UMeshElementsVisualizer::SetMeshAccessFunction() now takes a TFunction with a TFunctionRef argument, instead of with a FDynamicMesh3* argument. This allows the UMeshElementsVisualizer to access the target mesh via the ProcessMesh()-style call on a UPreviewMesh, UDynamicMesh, etc, rather than receiving direct pointer access. See UWeldMeshEdgesTool::Setup() for example usage.
Add UMeshOpPreviewWithBackgroundCompute::ProcessCurrentMesh(), which forwards to the embedded UPreviewMesh::ProcessMesh() (which can be used with the above)
Add UE::ToolTarget::GetMeshDescriptionCopy() to ModelingToolTargetUtil, similar to existing DynamicMesh variant that will auto-compute tangents if necessary.
#rb none
#rnx
#jira none
#preflight 60c8def586ce760001d8de51
#fyi semion.piskarev
[CL 16679472 by Ryan Schmidt in ue5-main branch]
* Added new PrimitiveComponent flag bIsBeingMovedByEditor which is enabled by the editor when it moves an actor through the gizmos.
* Velocity rendering now draws components being moved by the editor on top of the usual Movable components
#rb Matt.Kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15373844 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15373874 by daniel wright in ue5-main branch]
MeshSelectionTool: enable new decomposition support to improve painting performance on large meshes. Fix code that was doing repeated linear searches to remove elements from a potentially-very-large array. Make brush-ROI tri centroid point rendering optional.
#rb jimmy.andrews
#rnx
#jira none
[CL 15175542 by Ryan Schmidt in ue5-main branch]
Add UMeshWireframeComponent, this is a component that renders mesh edges as lines, with line color/thickness varying depending on line type. Accesses mesh via an API so client does not have to handle iterations/etc (derived from LineSetComponent).
Add UMeshElementsVisualizer, subclass of UPreviewGeometry that displays mesh information (currently using UMeshWireframeComponent)
Small optimization to ULineSetComponent to avoid calling MarkRenderStateDirty() for each line when adding many lines.
#rb
#rnx
[CL 14858699 by Ryan Schmidt in ue5-main branch]
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 12908995 via CL 12908996 via CL 12909001
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12909003 by ryan schmidt in Main branch]