Moore, benoit.deschenes
[CL 31739459 by cedric caillaud in 5.4 branch]
Integrating code that allows for geometry collections to actually be hidden when you ask them to.
Modifying minor BP flow funcitonality so that we don't hide the Geometry Collection for no reason, and we clean up the tempororay static mesh component that we created in order to generate the SM previews.
#rb Cory.Kolek
[CL 31668753 by aidan mcdu in 5.4 branch]
This deals with an edge case with geometry collection custom renderers. Custom renderers don't run in edition mode, and in editor we would expect to have mesh data available instead. But for UEFN editor with cooked data, the mesh data may already be removed (because it is not needed in cooked game).
#rb Shaun.Kime
[FYI] cedric.caillaud
[CL 31642958 by jeremy moore in 5.4 branch]
- flag is also used by GeomrteyCollections
- wire flag through to Chaos particles in the ControlFlags structure
NOTE: this flag isn't actually being used yet. It will be connected to the MACD feature in an upcoming change.
#rb Benn.Gallagher
[CL 31577246 by chris caulfield in 5.4 branch]
Can save up to 400 bytes per component ( maybe lower based on which memory pool the component ends up be allocated in )
#rb vincent.robert, chris.caulfield, benn.gallagher
[CL 31532134 by cedric caillaud in 5.4 branch]
- the issue was a consequence of the component space transforms computation optimization
- the code responsible to update the scale of the pieces now properly mark the component space transforms dirty so the rendering reads the updated ones
#jira UE-202204
#rb Benn.Gallagher, vincent.robert
[CL 31483889 by cedric caillaud in 5.4 branch]
Fix geometry collection dynamic data replication
- Some members of the structure were not properly netserialized
- Root data was always ignore
- Dynamic and static rep data were sharing the same VersionProcessed
#rb Chris.Caulfield, michael.bao
[CL 31244308 by cedric caillaud in 5.4 branch]
- add debug draw to visualize sleep state
- implement SleepFamily system that was missing from Chaos (SleepThesholdMultiplier)
- SetV and SetW now wakes particles
- reduced default velocity smoothing used by sleep thresholds
- fix smoothed velocity for particles in awake islands (minor issue that made it slightly harder to go to sleep)
- don't use smoothed velocity for floating particles
- system top alloe reduced sleep thresholds for floating particles (cvar controlled, disable dby default)
#rb benn.gallagher
[CL 30608421 by chris caulfield in ue5-main branch]
Still creating geometry on the Physics Thread, otherwise a partial destruction issue occurs.
Setup query flag after particle and geometry creation
#rb cedric.caillaud
#fy chris.caulfield
[CL 30386282 by vincent robert in ue5-main branch]
- When placing in editor, construction script runs before physics proxy is set , which was not setting the collision properly
- Move the proxy side flag to be part of the simulation parameters, so that when the proxy get created it is properly set from the component bUseStaticMeshCollisionForTraces property
#rb emanuel.masciarelli, michael.bao, vincent.robert
[CL 30378857 by cedric caillaud in ue5-main branch]