Commit Graph

84 Commits

Author SHA1 Message Date
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Sebastien Lussier
4ab1a29beb Added Nanite Proxy Percent option to MeshMergeSettings / MeshProxySettings
#rb patrick.enfedaque

[CL 16202021 by Sebastien Lussier in ue5-main branch]
2021-05-04 21:13:05 -04:00
Sebastien Lussier
e8c74f62ab #jira UE-114024
Fixed test failure - ActorMerging_SingleLODMaterialBaking

Corrected bad conversion from EMaterialProperty to EFlattenMaterialProperties using array indexing... now using a map.
Fixed slight delta in ground truth images as the floor pattern moved a bit (irrelevant to the actor merging test)
#rb patrick.enfedaque

[CL 16184268 by Sebastien Lussier in ue5-main branch]
2021-05-03 11:09:54 -04:00
Rune Stubbe
9dbd92093b New Nanite vertex quantization code that replaces the cluster-relative coordinates with quantization to an absolute po2-sized grid centered around the mesh center.
The scheme solves issues where meshes would no longer align properly after converting them to Nanite. It also solves the precision issues in clusters with triangles of non-uniform size.
By default the precision is heuristically selected by Nanite, but the user also has the ability to override with an explicit precision to solve issues or optimize for disk size.
Clusters store the coordinate components using the minimal number of bits required to span the range of values in the cluster.
Apart from fixing issues, the default quality seems no worse than before and is typically ~5-10% smaller than before.

Added Position Precision to the top left of Mesh viewer along with the other mesh stats.
Added Position Precision dropdown to Nanite import settings.
Added debug mode "r.nanite.visualize PositionBits" that shows the vertex position bit sizes for clusters.
New quantization code now updates float positions and cluster bounds to reflect the quantized coordinates.

#rb brian.karis, graham.wihlidal
#JIRA UE-102722
#preflight 607d56774df3b60001ef477c

[CL 16049335 by Rune Stubbe in ue5-main branch]
2021-04-19 06:58:00 -04:00
christopher waters
688c029803 Tessellation Removal: Removing Tessellation specific material parameters.
#jira UE-94564
#rb ben.ingram, sebastien.hillaire, arciel.rekman, jason.nadro
#preflight 6078b15161a9060001161a4c

[CL 16034000 by christopher waters in ue5-main branch]
2021-04-16 10:46:28 -04:00
sebastien lussier
25be01902a Avoid renderdata of HLOD being recomputed during cook package save because of non-deterministic guid
- Preserve guid during save if static mesh bulkdata content hasn't changed to avoid triggering unnecessary rebuilds
  - Make sure the next HLOD generation is going to use the HashAsGuid feature to avoid recompiling staticmesh that are generated if they are exactly the same as before

  - 31m10s to 14m15s to cook P_Construct_WP with a warmed-up DDC

#rb Matt.Peters, Sebastien.Lussier, Yuriy.ODonnell, Danny.Couture

#ushell-cherrypick of 15755322 by danny.couture
#lockdown simon.tourangeau

#ROBOMERGE-SOURCE: CL 15965125 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)

[CL 15981275 by sebastien lussier in ue5-main branch]
2021-04-12 15:18:55 -04:00
sebastien lussier
4fca75067f Allow the creation of virtual textures when baking HLODs
* Specifying a flatten material that use VT samplers will automatically create textures of the correct type
* Moved default flatten material to config
* Default is now to use VT for HLOD
#rb jeremy.moore
#jira none
#lockdown simon.tourangeau

#ROBOMERGE-SOURCE: CL 15947766 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)

[CL 15950281 by sebastien lussier in ue5-main branch]
2021-04-07 22:20:44 -04:00
sebastien lussier
8bc113f6ba ProxyLOD - Added support for providing instances transforms rather than having to build a gigantic FMeshDescription that include all instances
#rb jeanfrancois.dube

#ROBOMERGE-SOURCE: CL 15875370 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15875374 by sebastien lussier in ue5-main branch]
2021-03-31 10:52:22 -04:00
Sebastien Lussier
25b2eccee5 Fixed issue with PrepareBakingMeshes() asserting when running some code in parallel threads
#fyi Andriy.Tylychko

[CL 15676321 by Sebastien Lussier in ue5-main branch]
2021-03-11 10:25:28 -04:00
Sebastien Lussier
06ccaf7c69 Optimized proxy mesh generation
* Added GroupIdenticalMeshesForBaking, which, when activated, will result in identical meshes (or mesh instances) being baked only once.

Other changes/fixes
* Always rely on the StaticMesh RenderData when retrieving mesh description for mesh merging/simplification (was the case when retrieving from a SMC, now also the case for a SM).
* For some reason, Material baking was rendering each triangle twice, but with opposite facing. Uneeded as we are rendering with backface culling disabled.

[CL 15669055 by Sebastien Lussier in ue5-main branch]
2021-03-10 15:46:29 -04:00
Sebastien Lussier
9c631eef97 Mesh merging - Added option to generate Nanite enabled meshes
#rb jeanfrancois.dube
#robomerge Release-5.0-EarlyAccess

[CL 15540751 by Sebastien Lussier in ue5-main branch]
2021-02-26 12:32:53 -04:00
julien lheureux
7a2733d861 - Adapted the MergeActors dialog to the new UX style.
- Refactored the MergeActors different panels to reuse the same code.
- Adapted quick merge actions (required some refactoring)
- Fixed some issues with the "replace source actors" feature vs. actual selection
- Fixed crash when using the instancing mode with "replace source actors" enabled.

#rb sebastien.lussier
#jira UETOOL-2808

[CL 15019677 by julien lheureux in ue5-main branch]
2021-01-08 11:22:39 -04:00
Sebastien Lussier
4628d9d8ae Output an error if calling FMeshMergeUtilities::CreateProxyMesh() without having the necessary plugin enabled
#rb julien.lheureux

[CL 15014354 by Sebastien Lussier in ue5-main branch]
2021-01-07 15:43:07 -04:00
Andrew Davidson
10bca5261b Double math ambiguity Engine fixes
#rb jeanfrancois.dube, trivial

[CL 14974758 by Andrew Davidson in ue5-main branch]
2021-01-04 07:59:22 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Sebastien Lussier
e12e225fc9 Optimized HLOD merged mesh generation
* Avoid recreating render states for all primitives in the world
#rb jeanfrancois.dube

[CL 14776513 by Sebastien Lussier in ue5-main branch]
2020-11-18 11:41:34 -04:00
danny couture
0b151ec30f Deprecate some directly accessible fields in UStaticMesh
#rb Francis.Hurteau

[CL 14606505 by danny couture in ue5-main branch]
2020-10-28 22:08:44 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Louise Rasmussen
909eb96ce6 Static Mesh Asset Editor Style Updates
#rb matt.kuhlenschmidt, lauren.barnes

[CL 14493821 by Louise Rasmussen in ue5-main branch]
2020-10-14 13:29:31 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Sebastien Lussier
9a3e1ebfba Added IMeshMergeUtilities::RetrieveMeshDescription
* General cleanup
* Removed ExtractImposterToRawMesh() which was overspecialized and not specifically handling Imposters
* Renamed remains of FRawMesh to MeshDescription

#rb patrick.enfedaque

[CL 14243261 by Sebastien Lussier in ue5-main branch]
2020-09-02 07:14:07 -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
Richard TalbotWatkin
51d4cb3f66 Fully deprecated old MeshDescription APIs.
Prepared direct attribute access for deprecation, preferring use of APIs to access static mesh attributes.
Fixed recently merged Enterprise code to comply with new APIs.
Changed all tools to use triangle-centric iteration where possible.
Added new MeshAttributeArray APIs for querying attribute flags, and added a new Mandatory flag.
Various bug fixes.
#rb Alexis.Matte

[CL 13873755 by Richard TalbotWatkin in ue5-main branch]
2020-07-16 08:23:15 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
danny couture
ff158b6e95 Async Texture Compilation
- Feature can be activated in the Experimental section of the Editor Settings
 - Replace Texture2D/TextureCube resources by placeholders until their PlatformData is ready
 - Add a utility class allowing to encapsulate raw field pointers without breaking compatibility
 - Protect PlatformData from unsafe access through encapsulation.
 - Protect texture's resource from race conditions between game and render threads through encapsulation.
    - This allows to get rid of FlushRenderingCommands and long game-thread stutters when Updating a texture's resource.
    - UpdateResource was never safe to call without a FlushRenderingCommands and multiple call-site are doing exactly that, this will fix those cases.
    - Those were probably undetected due to their low occurence rate under normal conditions but can easily be reproed during async texture compilation on 32 cores.
 - Force wait on required texture compilations for MaterialBaking, ProxyMesh, Thumbnail generation for disk usage
 - Wait on all textures compilation whenever a wait for all shaders compilation is requested for safety (i.e. screenshot)
 - Compile UI and heightmap textures with higher priority to reduce visual artefacts
 - Increase priority of texture that have been rendered to improve time-to-usefulness of the editor under low core count
 - Async compilation is disabled for -game / non-editor mode as there is currently no support for async bulk data loading from external files
 - Properly cancel async tasks when UTexture is garbage collected before the compilation is finished
 - Show progress when explicitly waiting on compilation
 - Changing the mip settings in the texture editor (or any settings requiring the running platform data to be recomputed) will now be processed asynchronously.

DEBUGGING

 - Can be forcibly enabled/disabled through command-line via -asynctexturecompilation=[off, on, paused]
 - Can pause texture compilation using Editor.AsyncTextureCompilation = 2 or -asynctexturecompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncTextureCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncTextureCompilationFlushAll

BENCHMARKS

 - 3m15s to 1m20s when loading Apollo_Terrain with no textures in DDC (AMD TR 3970X)
 - 6m45s to 1m11s when loading Apollo_Terrain with no textures in DDC (-corelimit=8)
 - 3m10s to 1m54s when lauching PIE on Apollo_Terrain with no textures in DDC (AMD TR 3970X)
 - 7m43s to 1m36s when lauching PIE on Apollo_Terrain with no textures in DDC (-corelimit=8)
 - 0m57s to 0m42s when importing Attic_NVIDIA.usd with no textures in DDC (AMD TR 3970X)
 - 2m14s to 0m35s when importing Attic_NVIDIA.usd with no textures in DDC (-corelimit=4)

TESTS
 - Success on all material baking tests from EngineTests with -asynctexturecompilation=paused
 - Runned with -corelimit=1 all the way to unlimited
 - Cooking worked
 - Opening the texture editor/material editor will force the compilation to finish like expected.
 - Changing a setting in the texture editor will recompile async, even allowing to close the editor and continue doing other changes.
 - Unpausing the compilation will update the texture thumbnails properly.
 - Started with -asynctexturecompilation=paused, and then unpaused after a map loading, and then into a PIE session to stresstest UpdateResources.
 - Tested both dx11/dx12
 - Vulkan fails on Fortnite even with -asynctexturecompilation=off because of Landscape weigthmap, not this CL.
 - Compiled and tested FortniteGame / UE4 / ShooterGame projects

#rb Uriel.Doyon, Francis.Hurteau

[CL 13694814 by danny couture in ue5-main branch]
2020-06-16 22:16:25 -04:00