- Added a Proximity tool to Fracture Mode to visualize and change generation settings for GeometryCollection bone proximity.
- Added more user controls for how proximity is generated, including a "Convex Hull distance" method for deciding contact, which should help include connections that were missed by the default proximity detection method.
- Made proximity settings live on the GeometryCollection as (non-cooked) attributes, so proximity re-generates with the desired method after further fracturing/clustering.
- Added an option to automatically convert the proximity graph to a pre-computed connection graph used by simulation.
- Reduce redundant proximity calculations: Be more consistent in relying on FGeometryCollectionEdit to update proximity as needed, and call 'RequireProximity' instead of 'UpdateProximity' in cases where we expect a valid proximity may already be present.
#rb cedric.caillaud
#preflight 6356d21b0313c24974eea2f8
[CL 22735429 by Jimmy Andrews in ue5-main branch]
Limitations : Currently this requires the GC to be reset to recompute the list of instanciable meshes and their corresponding indices
Mitigation : this can be turned off using the following cvar : p.Chaos.GC.UseISMPool
#rb brice.criswell, Krzysztof.Narkowicz
#preflight 63519a8af92c325024c32137
[CL 22705192 by cedric caillaud in ue5-main branch]
- Make sure CLustersToRep is reset when the physics state is destroyed
- Initialize the Physics proxy ReplicationMode when we create the proxy instead of during InitializeComponent ( because Destroy/Create physics state can be called after it )
#rb brice.criswell, michael.forot
#preflight 6350d4f82337adbf42b08788
[CL 22670734 by cedric caillaud in ue5-main branch]
This fixes crashes related to GC replication where an island index inherited from a parent would remain set after the island has been removed
#rb chris.caulfield, brice.criswell, michael.forot
#preflight 6350824b8449f85a477815e4
[CL 22647574 by cedric caillaud in ue5-main branch]
- comment the disable of particles beyond the abandon level on the server
#rb trivial
#jira
#preflight none
[CL 22647208 by cedric caillaud in ue5-main branch]
Submitting on behalf of Enrique due to preflight not submitting
[FYI] cedric.caillaud, peter.knepley, andrew.firth, enrique.garciaamezcu
#preflight https://horde.devtools.epicgames.com/job/6340545a62762f4a1baa3d9f
Preflight fail due to unrelated WorldPartition issue
[CL 22412822 by rob mclaughlin in ue5-main branch]
- Because of a circular module dependency between Engine and GeometryCollectionEngine, we need to check the class using its name instead of using a cast
- this is a workaround that should be addressed oin the future
- it can be disabled using a cvar : p.CVarGeometryCollectionImpulseWorkAround
#rb benn.gallagher, chris.caulfield, brice.criswell
#jira none
#preflight 633739acb34118b9b4b8a351
[CL 22341267 by cedric caillaud in ue5-main branch]
+ fix FScopedColorEdit::Sanitize() clearing the bUpdated flag when nothing was sanitized.
#rb rinat.abdrashitov
#rb cedric.caillaud
#preflight 6335a1813041fbb566554beb
[CL 22262791 by jimmy andrews in ue5-main branch]
#preflight 63344a591a232c6fbf9ad3bb
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Chaos : fix character movement interaction with geometry collections
#rb benn.gallagher, chris.caulfield, brice.criswell
#jira none
#preflight 63335015e11ae0b19c224cb4
[CL 22232349 by ryan hummer in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
- CrumbleActiveClusters
- RemoveAllAnchors
- Also fixed a potential crash in fracture editor
#rb none
#preflight 632d013aa4769ad714d6cdc2
[CL 22173113 by cedric caillaud in ue5-main branch]
- When ShowBoneColors option is off display vertex color
#rb jimmy.andrews
#jira UE-163379
#preflight 6329423fb40000c8f04f0dcb
[CL 22104713 by cedric caillaud in ue5-main branch]