Commit Graph

86 Commits

Author SHA1 Message Date
Benn Gallagher
8757cb3641 Physics interface cleanup.
* 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]
2022-06-01 06:59:18 -04:00
Jeremy Moore
ff967b1163 Remove PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY and only use PRIMITIVE_SCENE_DATA_FLAG_OUTPUT_VELOCITY.
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().

A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.

Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.

#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen

[CL 20279797 by Jeremy Moore in ue5-main branch]
2022-05-19 10:08:15 -04:00
danny couture
6c39082623 Add support for bodysetup trimesh estimates for all implementation of IInterface_CollisionDataProvider
#rnx
#rb Francis.Hurteau
#preflight 6262f0e0cf17922036d8c942

[CL 19876901 by danny couture in ue5-main branch]
2022-04-22 19:20:37 -04:00
andrew davidson
692c7957c1 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
Runtime files
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ushell-cherrypick of 18817999 by Fred.Kimberley
#preflight 62441346f73c316f68db20c0

#ROBOMERGE-OWNER: andrew.davidson
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 19554852 via CL 19555052 via CL 19555055
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19561417 by andrew davidson in ue5-main branch]
2022-03-30 14:37:45 -04:00
Michael Lentine
3c9dfe96d1 Delete PhysX.
#rb Benn.Gallagher
#preflight 62292a4bcc09078bab64d667

[CL 19337868 by Michael Lentine in ue5-main branch]
2022-03-10 12:26:39 -05:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#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]
2022-02-02 07:59:31 -05:00
jeff fisher
28bc3ffa05 UE-91500 Hololens generated mesh work once PIE with TP_HolloensBP Template
-Fixed world mesh with hololens on WMR plugin.  WMR interop writes floats UE side was assuming doubles.  Now we assume floats in the affected buffers.
#rb Steve.Smith
#jira UE-91500
#preflight

#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18811641 in //UE5/Release-5.0/... via CL 18811651 via CL 18822718
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18823655 by jeff fisher in ue5-main branch]
2022-02-02 05:56:18 -05:00
jeff fisher
30e56345d0 UE-91500 Hololens generated mesh work once PIE with TP_HolloensBP Template
-Fixing async cooking of collision with chaos.  MockDataMeshTrackerComponent generated geometry can now have functional collision.
-Also improved test level and MockDataMeshTrackerComponent to help test this.
-Added method to cause a navmesh update only if collision has changed.  Fixed a couple cases where navigation would not have generated after a collision change.
#rb Steve.Smith
#jira UE-91500
#preflight

#ROBOMERGE-OWNER: jeff.fisher
#ROBOMERGE-AUTHOR: jeff.fisher
#ROBOMERGE-SOURCE: CL 18799957 in //UE5/Release-5.0/... via CL 18801965 via CL 18802565
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
#ROBOMERGE-CONFLICT from-shelf
#preflight 61f96250a2514ba12f05c24c

[CL 18809960 by jeff fisher in ue5-main branch]
2022-02-01 11:57:55 -05:00
steve smith
da21ab68a5 Fix build break in UE5 Main (MRMesh vector type)
#rb jeff.fisher
#jira UE-139661
#preflight none

[CL 18693520 by steve smith in ue5-main branch]
2022-01-21 14:24:57 -05:00
fieldsJacksonG
a48a2f878a PR #8711: Fix MRMesh vertices (Contributed by fieldsJacksonG)
#jira 18437870
#rb steve.smith jules.blok
#preflight 18579392

#ROBOMERGE-AUTHOR: steve.smith
#ROBOMERGE-SOURCE: CL 18579621 in //UE5/Release-5.0/... via CL 18579652 via CL 18579672
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18579694 by fieldsJacksonG in ue5-main branch]
2022-01-11 20:21:31 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
jamie hayes
9389c3eb1e Add another optional separate translucency pass that gets composited after motion blur. Has no depth test (due to TAA color upsample with no upsampled depth), and is intended to work around reprojection and motion blur artifacts with translucency.
#rb zach.bethel, michal.valient
#jira none

[CL 16381727 by jamie hayes in ue5-main branch]
2021-05-19 02:09:02 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Devin Doucette
6a055f3b41 Fixed dependencies on the DerivedDataCache module to be include-only when appropriate
#rb Zousar.Shaker

[CL 15681304 by Devin Doucette in ue5-main branch]
2021-03-11 17:27:38 -04:00
Emil Persson
4516b985df Name all resources and make naming mandatory
#rb yuriy.odonnel, kenzo.terelst

[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
Emil Persson
18124db33e Replace CreateAndLock calls with Create and Lock
#rb kenzo.terelst

[CL 15375296 by Emil Persson in ue5-main branch]
2021-02-10 06:50:31 -04:00
Zousar Shaker
3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00
Emil Persson
72db809300 Replace legacy LockVertexBuffer()/LockIndexBuffer()/LockStructuredBuffer() calls with the unified LockBuffer()
#rb kenzo.terelst

[CL 14898308 by Emil Persson in ue5-main branch]
2020-12-10 11:51:32 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
steve smith
59b97b5bd8 Merge from Partner-MagicLeap-Staging: Workaround fix MRMesh flickering on Vk desktop renderer. The true cause of this issue is ultimately somewhere deeper.
To fix this, at least for now, enable mesh occlusion when the MRMesh is connected to the MagicLeapTrackerComponent. Since this happens after the MRMeshProxy is created, modify SetEnableMeshOcclusion so that is updates the proxy's value as well.
#jira UE-89354
#rb jeff.fisher steve.smith

#ROBOMERGE-SOURCE: CL 11588604 in //UE4/Release-4.25/... via CL 11588606
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)

[CL 11588611 by steve smith in Main branch]
2020-02-24 12:24:08 -05:00