- 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]
- 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]
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]
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]
- 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]
- 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]
- 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]