- 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]
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]
* 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]
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]
Added same pattern to ANavigationData::PurgeUnusedPaths
#jira UE-147364
#rb Aris.Theophanidis, Yoan.StAmant
#preflight 62ab42d8e9031caf98ab609c
[CL 20688350 by rveilleuxBHVR in ue5-main branch]
Also includes improved tile logging.
#rb Mieszko.Zielinski
#jira none
#preflight 62a0c659232daff7b3f10b18
[CL 20558326 by Aris Theophanidis in ue5-main branch]
- 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]
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]
- 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]
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]
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]