- Temporary change to make GeometryCollectionRepDynamicData, GeometryCollectionRepData and GeometryCollectionRepStateData to use LastResortNetSerializer
#rb Peter.Engstrom
[CL 34272063 by mattias hornlund in ue5-main branch]
- Fixed insertion issue for debug builds where infos and raw names were misaligned.
#rb brice.criswell
#jira none
[CL 34107501 by Brice Criswell in ue5-main branch]
this saves a total 16 bytes per bone ( Physics thread + game thread dyanmic collection ) per geometry collection component
#rb Benn.Gallagher, titouan.deslandes, vincent.robert
[CL 34080384 by cedric caillaud in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL33931377
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33978689 by cedric caillaud in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33951250 by cedric caillaud in ue5-main branch]
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33931385 by cedric caillaud in ue5-main branch]
- saves 320 bytes from the proxy
- cleaned up the buffer command API for the proxy to be clear about what can be called from the game or physics thread
#rb vincent.robert, benn.gallagher, brice.criswell, titouan.deslandes
[CL 33900856 by cedric caillaud in ue5-main branch]
* packed and re-ordered members in GeometryCollectionComponent, saving 64 bytes
* packed and re-ordered members in GeometryCollectionISMPoolRenderer, saving 16 bytes
* packed and re-ordered members in IPhysicsProxyBase, saving 8 bytes
* packed and re-ordered members in ClusterUnionReplicatedProxyComponent, saving 16 bytes
#rb cedric.caillaud
[CL 33894015 by titouan deslandes in ue5-main branch]
* packed and re-ordered data in structures to minimize padding as much as possible
* reduce simulation parameters data by 80 bytes ( 112 if stripping the deprecated members )
* remove dead code
#rb titouan.deslandes
[CL 33871845 by cedric caillaud in ue5-main branch]
- When attributes are missing we regenerate them ( editor time only , so assets will be fixed next cook )
- in the future we should revise the way we cook those assets
#rb Jimmy.Andrews
[CL 33649235 by cedric caillaud in ue5-main branch]
Note : this attribute does not seem to be used anywhere , will likely remove it in future changes
#rb Jimmy.Andrews
#jira UE-214890
[CL 33640820 by cedric caillaud in ue5-main branch]
- symptoms : Cache would fail to set the geometry collection to be kinematic when replaying , causing also the pose to be reset regardless of the start time
- fix : make sure to note recreate the physics state if it was already created, if it was , make sure to recreate the physics proxy as well
#rb Benn.Gallagher, vincent.robert
#jira UE-214150
[CL 33520578 by cedric caillaud in ue5-main branch]
+ make corresponding contact select dataflow nodes use the updated neighbor selection logic
#rb cedric.caillaud
[CL 33462920 by jimmy andrews in ue5-main branch]
-Refactored Skeleton View to match the FDataflowNodeView paradigm.
-Renamed ?Skeletal Hierarchy? to ?Skelton View?
-Added conversion for Collection to Skelton
-Updated FCollectionTransformFacade to support optional BoneName attribute.
#rb cedric.caillaud
#jira none
[CL 33337463 by Brice Criswell in ue5-main branch]