Commit Graph

11 Commits

Author SHA1 Message Date
David Corral
0263fd2714 Including USkeleton header
#rb none
#preflight none
#jira UE-172356

[CL 23449889 by David Corral in ue5-main branch]
2022-12-08 13:07:45 -05:00
david corral
7bdbea7999 AnimToTexture:
- Code cleanup
- Barycentric mapping
- Simplified bone weight reduction
#preflight 6390f8e2255f07df8e765c97

[CL 23435712 by david corral in ue5-main branch]
2022-12-07 17:29:37 -05:00
david corral
8081b41592 AnimToTexture :
- Improved UpdateMaterialInstanceFromDataAsset, setting UVIndex, Animate and NumBoneInfluences
- Renamed some Material params.
- Fixed StaticMesh bounds
- Setting StaticMesh FullPrecisionUVs only to given LOD
- Forcing PowerOfTwo for 16bit precision
- Added 16bit precision for Vertex Mode

#jira UE-169414, UE-165399, UE-169617, UE-164996
#rb mike.beach
#preflight 63741aca9e3bea80796a34d1
#lockdown mike.beach

[CL 23189518 by david corral in ue5-main branch]
2022-11-17 22:43:00 -05:00
henrik karlsson
d5026d4d83 Strategical submit which adds includes in preparation for coming change which removes includes in headers
#preflight 636531a1581dc906bce283d1
#rb none

[CL 22994620 by henrik karlsson in ue5-main branch]
2022-11-04 16:37:48 -04:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00
henrik karlsson
5298cc8120 Non-unity/pch compile fixes when building UnrealEditor linux
#rb none
#preflight skipped

[CL 22794114 by henrik karlsson in ue5-main branch]
2022-10-26 17:49:37 -04:00
halfdan ingvarsson
e2210cb024 Support for 16-bit skin weights on the skelmesh.
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).

This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.

The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.

#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d

[CL 22215219 by halfdan ingvarsson in ue5-main branch]
2022-09-27 19:48:05 -04:00
david corral
1ca3116679 AnimToTexture:
- Using CompatibleSkeletons instead of LeaderComponent
- Removed untested option: AnimBlueprint
- Removed project specific logic. CreateUVs, CreateTextures.
- Setting UVChannel 1 as default
- Added property descriptions
- Removed commented out code

#jira UE-162849
#preflight 632e2249b4515b7e22401739

[CL 22165713 by david corral in ue5-main branch]
2022-09-23 20:58:02 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
jose villarroel
c422cb3ab2 Fix for static analysis warning in AnimToTextureBPLibrary
#jira none
#preflight skip
#rnx
#rb trivial

[CL 21169787 by jose villarroel in ue5-main branch]
2022-07-19 20:32:21 -04:00
jose villarroel
039af7ffcc Move AnimToTexture from CitySample to Engine plugin
#jira UE-155823
#fyi David.Corral, Aaron.Cox
#rb trivial
#preflight 62d70c94185da2495fb33cfb

[CL 21166829 by jose villarroel in ue5-main branch]
2022-07-19 16:27:17 -04:00