Fixed: World composition layers can be named the same UE-18678
Fixed: Level Details summon world composition tooltip is incorrect UE-18674
Added progress dialog to Actor Merging tool
[CL 2625493 by Dmitriy Dyomin in Main branch]
ADDED UE-14356 HLOD: Print user friendly message if you try build and meshes don't have have LODs
ADDED MergeStaticMeshComponets to MeshUtilities needed for next CHANGE
ADDED HLOD preview build step for maps, this only builds the clusters for previewing the settings
ADDED SphereComponent now takes into account min and max drawing distances
ADDED Global forward declares and removed local ones from HierarchicalLOD.h
ADDED Visualization to LODActor class, uses USphereComponent to render its bounds
ADDED IsPreviewActor flag to LODActor class, if true during cluster generation DrawSphereComponents bounds will be used instead of LODActor's
ADDED vertex duplication removal on import
ADDED vertex/index buffer cache optimization on import
CHANGED World.h now forward declares HierarchicalLODBuilder to minimize (re)compile time
CHANGED While building/merging actors HLOD system now takes the orginal staticmesh from previously merged LODActors, this to enable retrieving the correct LOD per mesh (related to UE-15398)
CHANGED HLOD Cluster generation process, now takes into account HierarchicalLODVolumes to exclude actors from cluster generation
CHANGED Renamed CalculateRawMeshTangents to ExtractMeshDataForGeometryCache
FIXED Crash where a nullptr actor was added to actors list for > LOD0 clusters
FIXED Bound creation for actor within a cluster used FVector.Size(), now used FVector.AbsMax()
MOVED FLODCLuster structure into seperate header and cpp file
[CL 2617884 by Jurre DeBaare in Main branch]
ADDED Support for importing GeometryCache assets from Alembic files
ADDED CalculateRawMeshTangets function that only calculates the tangents without building the RawMesh
[CL 2591762 by Jurre DeBaare in Main branch]
Increase limit on maximum size of index buffer sections to cache optimize
#codereview Brian.Karis
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2548128 by Marcus.Wassmer on 2015/05/12 18:35:46.
[CL 2590837 by David Ratti in Main branch]
Fixed material flattening UV bug where input is out of range, it doesn't work.
Validated the input to be in the right range.
#code review: Dmitriy.Dyomin
[CL 2521700 by Lina Halper in Main branch]
- Added build of UseLOD
- This allows user to merge actor using certain LOD as base
#code review: Dmitriy.Dyomin
[CL 2521575 by Lina Halper in Main branch]
- Made sure saving/loading works fine
- Packages are not created internally for merge actor if Outer exists - in this case, map
- It won't be visible in CB
#code review: Dmitriy.Dyomin
[CL 2521472 by Lina Halper in Main branch]