* Reversed index buffers are used to handle negative scaling transforms. Since HLOD meshes will never be used with such transforms, we can get rid of these buffers and reduce memory usage.
#jira UE-216169
#rb JeanFrancois.Dube
[CL 34065502 by sebastien lussier in ue5-main branch]
a FGetMeshParameters parameter is now used to request a specific LOD, as well as the option of requesting tangents
this will also allow further customization in the future, if required, by adding attributes to the FGetMeshParameters struct
#rb halfdan.ingvarsson, Jimmy.Andrews
#rnx
[CL 33681647 by benoit gadreau in ue5-main branch]
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
#lockdown timothy.daoust
[CL 32540278 by jack cai in ue5-main branch]
[FYI] jack.cai
Original CL Desc
-----------------------------------------------------------------
[Skeletal Mesh Editor] second try to make sure UI reacts to new weight map layers being added as new Vertex Attributes
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
[CL 32426249 by justin peterson in ue5-main branch]
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
[CL 32417951 by jack cai in ue5-main branch]
[FYI] jack.cai
Original CL Desc
-----------------------------------------------------------------
[Skeletal Mesh Editor] Making sure UI reacts to new weight map layers being added as new Vertex Attributes
#jira UE-210085
#rb benoit.gadreau
[CL 32379120 by keaton stewart in ue5-main branch]
This change restores the behavior prior to the change to the default argument of the Modify function of (Brush, Poly, and Model) from false to true.
#rb Jimmy.Andrews
#jira UE-205335
#ushell-cherrypick of 30989122 by Marc.Audy
[CL 31503108 by lonnie li in ue5-main branch]
Make the SubdividePolyTool only consider adding extra corner vertices on polygroup edges when the corner vertex would be on a mesh boundary; otherwise, the subdivision would try to create a non-manifold edge.
#jira UE-190468
#rb tyson.brochu
[CL 26484659 by jimmy andrews in ue5-main branch]
-Added a convenience function for getting an array of bone names from a reference skeleton.
-Added MeshBones.h/cpp that contain utility functions to deal with dynamic mesh bone attributes
#rb halfdan.ingvarsson
[CL 26233377 by rinat abdrashitov in ue5-main branch]
Add DynamicMeshSelector::UpdateAfterGeometryEdit API. StaticMeshSelector implementation updates static mesh after an Edit instead of emitting MeshChange on temporary DynamicMesh.
Delete and Retriangulate Commands now use this API instead of directly emitting transaction, so now these commands work properly on Static Meshes.
FStaticMeshComponentSelectorFactory::CanBuildForTarget now only allows UStaticMeshComponent specifically, filtering out subclasses. This is not ideal but I don't know what else we can do for now, there are many subclasses like ISMC, SplineMeshComponent, etc, that will not work w/ the Selection system. Also now filtering out Engine assets and cooked assets.
ModelingToolsEditorMode now listens for blueprint pre-compiles, and when this occurs, clears the active selection and selection targets. This is necessary because if the selection Component was part of a BP, on recompile it is re-instanced and the old pointer goes stale. Possibly can handle this better or at a more granular level, but clearing the selection is safest. This currently results in things not being undoable because the FChange transactions are on the "old" UDynamicMesh that no longer exists.
UModelingToolsEditorMode::UpdateSelectionManagerOnEditorSelectionChange now does a more thorough job of inspecting the current Actor/Component selection to find Components that could work w/ the selection system.
#rb lonnie.li
[CL 26133067 by ryan schmidt in ue5-main branch]