* 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]