* Moved Nanite resource ID and hierarchy offset back to primitive data (indirection cost is largely noise these days, and memory savings is more important - GetInstanceData() fetches this data and stores in the pre-existing registers so all the callsites don't have to worry about it).
* Removed FNaniteInfo from FPrimitiveInfo (and the type itself) in favor of just having a 32bit per-instance hierarchy root offset. Hierarchy offset and runtime resource ID just sourced from primitive.
* Removed PrimitiveID from CPU instance data (GPU still needs it). This value was redundantly stored per-instance, and now the GPU Scene upload just blits it over from primitive when the instance data is uploaded.
* Added new virtual GetNaniteResourceInfo on FPrimitiveSceneProxy that retrieves the Nanite resource ID and hierarchy offset stored on a given primitive (needed now that FPrimitiveInstance doesn't cache a copy). The non-virtual FPrimitiveSceneProxy::IsNaniteMesh() helper is used to avoid this virtual function call for non-Nanite proxies.
* Removed deprecated and no longer referenced Nanite::FResources array on FNaniteGeometryCollectionSceneProxy
* Removed expensive per-instance checks() in a few spots
* Stubbed out upcoming per instance payload allocator offset
* Removed deprecated and never referenced non-GPUScene GetInstanceData uniform buffer path
* Significantly cleaned up and optimized a lot of ISM instance data retrieval, including avoiding unnecessary FRenderTransform <-> FMatrix conversions.
* Removed GetInstanceShaderValues API, it was inefficient and annoying to require retrieval of all parameters when often only one or two of them were ever used. In some cases even the origin was unused but .w was needed because of the per-instance random packing.
* Implemented explicit GetInstanceRandomID() accessor to fetch (under current packing) Origin.W without exposing this to the callsites
* Implemented public API for GetInstanceLightMapData(), since the internal version was only accessible by GetInstanceShaderValues()
* Renamed GetInstanceShaderCustomDataValues() -> GetInstanceCustomDataValues() for API consistency
#rb jason.nadro, krzysztof.narkowicz
[FYI] rune.stubbe, brian.karis
#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16583156
#ROBOMERGE-BOT: (v828-16531559)
#ROBOMERGE-CONFLICT from-shelf
[CL 16583193 by graham wihlidal in ue5-main branch]
- Dont force a rebuild on load for the size specific default changes.
#rb Benn.Gallagher
#preflight 60ba326487fd8e0001524686
[CL 16559790 by Brice Criswell in ue5-main branch]
This change is another basis for more instance data and GPUScene improvements coming down the pipe.
#rb jason.nadro, krzysztof.narkowicz, zach.bethel, zak.middleton, rune.stubbe, ben.woodhouse
[FYI] brian.karis, ola.olsson
#preflight 60b9608d0249c300016598de
#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16555619
#ROBOMERGE-BOT: (v828-16531559)
#ROBOMERGE-CONFLICT from-shelf
[CL 16555914 by graham wihlidal in ue5-main branch]
#ROBOMERGE-SOURCE: CL 16491352 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
[CL 16491365 by michael forot in ue5-main branch]
- Force Size Specific data to always have a single element.
#jira none
#rb Benn.Gallagher
#preflight 60aeaeebb44aa20001a82ea5
[CL 16476610 by Brice Criswell in ue5-main branch]
-- implemented deferred initialization using the existing SimulatePhysics property and SetSimulatePhysics blueprint function.
-- Cleaned out old caching code
#jira FROST-1065
#rb brice.criswell
#ROBOMERGE-SOURCE: CL 16461543 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)
[CL 16461679 by brett miller in ue5-main branch]
- Transfer defaults to size specific data
#jira UE-116415
#rb None
#fyi Benn.Gallagher
#preflight 60ad5700bb30900001cac176
[CL 16456707 by Brice Criswell in ue5-main branch]
Collision Attribute Restructuring.
- Updated the size specific data to be the primary container for collision settings within the geometry collection.
- Removed non size specific default parameters from the asset.
- Added support for Capsule collisions.
#jira none
#rb Benn.Gallagher
#fyi Brett.Miller, Cedric.Caillaud
#okforgithup, public, internal
#preflight 60abfa1c88460e0001fbae77
[CL 16439958 by Brice Criswell in ue5-main branch]
Collision Attribute Restructuring.
- Updated the size specific data to be the primary container for collision settings within the geometry collection.
- Removed non size specific default parameters from the asset.
- Added support for Capsule collisions.
#jira none
#rb Benn.Gallagher
#fyi Brett.Miller, Cedric.Caillaud
#okforgithup, public, internal
#preflight 60a91c321d78490001621e41
[CL 16429701 by Brice Criswell in ue5-main branch]
-- Removed particle handle pointers from event payloads, as these are unsafe on the GT where they are often utilized.
-- Test proxy pointers when used on the game thread in case the proxy is pending destruction and is no longer valid.
-- Moved transform of particle handle -> transform group index for geometry collection event to PT where it is safe to reference the particle handle.
#jira UE-115834
#rb brice.criswell
[CL 16409919 by brett miller in ue5-main branch]
-- Support for Nanite to GeometryCollection conversion
-- Support for multiple UV sets
#jira UE-114992
#rb jimmy.andrews
[FYI] brice.criswell
#ROBOMERGE-OWNER: peter.knepley
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 16363667 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)
#ROBOMERGE-CONFLICT from-shelf
[CL 16370251 by peter knepley in ue5-main branch]