This fixes an issue where geometry collection using custom renderer do not work with bRequireFullVisibilityToRender
#rb jeremy.moore
[CL 27383072 by cedric caillaud in ue5-main branch]
- Saves 3 x uint32 per bone per dynamic collection ( x2 )
- CollisionMask and CollisionStructureID were not used at all
- CollisionGroup was used but set to the same value for all bones
- also deprecated fuinction and enums in GeometryCollectionEngineTypes
#rb benn.gallagher, brice.criswell, michael.bao
[CL 27353047 by cedric caillaud in ue5-main branch]
- This is set from the geometry collection asset when calling SetRestCollection and can be changed after
- Also fix the way we apply the mass multiplier to inertia
#rb michael.bao, steven.barnett
[CL 27315231 by cedric caillaud in ue5-main branch]
- Consolidate the damage thresholds calculation into one method
- Do not recreate proxy when setting damage thresholds from the component
#rb michael.bao, benn.gallagher, steven.barnett
[CL 27273456 by cedric caillaud in ue5-main branch]
Enable ISM pooling by default so that spatially placed ISMs can be recycled easily when moving through a streaming world.
[CL 27044402 by jeremy moore in ue5-main branch]
Reverse culling is expected to be set when all instances have mirrored transforms.
Putting the mirror in the component transform will correctly set the primitve flags for use by shaders.
[CL 26952481 by jeremy moore in ue5-main branch]
- this reverts CL 26423456 that introduced a bug trying to fix the same issue
- now component space transform are updated even when the GC is not yet broken , making sure that all the leaf transforms are up to date for the bounds to be computed from them
#rb michael.bao, aris.theophanidis
[CL 26797787 by cedric caillaud in ue5-main branch]
This fixes an issue where stale data on the preview thumbnail caused an ensure on undo of any fracture operation that changed the number of bones in the collection.
#jira UE-191403
#rb cedric.caillaud
[CL 26681608 by jimmy andrews in ue5-main branch]