Commit Graph

427 Commits

Author SHA1 Message Date
Michael Forot
0a75528473 Save of the dataflow scene description
#rb Brice.Criswell
#jira none

[CL 34495970 by Michael Forot in ue5-main branch]
2024-06-19 08:11:11 -04:00
Brice Criswell
235805fc4a GeometryCollection : Blueprint access for ChaosSolverActor
#rb cedric.caillaud
#jira none

[CL 34348805 by Brice Criswell in ue5-main branch]
2024-06-13 14:36:36 -04:00
cedric caillaud
6c7af5818d [Backout] - CL33950711
[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]
2024-05-29 13:10:12 -04:00
cedric caillaud
fd85c92ee6 [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 33951250 by cedric caillaud in ue5-main branch]
2024-05-28 16:12:37 -04:00
cedric caillaud
40afb51b2a 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 33931385 by cedric caillaud in ue5-main branch]
2024-05-27 17:17:50 -04:00
cedric caillaud
1be79a061b geometry collection : add support for changing enable gravity flag at runtime
[FYI] chris.caulfield

[CL 33928320 by cedric caillaud in ue5-main branch]
2024-05-27 14:23:58 -04:00
titouan deslandes
2222f0c382 Geometry collection - memory optimization
* 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]
2024-05-24 10:31:28 -04:00
jimmy andrews
636bfbf3fc Remove bone selected material reference from UGeometryCollection, and clean up some references / accesses to it and legacy methods referring to its (now nonexistent) material ID
#rb cedric.caillaud

[CL 33836478 by jimmy andrews in ue5-main branch]
2024-05-22 13:38:07 -04:00
cedric caillaud
b1294014fd Geometry collection / Dataflow : properly support material instances
[CL 33821138 by cedric caillaud in ue5-main branch]
2024-05-22 00:24:38 -04:00
Michael Forot
7afe95f574 3- Multiple dataflow terminal nodes
#rb Brice.Criswell
#jira none

[CL 33762293 by Michael Forot in ue5-main branch]
2024-05-20 04:19:46 -04:00
trapper mcferron
58600e18e7 Added a GroupHash member to FISMComponentDescription for identical SMs to be separated into different groups for finer grained culling.
#rb Jeremy.Moore

[CL 33732127 by trapper mcferron in ue5-main branch]
2024-05-17 14:47:23 -04:00
Brice Criswell
ab85cafc1f Dataflow : Skeleton View
-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]
2024-04-30 10:30:35 -04:00
steve robb
92463911c8 Fixed mismatched printf format arguments.
#rb brandon.schaefer

[CL 33264801 by steve robb in ue5-main branch]
2024-04-26 11:02:47 -04:00
jeremy moore
d24210941f Fix for Geometry Component in-editor moving.
Refreshing custom renderer during OnUpdateTransform() happens before the fulll component hierachy has the transform applied. This means that the refreshed intance transform is based against the previous actor root transform and an offset can occur.
Move the refresh to the end of MoveComponentImpl() fixes it.
Submitting to unblock users, but will also investigate if using local transform space instead or world space is better.

[CL 33189751 by jeremy moore in ue5-main branch]
2024-04-23 21:00:48 -04:00
cedric caillaud
35d0b0010a Managed array collection : encapsulation of variable members of FValueType
- this is in preparation of copy on write attribute support in managed array collection

#rb Brice.Criswell, kriss.gossart, vincent.robert

[CL 33172831 by cedric caillaud in ue5-main branch]
2024-04-23 13:09:41 -04:00
jeremy moore
9821e1307b Geometry collection fix for bug with duplicated ISMs on Editor representation.
Issue was that duplicating an actor in Editor would duplicate the ISMs in the object hierachy. Because the ISM Pool was marked as transient the ISMs would be left leaking when the duplicated actor's custom renderer reregistered and created new ISMs.

[CL 33139028 by jeremy moore in ue5-main branch]
2024-04-22 10:52:10 -04:00
gustav melich
9ba7af2603 Dataflow:
- Fixed SkeletalMeshToCollection node to create Children attribute
- Updated BlueprintToCollection node to create root node and parent everything under it

#rb cedric.caillaud

[CL 33133346 by gustav melich in ue5-main branch]
2024-04-21 23:27:40 -04:00
jimmy andrews
9124ea5c41 Fix failed check on undo of geometry collection changes in fracture mode
#rb cedric.caillaud

[CL 32859852 by jimmy andrews in ue5-main branch]
2024-04-10 12:22:12 -04:00
gustav melich
abcf9e1142 Dataflow:
- Implemented BlueprintToCollection node

#rb Brice.Criswell, cedric.caillaud

[CL 32814104 by gustav melich in ue5-main branch]
2024-04-08 20:44:55 -04:00
jeremy moore
5018101ab4 #jira UE-209654
Separate out the interface for setting custom data on geometry collection custom renderers.
Add support for setting custom data by named channels for which the custom renderer can handle any packing logic.

[CL 32734648 by jeremy moore in ue5-main branch]
2024-04-04 13:40:08 -04:00
Brice Criswell
c7295bd049 GeometryCollection : SkeletalMesh conversion with geometry split by component.
#rb brice.criswell
#jira none

[CL 32719380 by Brice Criswell in ue5-main branch]
2024-04-03 22:22:28 -04:00
jeremy moore
2294440150 Support ISMPool geometry collection custom renderer working in editor.
It does that through each geom collection creating its own ISPool. This way we get the runtime visuals and hit proxies still work.
Removed root proxy static component creation in geometry collection, and added a custom renderer that does this.
#rb cedric.caillaud
#jira UE-209654

[CL 32663574 by jeremy moore in ue5-main branch]
2024-04-02 07:56:31 -04:00
gustav melich
8386abd108 Dataflow:
- Implemented GeometryCollectionToCollection node

#rb cedric.caillaud, Jimmy.Andrews

[CL 32578018 by gustav melich in ue5-main branch]
2024-03-28 10:57:17 -04:00
michael forot
b6168a808d Boolean on the geometry collection to enable the convex optimization
#rb cedric.caillaud

[CL 32445886 by michael forot in ue5-main branch]
2024-03-22 15:20:59 -04:00
jeremy moore
1aa8194ace Fix potential flicker when marking render state dirty on geometry collection component.
Issue is that geometry collection scene proxies were always created at the rest transform state, and then the current transforms were set at the first update. This would could cause a reset flicker.
Also the first update wouldn't happen if the component was at rest, so visually it would go back to the rest state and stay there.
The fix is to get the current DynamicData during scene proxy construction.
#rb cedric.caillaud
#jira UE-210150

[CL 32331095 by jeremy moore in ue5-main branch]
2024-03-19 13:29:21 -04:00