- make material duplication for internal materials optional
- ask if user wants to split the mesh by connected component
+ implement the connected component split on the mesh description as part of the conversion, so we can do it before we've thrown out the mesh topology (geometry collection is a rendering rep that can't represent mesh topology; it splits at every UV seam and sharp edge)
#preflight 62fe8062f7404b55a3010ac6
[CL 21448521 by Jimmy Andrews in ue5-main branch]
1. Move the build out of the section loop so that we add one BLAS per geometry collection.
2. Create the ray tracing geometry but delay the BLAS build later to dynamic raytracing geometry update.
#jira UE-159425
#rb yuriy.odonnell
#preflight 62d1b0da7e1c26dcd722365b
[CL 21115524 by Tiantian Xie in ue5-main branch]
- when timers where set to 0, enable and cluster crumbling would not be set properly
#rb none
#jira none
#preflight 62cdf60f844ab070f29fc0a6
#robomerge EngineMerge
[CL 21065170 by cedric caillaud in ue5-main branch]
I encountered this state locally, specifying the type explicitly should resolve this
[FYI] cedric.caillaud
#rnx
#ROBOMERGE-OWNER: devlin.willis
#ROBOMERGE-AUTHOR: devlin.willis
#ROBOMERGE-SOURCE: CL 21012113 via CL 21013020 via CL 21013711
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21023807 by devlin willis in ue5-main branch]
- make the ManagedArrayCollection 'Saved' flag control whether the whole property is saved, rather than just its data
- when transacting, save everything (ignore the Saved flag)
- also when loading, remove properties that were not in the map we loaded from
- stop manually removing some unsaved attributes, as the Saved flag should take care of that instead
- stop loading from the DDC (after already loading from the transaction history) for every undo/redo transaction
#preflight 62c75a60b3789302b1bb7d3e
#rb cedric.caillaud, brice.criswell, max.whitehead
[CL 21007351 by Jimmy Andrews in ue5-main branch]
- add context menu to set a transform to be anchored
- add new array to clustered particle to be marked as anchored
- changed UpdateKinematicProperty to account for anchored flag
#rb brice.criswell, jimmy.andrews, harsha.reddy
#jira none
#preflight 62c74d63324817d81488b05e
#robomerge EngineMerge
[CL 20993384 by cedric caillaud in ue5-main branch]
- extended apply external strain node to have a radius and proapgation parameters
- added an internal strain node similar to external strain
#rb none
#jira none
#preflight 62c631b8a6654f9729a3b97a
#robomerge EngineMerge
[CL 20979120 by cedric caillaud in ue5-main branch]
- both removal system are now using common methods
- both of them are supporting crumbling of clusters ( both regular and internal )
- Abstraction of the logic into facade classes to avoid direct access to the attributes
- Fix bug with slow moving detection always return true
#rb brice.criswell, harsha.reddy, jimmy.andrew
#jira none
#preflight 62c4dad0f514983340ea85fb
#robomerge EngineMerge
[CL 20970940 by cedric caillaud in ue5-main branch]
+ Fix bounding box calculation issues in GeometryCollectionComponent (which caused issues w/ painting)
+ Add vertex color rendering to Geometry Collection Scene Proxy (so you can see what you're painting)
#preflight 62c5a4693c5171c8170a718c
#rb cedric.caillaud
[CL 20967543 by Jimmy Andrews in ue5-main branch]
- added a ItemIndex abstration class to deal with regular transform indices and cluster index ones ( UniqueIdx )
- simplified the BP functions that are leverage the new ItemIndex abstraction
- simplified the proxy equovalent function by consolidating the code in Clustering class
- adjusted removal crumbling code to use the new APIs
- propagate internal cluster information from PT to GT ( no GT particle , but a way to query internal cluster index by the GT children for queries to use )
#rb brice.criswell, max.whitehead
#jira none
#preflight 62be14228d5e678759dfc1bf
#robomerge EngineMerge
[CL 20917279 by cedric caillaud in ue5-main branch]