Commit Graph

16 Commits

Author SHA1 Message Date
JeanFrancois Dube
d338560805 Implemented partial world loading while generating HLODs for partitionned worlds.
#rb sebastien.lussier

[CL 14822797 by JeanFrancois Dube in ue5-main branch]
2020-11-30 15:27:16 -04:00
rajesh chilagani
ba016237d7 API to create MiniMap of World in WorldPartition Editor Window
#rb patrick.enfedaque, JeanFrancois.Dube

[CL 14628368 by rajesh chilagani in ue5-main branch]
2020-11-02 11:27:09 -04:00
JeanFrancois Dube
588cd597cb World Partition
- Actor descriptors are now representing what's on disk, even for loaded actors; they get only updated on save.
- Actor clustering logic was moved directly in the runtime spatial hash implementation file as it is only used there.
- Rewrote world partition editor selected cells logic to avoid keeping pointers to edit cells.

#rb patrick.enfedaque

[CL 14478364 by JeanFrancois Dube in ue5-main branch]
2020-10-13 06:20:00 -04:00
patrick enfedaque
a6ba5c3edd WorldPartition: Prevent Loading/Unloading Editor Cells outside of Default Editor Modes
#rb jeanfrancois.dube

#ROBOMERGE-SOURCE: CL 14328010 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v739-14336328)

[CL 14344141 by patrick enfedaque in ue5-main branch]
2020-09-17 23:57:07 -04:00
Sebastien Lussier
e5ba2f9223 World Partition - Added persistent actor clusters info which is now built incrementally as actors are added/removed
#rb jeanfrancois.dube
#robomerge[STARSHIP] release-5.0-m2

[CL 14291187 by Sebastien Lussier in ue5-main branch]
2020-09-10 14:42:10 -04:00
JeanFrancois Dube
0d52a4ac34 World Partition Editor
- Octree nodes now maintain a loaded childs mask to know if there is loaded editing cells down the tree.
- Reworked how we shadow unloaded cells in the editor to hierarchically shadow unloaded regions based on the loaded child mask.

#rb richard.malo

[CL 14290108 by JeanFrancois Dube in ue5-main branch]
2020-09-10 13:21:01 -04:00
Sebastien Lussier
aee5981250 Undo //UE5/Main/Engine/... changelist 14245120
World Partition - Added support for cell preview actors

#rb jeanfrancois.dube
#robomerge[STARSHIP] release-5.0-m2

[CL 14251148 by Sebastien Lussier in ue5-main branch]
2020-09-03 08:20:17 -04:00
Sebastien Lussier
70d0533373 World Partition - Added support for cell preview actors
Currently applying a post process effect to give a red tint to the preview meshes.
Ultimately, we'll probably want to come up with a better solution since the post process effect doesn't work in all visualization modes.

#rb jeanfrancois.dube

[CL 14245120 by Sebastien Lussier in ue5-main branch]
2020-09-02 11:42:47 -04:00
JeanFrancois Dube
7d1380e63a World Partition
- Automatically treat actors that are too big as always loaded in the editor, to avoid spanning more than 32K editing cells.
- Always store actors in level 0 of the octree to avoid having editing cells of different sizes.
- Cleaned up UWorldPartition/UWorldPartitionSubSystem interface of unused functions.
- Minor visual changes to the World Partition topview editor.
- Changed default editing cell sizes to be 512M.

#rb sebastien.lussier

[CL 14243121 by JeanFrancois Dube in ue5-main branch]
2020-09-02 06:10:46 -04:00
JeanFrancois Dube
7178ed2c52 World Partition
- Fixed crash when closing the world partition edtitor while having an active selection: selection is now a member of the editor.
- Started removing external references to editor cells classes outside of the world partition core.
- Editor hash is now a completly dynamic, hierarchical 3d spatial grid that adapts to the actors.

#rb richard.malo

[CL 14187700 by JeanFrancois Dube in ue5-main branch]
2020-08-26 09:16:41 -04:00
JeanFrancois Dube
a469ed2f9d Fix Win64 static analysis warning.
#rb none

[CL 14181707 by JeanFrancois Dube in ue5-main branch]
2020-08-25 14:25:23 -04:00
JeanFrancois Dube
12a58bd5e2 Fix issue when World Partition doesn't have a top-view image (show actors bounding volumes in this case).
Also show world's bounds in the world partiton editor.

#jira none
#rb richard.malo

[CL 14173069 by JeanFrancois Dube in ue5-main branch]
2020-08-24 13:55:13 -04:00
JeanFrancois Dube
8383558f94 Final edigrate from //UE4/Dev-Editor-OpenWorld @ 14010164, minus FortniteGame specific code. that will be edigrated later.
#rb none

[CL 14125028 by JeanFrancois Dube in ue5-main branch]
2020-08-17 13:34:08 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Sebastien Lussier
30aaf7a321 WorldPartition HLODs
- Added support for mesh simplification
- Moved HLOD mesh building code out of the HLOD Layer class
- Renamed MeshProxy to MeshSimplify
- Re-add CacheHLODParents() call that was lost during a swarm review refactor
- SWorldPartitionEditor::Construct() - Use LoadModuleChecked() instead of GetModuleChecked() to obtain the WorldBrowser module
#rb jeanfrancois.dube

[CL 14101559 by Sebastien Lussier in ue5-main branch]
2020-08-13 08:28:56 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00