Commit Graph

80 Commits

Author SHA1 Message Date
mikko mononen
b61e12b277 Nav Corridor: fix nav corridor or high cost neighbour polygons
- fixed DetourNavMeshQuery storeWallSegment() returning some segments in reverse
- fixed degenerate cases in polygon clipping
- change corridor expansion to take fixed area cost into account to not expand to hard to reach areas

#rb Mieszko.Zielinski
#preflight 6349200d3c37eed48151e71d

[CL 22539724 by mikko mononen in ue5-main branch]
2022-10-14 19:06:35 -04:00
aris theophanidis
515c53fba6 [WP Navmesh] For navmeshes supporting runtime generation, copy cache data when filling navigation data chunk actors.
#jira UE-166490
#rb Stephen.Holmes
#preflight 63402fb1b20780acc1f5c035
#lockdown Julien.Marchand

[CL 22404321 by aris theophanidis in ue5-main branch]
2022-10-07 13:38:43 -04:00
Aris Theophanidis
9386dee261 [WP Navmesh] Prevent creation of partitioned navmesh in non world-partitioned worlds
#jira UE-157334
#rb Mieszko.Zielinski
#preflight 63346e04e4106916067a3493

[CL 22225636 by Aris Theophanidis in ue5-main branch]
2022-09-28 13:07:40 -04:00
marc audy
311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds

After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds

#jira
#preflight

[CL 22173263 by marc audy in ue5-main branch]
2022-09-24 13:57:58 -04:00
Stephen Holmes
ef0154ac65 Upgraded a lot of the navigation code. to use FVector::FReal rather than floats. Areas of code where there was little to gain from doing this but would break existing code have been left as float.
#review-22090184
#jira UE-159397
#preflight 632af1846919ce3998bd2195

[CL 22111650 by Stephen Holmes in ue5-main branch]
2022-09-21 09:16:42 -04:00
Aris Theophanidis
c4652e5977 [WP Navmesh] Get the required overlap (to build world partitioned navmesh) from the navigation system instead of using a constant.
#jira UE-150793
#rb Mieszko.Zielinski
#rb Mikko.Mononen
#preflight 63238e295a44869a7d0c7804

[CL 22038349 by Aris Theophanidis in ue5-main branch]
2022-09-15 17:03:58 -04:00
henrik karlsson
213a68824f * UnrealHeaderTool - Fixed so destructor is declared and defined for code gen classes
* UnrealTypeDefinitionInfo - Explicitly added destructor to make sure code gen is not adding.
* Niagra - Fixed bug where function was declared as non-inline virtual but implemented as inline.
* RecastNavmesh - Made sure destructor is outside #ifdef for UHT to more easily parse the header and generate proper code

#rb Tim.Smith
#preflight 630660a4c00af5e2946af6a6

[CL 21555810 by henrik karlsson in ue5-main branch]
2022-08-24 19:22:18 -04:00
aris theophanidis
fa28636eff Fix crash in PIE on navmesh RebuildAll() using normal navmesh in a WP world
#rb Yoan.StAmant
#preflight none
#rnx

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 21202572 via CL 21202595 via CL 21202604
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21204064 by aris theophanidis in ue5-main branch]
2022-07-21 13:31:44 -04:00
aris theophanidis
1cfe7b5e40 [Navmesh] When building a standard navmesh in a partitioned world, make sure the navigable world is loaded before building.
#rb Yoan.StAmant
#rb Patrick.Enfedaque
#preflight 62cede61b90bf53969727331

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 21071925 via CL 21072005 via CL 21072034
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21079721 by aris theophanidis in ue5-main branch]
2022-07-13 16:27:55 -04:00
Stephen Holmes
6dd0507189 Check that navigable areas have recast tiles indices that can fit in to an int32. An error log is output if this occurs.
#jira UE-158251
#review-21008880
#rb @Aris.Theophanidis

#preflight 62cd16656a67c3717a6a529b

[CL 21053829 by Stephen Holmes in ue5-main branch]
2022-07-12 04:27:28 -04:00
Aris Theophanidis
b9c3260a83 Allow ANavigationData to support external packaging
Prevent discard of sublevel navdata when using OFPA
Avoid Build Paths to dirty the Level package when Level uses OFPA
Beautify NavData actor labels when using OFPA
#jira FORT-492382
#rb Stephen.Holmes
#rb Richard.Malo
#robomerge[FN_EngineMerge] Dev-EngineMerge
#preflight 62c315595751c961937e79d8

[CL 20935889 by Aris Theophanidis in ue5-main branch]
2022-07-04 12:43:36 -04:00
Aris Theophanidis
922c0de02b [WP navmesh] Allow navmesh tile pool to be resizable when built through the UWorldPartitionNavigationDataBuilder (ignoring bFixedTilePoolSize)
#rb Yoan.StAmant
#jira none
#preflight 62bddb663f0d6beee296d52b

[CL 20899730 by Aris Theophanidis in ue5-main branch]
2022-06-30 13:55:48 -04:00
Aris Theophanidis
c6a3f6fc3c [Navmesh] Rename debug display property bHeightfieldSolidPostRadiusFiltering to bHeightfieldSolidPostInclusionBoundsFiltering and add some property descriptions.
#rb Mieszko.Zielinski
#jira none
#preflight 62bb09351813601bbec82327

[CL 20857404 by Aris Theophanidis in ue5-main branch]
2022-06-28 10:10:55 -04:00
Aris Theophanidis
f4369cac84 [Navmesh] Misc: merge namespace and remove deprecated log
#rb Mieszko.Zielinski
#jira none
#rnx
#preflight 62b09decef1c98455457dc23

[CL 20739735 by Aris Theophanidis in ue5-main branch]
2022-06-20 12:43:37 -04:00
rveilleuxBHVR
f88852864c PR #9020: Fixed potential crash in ARecastNavMesh::InvalidateAffectedPaths (Contributed by rveilleuxBHVR)
Added same pattern to ANavigationData::PurgeUnusedPaths

#jira UE-147364
#rb Aris.Theophanidis, Yoan.StAmant
#preflight 62ab42d8e9031caf98ab609c

[CL 20688350 by rveilleuxBHVR in ue5-main branch]
2022-06-16 11:59:46 -04:00
Aris Theophanidis
2e4408b29b [Navmesh] Use FNavTileRef instead if int32 for updated tiles to fix issue where a tile would be reuse from the tile pool while it would still be referenced in the updated tile list (causing unpredictable results).
Also includes improved tile logging.
#rb Mieszko.Zielinski
#jira none
#preflight 62a0c659232daff7b3f10b18

[CL 20558326 by Aris Theophanidis in ue5-main branch]
2022-06-08 12:29:58 -04:00
Aris Theophanidis
cd25636c50 [Navmesh] Fix crash when using WP static navmesh
#rb Mieszko.Zielinski
#jira none
#preflight 629a0c352a610ccde505610e

[CL 20485445 by Aris Theophanidis in ue5-main branch]
2022-06-03 09:40:09 -04:00
mikko mononen
f9c6bd4d5a RecastNavmesh: Added FindOverlappingEdges() method to get wall edges that intersect a convex polygon.
#jira none
#rb Mieszko.Zielinski
#preflight 6298763c216be32a762b189b

[CL 20466967 by mikko mononen in ue5-main branch]
2022-06-02 04:51:17 -04:00
Aris Theophanidis
e65180d107 [WP Dynamic Navmesh] Handle preexisting spawned objects when loading cells
#rb Yoan.StAmant
#jira UE-150793
#preflight 6290c68a1f0041249bed5027

[CL 20392089 by Aris Theophanidis in ue5-main branch]
2022-05-27 08:58:40 -04:00
Aris Theophanidis
e2dab4ca3d [WP navmesh] Limit tile building to the loaded space when using a WP dynamic navmesh
- Update and use active tiles when using URecastNavMeshDataChunk
- Keep track of dirty areas origin
- Fix some logs TileRef
#rb Mieszko.Zielinski
#jira UE-150793
#preflight 6286493e9016c6dd8982744e

[CL 20279641 by Aris Theophanidis in ue5-main branch]
2022-05-19 09:59:18 -04:00
Aris Theophanidis
7ee1676796 Fix gameplay debugger navmesh rendering issue
When using bRestrictBuildingToActiveTiles, GetDebugGeometry() would gather the data for all the active tiles for each tile in the TileSet instead of only once, leading to unsuable framerate.
#rb Mieszko.Zielinski
#jira none
#preflight 627434d8fd59d6606e05341a

[CL 20064369 by Aris Theophanidis in ue5-main branch]
2022-05-05 16:48:48 -04:00
Aris Theophanidis
5c4115f532 [WP Dynamic Navmesh] First pass on WP dynamic navmesh
- Dynamic navmesh in a world partitioned map is now allowed to build a base navmesh and stream cells from it
- Ignore navigation dirtiness coming from objects loading/unloading that are part of the base navmesh
- Addition of vlog boxes on addition and removal of navigation data chunk actors
#rb Yoan.StAmant
#jira UE-150793
#preflight 626fe108220f89f0ad3fdb14

[CL 20008063 by Aris Theophanidis in ue5-main branch]
2022-05-02 10:10:57 -04:00
stefan-zimecki
cd813f6703 RecastNavMesh: Fixed cell size clamping based on issue reported via github PR.
PR #8899: [Bugfix][Recast] Fixed cell size adjustment in RecastNavMesh (Contributed by stefan-zimecki)

#jira UE-142756
#rb Mieszko.Zielinski
#preflight 6262544cd929bc34a31586f6

[CL 19861957 by stefan-zimecki in ue5-main branch]
2022-04-22 03:36:26 -04:00
frederic doll
ffd235bd12 Add way to get random position inside a specified nav polygon
I need that because I do a floodfill query (with ARecastNavMesh::FindPolysAroundCircle) and then need to test positions to move in the resulting polygons

[REVIEW] aris.theophanidis, mikko.mononen

#ROBOMERGE-AUTHOR: frederic.doll
#ROBOMERGE-SOURCE: CL 19465568 via CL 19465588 via CL 19465610 via CL 19466833 via CL 19475574 via CL 19475839
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v935-19464907)

[CL 19476450 by frederic doll in ue5-main branch]
2022-03-23 01:26:18 -04:00
aris theophanidis
4eb193aafc [Navmesh] Fix bShouldDiscardSubLevelNavData
Moving conditions allowing the property to take effect from ARecastNavMesh::PostInitProperties() to ARecastNavMesh::PostLoad() and delaying the check to discard navdata if there is no navigation system yet.
Removing previous ShouldDiscardSubLevelNavData() function that would fallback to read value from NavSysCDO when there is no navigation system.
#rb Yoan.StAmant, Maxime.Mercier
#jira UE-113463
[RN] fix Warning: UNavigationSystemV1 bShouldDiscardSubLevelNavData property was not working in some cases. With this fix navdata from sublevel will be properly discarted if the property is true (it's default value).
#preflight 62323fb4736af8e0822c951b

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 19412570 via CL 19414029 via CL 19427618 via CL 19427717
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903)

[CL 19429581 by aris theophanidis in ue5-main branch]
2022-03-17 19:10:55 -04:00