- Custom LOD import now use interchange (if interchange is enabled)
- Add an InterchangeManager API function to retrieve per asset type extensions format
- Add an interchange mesh utilities to create a common place to add mesh import code.
- Add an interchange file picker interface which can be implemented by plugin
- Add an editor plugin that implement the file picker, The file picker can be customize to import specific asset type.
#jira UETOOL-5050
#jira UETOOL-5049
#rb jeanmichel.dignard
#preflight 626819fa430b9997ebe3bece
#rnx
[CL 19923170 by Alexis Matte in ue5-main branch]
Phase 1 adds the async compilation without introducing any higher-level awareness.
This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
multiple threads but stalls are expected to occur before the level has finished loading as soon as
properties of skeletal meshes are accessed by the game-thread.
- Make skeletal mesh reduction and renderdata building thread-safe where needed
- Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
- Modify both PostLoad and Build to be async when the feature is enabled
- Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
- Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
- Add an experimental setting options to enable the feature (disabled by default for now)
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
- Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll
BENCHMARKS
Tested on AMD TR 3970X with 256GB RAM
- 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
- 3m10s to 39s for importing 299 SK with the Interchange framework
TESTS
- Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
- Opened all 102 SK from QAGame
- Opened P_Construct, Apollo_Terrain, LumenTest, P_World
- Imported 299 SK with and without Interchange activated
- Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
- Run all FBX import test in EngineTest
- Cook / Run ShooterGame Client
#rb Alexis.Matte
[CL 15452895 by danny couture in ue5-main branch]
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 11386825 via CL 11386830 via CL 11386831
#ROBOMERGE-BOT: (v654-11333218)
[CL 11386832 by bob tellez in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#jira UE-79195
#rb jimmy.andrews
#rn Add an fbx option to allow compute normals to use weight by area and angle for both staticmesh and skeletalmesh. Add also a staticmesh build options for the feature.
[CL 8364158 by Alexis Matte in Dev-Editor branch]