* An HLOD actor can use the "Location" grid placement if all it's source are using this placement option.
* Properly accessing grid placement of source actors using the actor desc view
#rb jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 16646225
#ROBOMERGE-BOT: (v833-16641396)
[CL 16646238 by sebastien lussier in ue5-main branch]
Supports either:
* From texel density
* From expected mesh screen size
* From expected mesh draw distance
Compute best texture size, taking UV map waste into account.
Currently only supported by the Approximate Actors merge method, to be integrated in the ProxyLOD later.
#rb ryan.schmidt, luc.eygasier
#ROBOMERGE-SOURCE: CL 16635038
#ROBOMERGE-BOT: (v831-16623017)
[CL 16635077 by sebastien lussier in ue5-main branch]
* Moved duplicated code that was constructing a IGeometryProcessing_ApproximateActors::FOptions from a FMeshApproximationSettings to FApproximateActorsImpl::ConstructOptions()
* Added mesh generation options
** bAllowDistanceField - on by default
** bSupportRayTracing - on by default
** bGenerateLightmapUVs - off by default
* Disable creation of physics body for HLOD
* Scale texture size based on grid promotion (higher z grid index -> higher area covered) - Only temporary, will probably switch to a texel density option instead
#rb ryan.schmidt, jeanfrancois.dube, luc.eygasier
#ROBOMERGE-SOURCE: CL 16538607 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v828-16531559)
[CL 16538620 by sebastien lussier in ue5-main branch]
* Use the global engine DefaultHLODFlattenMaterial, which expects virtual textures
* Propagate newly added mesh merge options to the IGeometryProcessing_ApproximateActors::FOptions struct
* Added "EmissiveHDRTexture" texture nodes and "UseEmissiveHDR" options to both FlattenMaterial & FlattenMaterial_VT - will be used by the Actor Approx. HLODs
#rb jeanfrancois.dube, ryan.schmidt
#ROBOMERGE-SOURCE: CL 16505841 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v826-16501804)
[CL 16505847 by sebastien lussier in ue5-main branch]
This was being included in a header that is included throughout the engine, resulting in any changes to UInstancedStaticMeshComponent triggering an extensive build (2,500-3,000 actions).
After this change it only triggers a build of ~140 actions (EngineTest).
Code that was relying on this implicit include has been updated to include the header if required.
#fyi Ryan.Schmidt
#preflight 60a298adfe43a700014dd14b
[CL 16359882 by Jamie Dale in ue5-main branch]
Necessary to avoid dragging more geometry tools directly in the Engine module when the new Mesh Approximation merge method will be integrated to HLOD
#rb jeanfrancois.dube
[CL 16207912 by Sebastien Lussier in ue5-main branch]