Commit Graph

426 Commits

Author SHA1 Message Date
Florin Pascu
106ea7508c Preparation changes for removing FeatureLevel from World
FeatureLevel is Deprecated
Add Setter/Getter for FeatureLevel
NextStep: Make GetFeatureLevel returns DDSPI::GetFeatureLevel, remove FeatureLevel memberfrom UWorld
#jira UE-168551
#rb christopher.waters
#preflight 63ff5e49f43e53f6811c86a4

[CL 24461796 by Florin Pascu in ue5-main branch]
2023-03-01 09:41:33 -05:00
tiago costa
71f30ec582 Update which Nanite controls are exposed for Static Meshes in UEFN.
- Context: Nanite support is automatically enabled on all meshes so want to expose quality controls and hide controls to enable/disable Nanite support.
- Expose Nanite quality settings in Static Mesh Editor.
- Hide Nanite menu in Content Browser / Static Mesh Actions.
- Hide option to enable Nanite in FBX import options.

#preflight 63fd3bd3f43e53f6812f8067
#rb aleksander.netzel

[CL 24437086 by tiago costa in ue5-main branch]
2023-02-27 21:08:22 -05:00
brian karis
d1901ae146 Added Nanite static mesh setting: Fallback target.
This is an enum to say which target to reduce to for the fallback. It makes the default "Auto" which gives us more ability to change the default heuristic without needing to change uproperty defaults.

Along with this added r.Nanite.Builder.FallbackTriangleThreshold. Any mesh with source triangle count less than this threshold uses the source triangles directly for the fallback.

#rb graham.wihlidal
#lockdown marc.audy

#preflight 63f0041b1d71bcd26225228c

[CL 24330590 by brian karis in ue5-main branch]
2023-02-20 18:59:18 -05:00
Rune Stubbe
ac1c83ce92 Added new "Root Geometry" visualization. (r.Nanite.Visualize RootGeometry).
Changed Nanite visualization mode values from bits to consecutive numbers.
Removed temporary debug cvars r.Nanite.Streaming.Debug.TrimLockRegion and r.Nanite.Streaming.Debug.PersistPageUploadBuffer

Streamer now updates of cluster leaf flags using a custom shader that preserves the other flags, so we can now support multipe cluster flags.
Moved streaming shaders to separate files.

Format updates:
-Leaf flag subdivided into 3 different flags.
--Root leaf: Clusters that are leaves when only the root data is loaded. Needed for RootData visualization.
--Streaming leaf: Clusters that are leaves with the current streaming cut. Previous leaf semantics.
--Full leaf: Clusters that are leaves when everything is fully streamed in. Useful for VSM cache invalidation heuristics.

-Added root group flag for identifying groups that are fully inside the streaming cut (needed for RootData visualization).
-Added hierarchy depth to pages. Useful for bounding number of passes for multipass culling.

#rb graham.wihlidal
#fyi brian.karis, jamie.hayes
#preflight 63f36aed81646f1f249f2c76

[CL 24312697 by Rune Stubbe in ue5-main branch]
2023-02-20 08:07:14 -05:00
graham wihlidal
70fd7c02c5 Refactored places fetching the result of NaniteSettings.bEnabled to instead get the value from UStatic::IsNaniteEnabled() so it correctly includes the force flag (except places using it to determine whether settings should be set).
#fyi brian.karis
#preflight trivial

[CL 24291376 by graham wihlidal in ue5-main branch]
2023-02-17 16:35:05 -05:00
dave belanger
41f6b2e3bd Expose StaticMesh LOD ScreenSize property (a detail customization row)
#rb none
#preflight skip

[CL 24215602 by dave belanger in ue5-main branch]
2023-02-14 13:02:53 -05:00
Rune Stubbe
ffb5c81aad Added normal/TangentZ precision controls for Nanite meshes
#rb graham.wihlidal
#fyi brian.karis, jamie.hayes
#jira https://jira.it.epicgames.com/browse/UE-167934
#preflight 63d12f69be435f17b4d5eb51

[CL 23846959 by Rune Stubbe in ue5-main branch]
2023-01-25 09:05:47 -05:00
Patrick Boutot
4f85955998 Remove unneeded test to GIntraFrameDebuggingGameThread.
#jira UE-103290
#rb lauren.barnes
#preflight 63c2d13302024f93d8806236

[CL 23728218 by Patrick Boutot in ue5-main branch]
2023-01-16 07:20:04 -05:00
christopher waters
0d5b23e2e3 Adding includes to prepare for a header dependency cleanup.
#preflight 63b5e0bfff7b9ad7030f0f81

[CL 23581920 by christopher waters in ue5-main branch]
2023-01-04 17:07:40 -05:00
christopher waters
7215f7d4ec Fully moving MaterialDomain to its own header.
#jira none
#preflight 639b4dc335203bc7aa695078

[CL 23531533 by christopher waters in ue5-main branch]
2022-12-15 16:01:51 -05:00
JeanMichel Dignard
5fc36285ba Fixed typos reported by localization
#jira UE-170395
#rb none
#preflight 63939b065c5308d18c4adbab

[CL 23468692 by JeanMichel Dignard in ue5-main branch]
2022-12-09 15:54:23 -05:00
alexis matte
4897d11583 Add Absolute criterion to staticmesh FMeshReductionSettings.
#rb brian.karis , jeanluc.corenthin , richard.talbotwatkin
#rnx
#preflight 638e35291776b8c21c32026b

[CL 23399365 by alexis matte in ue5-main branch]
2022-12-05 16:24:30 -05:00
Brian Karis
6bbf24f314 Static displacement
Displacement map array added to UStaticMesh Nanite settings.
UI is still a bit WIP

#rb graham.wihlidal
#preflight 638a9e83cb3b754183a01555

[CL 23381627 by Brian Karis in ue5-main branch]
2022-12-02 20:22:17 -05:00
alexis matte
bcd48fa510 The fbx import option "Build Nanite" should be hidden from the UI when doing a reimport or when showing import setting in the staticmesh editor detail panel. After the initial import the user should see only the staticmesh "Nanite settings -> Enable".
#rb jeanmichel.dignard
#rnx
#preflight 6362d4509160784fc32c589c

[CL 22959178 by alexis matte in ue5-main branch]
2022-11-03 14:24:00 -04:00
jason stasik
222aef911e Add RowTags for StaticMeshBuildSettings customization
#rb none

[CL 22876442 by jason stasik in ue5-main branch]
2022-10-31 21:23:20 -04:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
alexis matte
fe35eb697a Interchange:
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously

#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf

[CL 22634973 by alexis matte in ue5-main branch]
2022-10-19 15:15:54 -04:00
bryan sefcik
0a3a232b0f Misc module file cleanup.
#jira
#preflight 634f4929864d9be23657bbf0

[CL 22634555 by bryan sefcik in ue5-main branch]
2022-10-19 15:07:57 -04:00
lauren barnes
0c5307c440 Set the ParentTab for StaticMeshEditorViewport on spawning that tab, and also check SEditorViewport::IsVisible for StaticMeshEditorViewport visibility, as it takes into consideration last time on screen.
#rb JeanMichel.Dignard
[FYI] Derek.Ehrman

[CL 22412715 by lauren barnes in ue5-main branch]
2022-10-07 19:43:21 -04:00
david hill
58dd5cd3d4 StaticMeshEditor: fix implicit cast warnings
#preflight 633479a39768d784d9cfa72d
#rb jimmy.andrews

[CL 22262806 by david hill in ue5-main branch]
2022-09-29 23:43:57 -04:00
graham wihlidal
561e36e5c7 Nanite: Added "Preserve Area" checkbox to correct leaves disappearing on trees.
This aims to preserve the surface area during simplification. If area is lost, open boundary edges of the mesh are dilated to compensate. This is useful for foliage that tends to thin out in the distance if not enabled.

Also include misc fixes:
Collapses that completely remove disjoint triangles have an error of the area of what was removed.
Would not alias 0 and -0 verts due to binary comparison.

#rb graham.wihlidal
#preflight 63349e32141f314ed601978d

#ushell-cherrypick of 22229630 by Brian.Karis
#preflight 6334c401f418a1071a35b4a4

[CL 22260505 by graham wihlidal in ue5-main branch]
2022-09-29 20:24:18 -04:00
graham wihlidal
19d7109d9e Fixed static mesh editor so that the currently visible LOD is displayed when rendering Nanite in fallback mode.
[FYI] brian.karis, jordan.walker, bryce.lumpkin, ryan.schmidt
#preflight skip

[CL 22142115 by graham wihlidal in ue5-main branch]
2022-09-22 15:04:04 -04:00
alexis matte
fb24253449 Interchange: Fix the custom LOD import issues
- Static mesh editor LOD number not updated when importing custom LOD asynchronously
- Static mesh reimport LOD with new file need to dirty the ddc key
- Gltf translator must set a valid local transform on the root scene node

#jira none
#rnx
#rb jeanmichel.dignard
#preflight 632a800afc7f1efbdf781075

[CL 22113972 by alexis matte in ue5-main branch]
2022-09-21 11:36:20 -04:00
christopher waters
43aa8630c4 Shader Model 6 warning dialogs
- If a static mesh is detected to use Nanite or a project is configured to use Virtual Shadow Maps and SM6 is not in the project settings, show a warning that SM6 needs to be enabled.
- Both cases only warn if the project was already configured to use a D3D platform.
- Added a UI option for enabling Nanite in project settings.

#jira UE-162011
#rb mihnea.balta
#preflight 6324cabf5f55ba280e1fb164

[CL 22064124 by christopher waters in ue5-main branch]
2022-09-16 20:30:43 -04:00