- extend FImageAdapter to support reading
ModelingComponents::
- Add AssetUtils::ForceVirtualTexturePrefetch(), ::SaveDebugImage() variants to Texture2DUtil
- Add support for debug image writing to WorldRenderCapture and SceneCapturePhotoSet
- FWorldRenderCapture now computes more accurate bounds (visible Components instead of Actors), and does an explicit VirtualTexture prefetch before doing render capture
- FStaticMeshAssetOptions now exposes Nanite settings to allow UStaticMeshes to be created with Nanite already enabled (currently NaniteSettings.PositionPrecision defaults to max)
ApproximateActors:
- IGeometryProcessing_ApproximateActors::FOptions now has settings for enabling Nanite on generated meshes
- ApproximateActorsImpl applies these settings, also enables VT on generated textures if necessary
- FMeshApproximationSettings/FMeshApproximationTool updated w/ new Nanite settings
#rb none
#rnx
#jira none
[FYI] sebastien.lussier
#preflight 60b08323f51cd90001775b98
#ROBOMERGE-OWNER: ryan.schmidt
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 16499613 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
#ROBOMERGE-CONFLICT from-shelf
[CL 16499647 by ryan schmidt in ue5-main branch]
Add support for variable float size and bake results per evaluator.
#rb jimmy.andrews michael.balzer
#rnx
#jira UETOOL-3397
#preflight 60aea5a35f6905000159e87b
[CL 16475935 by lonnie li in ue5-main branch]
- Add MakeBoundsFromIndices() utility functions to TAxisAlignedBox3 to simplify computing bounding-box of point sets
- FDynamicMesh3::GetVertexFrame() can now take an externally-provided normal, and so now can be used without computing VertexNormals attribute
- Add FModuloIteration to IteratorUtil for doing quasi-random-ish iterations over index ranges
- Add CollectVertexPositions() to MeshIndexUtil.h, for creating arrays/sets of vertex positions as a one-liner
- Add FMeshWeights::CotanWeightsBlendSafe() to support cotan-based smoothing of arbitrary properties
- Add TMinVolumeBox3::SolveSubsample() which will (quasi-randomly) subsample a set of the input points to reduce cost of box computation
#rb david.hill
#rnx
#jira none
[CL 16450731 by Ryan Schmidt in ue5-main branch]