Using inline containers to limit dynamic allocations
Added options to toggle usage of link configs
Added build time in the display stats and added logs
#jira UE-213923
#rb mikko.mononen
[CL 33809987 by aris theophanidis in ue5-main branch]
- share the struct with other navigation data generators
- use it directly where needed instead of using the RecastNavMeshGenerator (e.g. NagivationSystem, NavigationDataHandler, etc.)
#rb Aris.Theophanidis
[FYI] mieszko.zielinski
[CL 33807192 by frederic doll in ue5-main branch]
#rnx
[FYI] Aris.Theophanidis
Original CL Desc
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[NavMesh] NavLink generation
Using inline containers to limit dynamic allocations
Added options to toggle usage of link configs
Added build time in the display stats and added logs
#jira UE-213923
#rb mikko.mononen
[CL 33807075 by alex kahn in ue5-main branch]
Using inline containers to limit dynamic allocations
Added options to toggle usage of link configs
Added build time in the display stats and added logs
#jira UE-213923
#rb mikko.mononen
[CL 33806057 by aris theophanidis in ue5-main branch]
Use stack allocator to allocate samples
Added profiler events
Addition of a parameter to reduce sampling precision
Added edge index labels to the diplay allowing to inspect a specific edge easily
#jira UE-213923
#rb mikko.mononen
[CL 33659685 by aris theophanidis in ue5-main branch]
- revert the code that puts MovementComponent->RegisterComponent(); into the 'open' with a custom undo handler - our new treatment of UObject construction and rollback handles this naturally now, and adding components uninstrumented means that we don't properly capture the state of component lists. this was leading to memory corruption / crashes
- a few additional fixes across a couple of other modules which are necessary to run RegisterComponent with autortfm instrumentation
#rb Brandon.Schaefer, nathan.green
[CL 33565434 by michael nicolella in ue5-main branch]
Refactor to keep solidHF and compactHF for the lifetime of FRecastTileGenerator
Allowed the sliced generator to build links
Fix issue with missing solidHF and compactHF when building links
Added experimental link builder configurations to RecastNavmesh
Increase heightfield border size when building links
Fix missing input edges on tile borders when generating links
Changed ARecastNavMesh "Draw Failed NavLinks" debug name to Draw Failed and Valid Links"
Added profile tags inside link generation
Small navlink geneneration debug display improvements
#jira UE-213923
#rb Maxime.Mercier
[CL 33544704 by aris theophanidis in ue5-main branch]
This fixes issues seen in stairs where the stair corridor can be blocked by a hard edges when edges between layers do not match perfectly.
#rb mikko.mononen
[CL 33184707 by aris theophanidis in ue5-main branch]
Add way to test if we have complete nav data ready around a segment (instead of a single point)
#rb Aris.Theophanidis
[CL 32527222 by frederic doll in ue5-main branch]
#rnx
[FYI] frederic.doll
Original CL Desc
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Add way to test if we have complete nav data ready around a segment (instead of a single point)
#rb Aris.Theophanidis
[CL 32519609 by alex kahn in ue5-main branch]
Upgrades to SplineNavModifierComponent:
- Now updates any time any sibling USplineComponent changes in a meaningful way such as changes to: bIsLooping, moving/adding/removing spline points, modifying component transform, adding/removing USplineComponents from the actor
- Now lets the user assign a spline instead of arbitrarily finding the first spline referenced on a the object
#rb Yoan.StAmant
#jira UE-202492
#changelist validated
#virtualized
[CL 32230423 by robert seiver in ue5-main branch]
[FYI] robert.seiver
Original CL Desc
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Upgrades to SplineNavModifierComponent:
- It's now an editor only component
- Now updates any time any sibling USplineComponent changes in a meaningful way such as changes to: bIsLooping, moving/adding/removing spline points, modifying component transform, adding/removing USplineComponents from the actor
- Now lets the user assign a spline instead of arbitrarily finding the first spline referenced on a the object
#rb Yoan.StAmant
#jira UE-202492
#changelist validated
#virtualized
[CL 32193532 by edwin maynard in ue5-main branch]
- It's now an editor only component
- Now updates any time any sibling USplineComponent changes in a meaningful way such as changes to: bIsLooping, moving/adding/removing spline points, modifying component transform, adding/removing USplineComponents from the actor
- Now lets the user assign a spline instead of arbitrarily finding the first spline referenced on a the object
#rb Yoan.StAmant
#jira UE-202492
#changelist validated
#virtualized
[CL 32192156 by robert seiver in ue5-main branch]