#fyi graham.wihlidal
Original CL Desc
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[Nanite-Skinning] Initial implementation of Nanite mesh builder and simplifier support for USkeletalMesh
#jira UE-210664
#rb Brian.Karis
#fyi rune.stubbe, halfdan.ingvarsson, jamie.hayes
[CL 32536669 by graham wihlidal in ue5-main branch]
- Also fix the legacy alternate skinning if there is custom LODs in the asset. The alternate skin profiles are not lost anymore
#jira UE-205049 , UE-204958 , FORT-705238
#rb JeanLuc.Corenthin
#rnx
[CL 31335966 by alexis matte in ue5-main branch]
BoneInfluencesLimit can be set on each LOD of an asset. DefaultBoneInfluencesLimit is a per-platform global default that can be set from the project settings.
This allows you to, for example, enable Unlimited Bone Influences on a project while ensuring that meshes don't use more than 8 influences by default, even if they've been imported with more.
#rb alexis.matte,josie.yang
#preflight 6380959cf514e1ded907774d
[CL 23265588 by henry falconer in ue5-main branch]
Phase 1 adds the async compilation without introducing any higher-level awareness.
This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
multiple threads but stalls are expected to occur before the level has finished loading as soon as
properties of skeletal meshes are accessed by the game-thread.
- Make skeletal mesh reduction and renderdata building thread-safe where needed
- Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
- Modify both PostLoad and Build to be async when the feature is enabled
- Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
- Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
- Add an experimental setting options to enable the feature (disabled by default for now)
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
- Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll
BENCHMARKS
Tested on AMD TR 3970X with 256GB RAM
- 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
- 3m10s to 39s for importing 299 SK with the Interchange framework
TESTS
- Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
- Opened all 102 SK from QAGame
- Opened P_Construct, Apollo_Terrain, LumenTest, P_World
- Imported 299 SK with and without Interchange activated
- Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
- Run all FBX import test in EngineTest
- Cook / Run ShooterGame Client
#rb Alexis.Matte
[CL 15452895 by danny couture in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]