Since Chaos Cloth caches are now read in two places (SkeletalMeshComponentCacheAdapter and ClothComponentCacheAdapter), I created a few new structs to share code.
ClothingSimulationCacheData holds cache data that is read for the associated context.
ChaosClothingCacheSchema reads and writes cache data.
We need to write the ReferenceSpaceTransform as part of caching and then to read it back and set it.
Additionally, I'm now only writing the particles that have been simulated (namely other LOD particles will no longer be cached).
ChaosCache has been updated to be able to store named transforms (rather than just per-particle transforms)
Existing cloth caches will continue to work. They simply don't have the transform data.
#preflight 63f02662977ceed915637592
#rb michael.forot kriss.gossart
[CL 24318632 by Alex McAdams 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]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Renamed / deprecated master/slave terms at SkinnedMeshComponent and SkeletalMeshComponent (plus all the users)
#jira UE-158645, UE-158525, UE-158532
#review @thomas.sarkanen @john.vanderburg
#preflight 62ced88af324cee189e48d43
#tests Verified the properties transfer correctly after modifying them without the fix and loading the character with the component with the fix applied
#preflight 62cfc490c36afd11ef07c9ab
[CL 21088391 by jaime cifuentes in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
#preflight 61f277cbaf74b68515c0bd64
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18751911 in //UE5/Release-5.0/... via CL 18751924 via CL 18752067
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18752076 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]