- fix zero-weight vertices after applying max distance falloff function
- if a zero-weight vertex is ever encountered in the shader, fall back to skinned vertex data
- fix construction of TargetMesh index buffer
- pull out MaxEdgeLength computation into its own function
- simplify Kernel expression
#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60d39b8ca93474000176026c
#ROBOMERGE-OWNER: tyson.brochu
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 16763969
#ROBOMERGE-BOT: (v835-16672529)
#ROBOMERGE-CONFLICT from-shelf
[CL 16764327 by tyson brochu in ue5-main branch]
- use new barycentric weight computation
- if no triangles are within kernel radius, default to single-influence mode for that vertex
- add a missing division by NUM_INFLUENCES_PER_VERTEX when computing normals and tangents in the shader
#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60ca51632ab2180001380e9c
#ROBOMERGE-SOURCE: CL 16696354
#ROBOMERGE-BOT: (v835-16672529)
[CL 16696388 by tyson brochu in ue5-main branch]
Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen in ue5-main branch]
Call-site changes for non-scalar wrapped object pointer upgrade that overlap with automated pointer changes.
#rb devin.doucette
[CL 14822398 by Zousar Shaker in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]