jimmy andrews
0c8c32ea63
fix cis issue 500446 -- changing volume texture bake functions scriptname + cateogry from bake to volumebake to remove conflict with existing (2d texture) bake functions
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#rb jimmy.andrews
[CL 34473736 by jimmy andrews in ue5-main branch]
2024-06-18 15:17:16 -04:00
jimmy andrews
c25f67c73c
Add volume texture baking to geometry script, to support baking a mesh sdf to a volume texture
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#rb David.Hill
[CL 34471638 by jimmy andrews in ue5-main branch]
2024-06-18 14:15:29 -04:00
ligazetom
f66b58ce1b
Add geometry script methods for selection by material ID and by polygroup, based on github PR
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PR #11742 : Add mesh selection by material id for dynamic mesh
#jira UE-212136
#rb lonnie.li
[CL 34207577 by ligazetom in ue5-main branch]
2024-06-07 13:14:07 -04:00
jimmy andrews
289a672be9
Change MaxMiterScale to MiterLimit in C++ and BP sweep methods to reduce confusion and to match the naming for the same concept in CSS/SVG
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#rb lonnie.li
[CL 34176049 by jimmy andrews in ue5-main branch]
2024-06-06 17:26:18 -04:00
benoit gadreau
a8989ded77
Transfer Bone Weights: added the possibility of propagating the skin weights to a subset of vertices only
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if this is straightforward for the closest point algorithm, inpaint can extract data from regions outside the target vertex subset.
a temporary skin weight attribute is used to modify the weights, then only the subset is copied into the full skin weights attribute.
#rb rinat.abdrashitov
[CL 34117660 by benoit gadreau in ue5-main branch]
2024-06-05 03:13:36 -04:00
jimmy andrews
648257913f
add max miter scale to geometry script sweep functions and apply mitering if the value is > 1
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(+ make them consistently have a rotation parameter)
#rb lonnie.li
[CL 34103915 by jimmy andrews in ue5-main branch]
2024-06-04 15:32:35 -04:00
rinat abdrashitov
1e87b96633
Use custom options structure for CopyMorphTargetToSkeletalMesh geometry script node.
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Add an option to force overwrite existing morph target if one with the same name already exist.
#rb Jimmy.Andrews
#rnx
[CL 34074361 by rinat abdrashitov in ue5-main branch]
2024-06-03 15:39:39 -04:00
ryan buehler
0df2f4dedf
Fix mismatch error return value in Geometry Script function GetMeshSelectionBoundaryLoops in MeshSelectionQueryFunctions.cpp
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#rnx
#rb Jimmy.Andrews
[CL 34072317 by ryan buehler in ue5-main branch]
2024-06-03 14:29:07 -04:00
brandon schaefer
e64748d3de
Disable the top modules that are not currently set to enable AutoRTFM
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#rb neil.henning
[CL 34015003 by brandon schaefer in ue5-main branch]
2024-05-30 17:59:48 -04:00
rinat abdrashitov
41b25c6b1d
Add an option to reindex existing skin weights when we are copying over a new set of bones.
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#rb halfdan.ingvarsson
[CL 33981649 by rinat abdrashitov in ue5-main branch]
2024-05-29 14:30:43 -04:00
rinat abdrashitov
68dbb889b1
Geometry Script: Add ability to create a dynamic mesh from skeletal mesh render data ( used for auto-generated lods)
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#rb Alexis.Matte, David.Hill
#ushell-cherrypick of 33372580 by David.Hill
[CL 33972065 by rinat abdrashitov in ue5-main branch]
2024-05-29 09:47:10 -04:00
rinat abdrashitov
d703ff7bb9
Added a geometry script node for writing morph target data into a skeletal mesh asset.
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#rb Alexis.Matte, David.Hill, halfdan.ingvarsson
[CL 33925137 by rinat abdrashitov in ue5-main branch]
2024-05-27 12:07:30 -04:00
jimmy andrews
fb6126dfdd
Add helper geometry script methods for specifying loops and chains of edges, which can be passed to the constrained delaunay triangulation method
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#rb tyson.brochu
[CL 33831153 by jimmy andrews in ue5-main branch]
2024-05-22 11:25:53 -04:00
lonnie li
1ad4ba7da7
GeometryScript: Added bHaveValidUVs output param to GetAllUVSeamEdges.
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#jira UE-215334
[CL 33802648 by lonnie li in ue5-main branch]
2024-05-21 14:11:39 -04:00
lonnie li
3347562fe7
GeometryScript: Exposed GetAllUVSeamEdges and GetAllVertexPositionsAtEdges to MeshQueryFunctions.
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#rb Jimmy.Andrews
#jira UE-215334
[CL 33795823 by lonnie li in ue5-main branch]
2024-05-21 10:55:25 -04:00
jimmy andrews
772f51b006
Add an open-boundary snapping algorithm, similar to 'resolve t-junctions' but just snapping without adding vertices
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#rb david.hill
[CL 33697399 by jimmy andrews in ue5-main branch]
2024-05-16 15:41:10 -04:00
jimmy andrews
50a675fa97
Add geometry script method to set a custom complex collision mesh for a static mesh asset
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#rb David.Hill
[CL 33697132 by jimmy andrews in ue5-main branch]
2024-05-16 15:31:32 -04:00
jimmy andrews
2d24871188
Add null checks for GeometryScript SceneUtilityFunctions.cpp on UDynamicMesh* inputs
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#rb jimmy.andrews
[CL 33403089 by jimmy andrews in ue5-main branch]
2024-05-02 14:01:57 -04:00
jimmy andrews
0c7ff195bd
Fix backwards compat issue with material handling for static mesh -> dynamic mesh geometry script:
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Revert the default behavior of CopyMeshFromStaticMesh to again use section material indices, rename it to make it clear that it does so, and make a CopyMeshFromStaticMeshV2 w/ the more-expected default behavior of using the regular material indices (and a new parameter to control the behavior)
+ add a method to more easily get the regular materials list off of a static mesh asset.
#rb David.Hill
[CL 33314364 by jimmy andrews in ue5-main branch]
2024-04-29 16:57:22 -04:00
jimmy andrews
cb41f843da
add a node to remap material IDs + construct a combined materials list, to help w/ workflows where you need multiple meshes to have consistent material IDs
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+ fix crash in 'remap to new material ID by material' method when mesh has a material ID that points outside of the input materials list
#rb lonnie.li
[CL 33303594 by jimmy andrews in ue5-main branch]
2024-04-29 12:20:31 -04:00
jimmy andrews
266c1090b1
Make geometry script's compact material ID method optionally also remove duplicate materials
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#rb lonnie.li
[CL 33283453 by jimmy andrews in ue5-main branch]
2024-04-26 19:24:46 -04:00
jimmy andrews
d66252744f
Add geometry script methods managing a global dynamic mesh pool (created on first access)
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#rb lonnie.li
#virtualized
[CL 33263259 by jimmy andrews in ue5-main branch]
2024-04-26 10:08:35 -04:00
halfdan ingvarsson
cb798d58a3
Skeletal Mesh: Deprecate GetLODInfoArray and currently replace all uses of it with GetLODNum and/or GetLODInfo, as needed.
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- All LOD info is going to get folded into FSkeletalMeshSourceModel. At that point all access to GetLODInfoArray will take place through a thread-local array which is a performance burden.
- Removed FSkeletalMeshObject::SkeletalMeshLODInfo and folded the two pieces of information needed from it into FSkelMeshObjectLODInfo.
#jira UE-207562
#rb Alexis.Matte, benoit.gadreau, pere.rifa
[CL 33127997 by halfdan ingvarsson in ue5-main branch]
2024-04-20 03:06:46 -04:00
jimmy andrews
ceba3641f4
Improvements to capsule generator (and corresponding add capsule tool and geometry script node):
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+ Add a cylinder-section subdivision parameter, to control tesselation
+ Make UVs consistent across different subdivision / hemisphere step amounts
#rb David.Hill
[CL 33038867 by jimmy andrews in ue5-main branch]
2024-04-17 12:20:16 -04:00
jimmy andrews
7aa1a5d0d0
add more docstring comments for geometry script FGeometryScriptCopyMeshToAssetOptions, covering the replace mesh material options
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#rb David.Hill
[CL 32981167 by jimmy andrews in ue5-main branch]
2024-04-15 20:32:54 -04:00