kevin macaulayvacher
276d09f6df
Remove all simple usage of REN_ForceNoResetLoaders from the codebase since the flag has been deprecated and currently does nothing. Simple in this case is direct use of the flag with no conditional logic. More complex uses were removed in another change.
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#rnx
#rb Francis.Hurteau
[CL 34424068 by kevin macaulayvacher in ue5-main branch]
2024-06-17 11:55:02 -04:00
chris kulla
cd6d6b5fca
Consistently use FPrimitiveUniformShaderParametersBuilder to set properties on dynamic primitives
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This is to catch all variables that can impact shading (such as holdouts). This extends the fix that was done for GeometryCache actors.
#jira UE-206282
#rb aleksander.netzel, Ola.Olsson
[CL 33983165 by chris kulla in ue5-main branch]
2024-05-29 15:10:43 -04:00
jimmy andrews
51884fb8b9
Add option to remove extra material slots when configuring materials on a dynamic mesh component from an array, so that it will only have the materials in the array + make that the default behavior
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#rb David.Hill
[CL 33319308 by jimmy andrews in ue5-main branch]
2024-04-30 01:03:41 -04:00
chris kulla
085005b226
Ray Tracing: Ensure that ReverseCulling does not depend on the matrix determinant and observe ReverseCulling where appropriate
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The DXR specification states that backface culling is not affected by the transform, so there is no need to set this flag based on the transform determinant.
Additionally, update the creation of mesh batches to take into account the reverse culling flag on the primitive (when present) for consistency with the raster behavior.
#rb Krzysztof.Narkowicz
[CL 33212381 by chris kulla in ue5-main branch]
2024-04-24 16:43:23 -04:00
david hill
b6b8fe44a4
Expose mehtods that create and update FMeshRenderBufferSets from FDynamicMesh3 so this can be used outside the DynamicMeshSceneProxy.
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#rb Jimmy.Andrews
[CL 33008830 by david hill in ue5-main branch]
2024-04-16 14:28:43 -04:00
sergio gardeazabal
915d52e8d4
[ChaosVD] Initial Implementation of CVD as a standalone program
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Now CVD can be built as an unreal program (in addition to being an editor tool).
#jira UE-191890
#rb Benn.Gallagher
[CL 32844991 by sergio gardeazabal in ue5-main branch]
2024-04-09 19:24:14 -04:00
jimmy andrews
de217cb618
add a limit to the number of simultaneous dynamic mesh component distance field builds that can be active
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+ make the background thread operate on a (geo-only) copy of the mesh (because ProcessMesh doesn't seem to actually lock access to the mesh, and can't really since code can easily grab the mesh pointer via GetMesh() also)
+ make the post-compute MarkRenderStateDirty() call happen on the game thread (on tick), so it won't be called at an unsafe time
#rb David.Hill
[CL 32579407 by jimmy andrews in ue5-main branch]
2024-03-28 11:32:35 -04:00
jimmy andrews
416ad3e977
Initial Lumen support for DynamicMeshComponent
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#rb David.Hill, Krzysztof.Narkowicz
[CL 32551494 by jimmy andrews in ue5-main branch]
2024-03-27 14:27:24 -04:00
jimmy andrews
2514e21129
make dynamic mesh collision updates also update the preview collision visualization
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#rb David.Hill
[CL 32524004 by jimmy andrews in ue5-main branch]
2024-03-26 17:34:12 -04:00
jimmy andrews
3cc1bb730b
fix issue where the static draw path was still run when it was not intended to be enabled +
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disable fast vertex/index buffer updates when using static draw path for dynamic mesh component, and more consistently lock the dynamic mesh proxy buffersets when accessing them
#jira UE-210165
#rb David.Hill
[CL 32368392 by jimmy andrews in ue5-main branch]
2024-03-20 11:50:05 -04:00
jimmy andrews
961bfeea01
Add cvar geometry.DynamicMesh.MaxComplexCollisionTriCount to prevent dynamic mesh components with many triangles from auto-generating complex collision.
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+ Make complex collision wireframe only render on the base dynamic mesh proxy if the complex collision is provided.
+ add helper to update physics/etc consistently after mesh changes
#rb rinat.abdrashitov
[CL 32003960 by jimmy andrews in ue5-main branch]
2024-03-04 18:02:09 -05:00
jimmy andrews
3931400baa
Add option for dynamic mesh component to use static render path instead of dynamic
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#rb David.Hill
[CL 31949704 by jimmy andrews in ue5-main branch]
2024-03-01 13:43:42 -05:00
tiago costa
03f7f8f626
Call FRayTracingGeometry::IsValid() instead of just checking that RayTracingGeometryRHI is not null
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[FYI] aleksander.netzel
[CL 31840561 by tiago costa in ue5-main branch]
2024-02-27 10:26:42 -05:00
jimmy andrews
956359aede
add UVs to dynamic mesh component's physics mesh
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#rb David.Hill
[CL 31772380 by jimmy andrews in ue5-main branch]
2024-02-23 14:43:16 -05:00
jimmy andrews
a49f583f54
add physics materials to dynamic mesh component's physics mesh
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#rb david.hill
[CL 31703778 by jimmy andrews in ue5-main branch]
2024-02-21 18:46:48 -05:00
halfdan ingvarsson
27d3ae1e47
Geometry Framework: Only mark auto-generated tangents as valid if we actually produced any.
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#jira UE-207249
#rb David.Hill, lonnie.li
#rnx
[CL 31588216 by halfdan ingvarsson in ue5-main branch]
2024-02-16 19:01:54 -05:00
david hill
1c8b7de3de
Geometry Tools: TransfromUVs, fixing undo within the tool.
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GeometryFramework: Adding primary UVs to FVertexChange data.
#jira UE-164209
#rb Jimmy.Andrews
[CL 31530730 by david hill in ue5-main branch]
2024-02-15 14:50:54 -05:00
david hill
1d888edcb8
Geometry Framework. allow SetMaterial() to trigger a immediate visual update.
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#jira UE-202801
#rb Jimmy.Andrews
[CL 31339426 by david hill in ue5-main branch]
2024-02-09 10:13:22 -05:00
steve robb
f029468598
Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
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[CL 30729174 by steve robb in ue5-main branch]
2024-01-19 16:41:35 -05:00
roey borsteinas
e168d21835
Exposed a new property bIsEditable on UDynamicMeshComponent to allow them to block any modifications done through EditMesh/SetMesh. Additionally, when this flag is set to false, the UDynamicMeshToolTarget is blocked from being created for the dynamic mesh component so modeling tools can't edit the mesh either.
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#rb Ryan.Schmidt
[CL 29959323 by roey borsteinas in ue5-main branch]
2023-11-28 09:50:36 -05:00
jimmy andrews
d194498f95
Make the dynamic mesh debug collision rendering cache the collision shapes on the dynamic mesh scene proxy, to make sure there is not a race condition if the collision shapes are being updated on the game thread while collision rendering is enabled
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#rb matija.kecman
[CL 28393018 by jimmy andrews in ue5-main branch]
2023-10-02 16:29:12 -04:00
zach bethel
2dca0749cd
Fixed deprecation warning.
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[CL 27814175 by zach bethel in ue5-main branch]
2023-09-12 18:42:31 -04:00
zach bethel
29f735f4a3
Modified scene proxy GetDynamicMeshElements calls to take a local command list instead of relying on the immediate command list and defer uniform expression cache invalidations.
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- Calls to FRHICommandListImmediate::Get() replaced with Collector.GetRHICommandList()
#jira UE-194426
[CL 27813729 by zach bethel in ue5-main branch]
2023-09-12 18:32:22 -04:00
tiago costa
bdd2a715c3
Refactor RayTracingGeometry initalization in a few proxies to not modify FRayTracingGeometry::Initializer directly.
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- some foundation work towards making FRayTracingGeometry::Initializer private.
#rb aleksander.netzel
[CL 27688695 by tiago costa in ue5-main branch]
2023-09-07 17:03:52 -04:00
jimmy andrews
421af56339
Add support for collision rendering showflags to BaseDynamicMeshSceneProxy
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#rb rinat.abdrashitov
[CL 27657859 by jimmy andrews in ue5-main branch]
2023-09-06 18:57:28 -04:00