Commit Graph

7 Commits

Author SHA1 Message Date
michael balzer
32bdf69c2f MeshModelingToolset: Fix Linux/Mac issues
#preflight 61bb942302481da02720e457
#rb ryan.schmidt, jimmy.andrews

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18478833 in //UE5/Release-5.0/... via CL 18481523
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18481802 by michael balzer in ue5-release-engine-test branch]
2021-12-16 19:55:00 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
ryan schmidt
21af6366de ModelingTools: MeshModelingToolset and MeshModelingToolsetExp plugins have modules that are Runtime-capable but also used by Editor-only ModelingToolsEditorMode. Enabling ModelingToolsEditorMode in a .uproject, even with WhitelistTargets configured to Editor, will result in the built game including the Runtime modules from MeshModelingToolset/Exp (which is about 5mb in the binary). This change modifies the .uplugin files for the various Editor Modes to also mark their dependencies as whitelisted for Editor. Also marked the PlanarCut plugin as whitelisted for Editor in ChaosEditor.uplugin.
MeshModelingToolset and PlanarCut plugins can still be explicitly included in the .uproject to enable them for Runtime use by licensees (tested this in ShooterGame in Shipping configurations).

#rb none
#rnx
#jira none
#preflight 61265ed0af9a8f000183bc08
[FYI] jimmy.andrews

#ROBOMERGE-SOURCE: CL 17305308 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17305315 by ryan schmidt in ue5-release-engine-test branch]
2021-08-25 12:54:03 -04:00
michael balzer
82ab317af0 MeshModelingToolset: Split plugin into non-experimental and experimental
#jira UETOOL-3823
#rb ryan.schmidt
#preflight 6101fb4b2b002800014f7007

#ROBOMERGE-SOURCE: CL 17003092 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 17003151 by michael balzer in ue5-release-engine-test branch]
2021-07-29 20:08:48 -04:00
ryan schmidt
86e704ffbf Revert whitelisting changes for ModelingMode plugins and ProxyLODPlugin
#rb none
#rnx
#jira none

#ROBOMERGE-SOURCE: CL 16873019 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16873029 by ryan schmidt in ue5-release-engine-test branch]
2021-07-16 13:01:39 -04:00
ryan schmidt
44b62d5bb4 ModelingTools: Make all ProxyLOD dependencies optional, when not available on the given platform (ie non-windows) the code paths just early-out or copy the input mesh. Remove all Win64 whitelisting for MeshModelingToolset, MeshLODToolset, ModelingToolsEditorMode.
#rb none
#rnx
#jira none
#preflight 60ee48a90123b70001ee9e8f

#ROBOMERGE-SOURCE: CL 16869048 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16869064 by ryan schmidt in ue5-release-engine-test branch]
2021-07-15 19:06:07 -04:00
Ryan Schmidt
029115b18f GeometryProcessing: add new prototype GeometryFlow plugin for implementing expensive geometry processing operations in a node-graph style. Add MeshLODToolset plugin that implements a GeometryFlow graph for processing a high-resolution source mesh+materials into a game-ready staticmesh asset + material instances + collision geometry. GenerateStaticMeshLODAssetTool exposes this process in a Modeling Mode tool.
#rb none
#rnx
#jira none

[CL 14808819 by Ryan Schmidt in ue5-main branch]
2020-11-24 01:17:27 -04:00