ChaosFlesh: CIS fix
backward compatibility for per-vertex kinematic attribute
Embedded positions are now initialized to 0 even without embedding info.
Fixed BoneWeightsFacade.IsValid() by allowing KinematicAttribute to be invalid for backward compatibility
#rb Brice.Criswell
#jira UE-227225
Merging
//Fortnite/Main/Engine/...
to //Fortnite/Release-32.00/Engine/...
[CL 37027497 by yushan han in 5.5 branch]
- Fix out of bound related crashes when using the select by box node ( when there was more transforms than geometry in the collection )
- now properly access the centroid array by geometry index
- StaticMeshToCollection node now outputs collection with a single root when using the Split Element option
#rb gustav.melich
#jira UE-225106
#p4v-cherrypick 36466212
[CL 36485897 by cedric caillaud in 5.5 branch]
- Fixed insertion issue for debug builds where infos and raw names were misaligned.
#rb brice.criswell
#jira none
[CL 34107501 by Brice Criswell in ue5-main branch]
-Refactored Skeleton View to match the FDataflowNodeView paradigm.
-Renamed ?Skeletal Hierarchy? to ?Skelton View?
-Added conversion for Collection to Skelton
-Updated FCollectionTransformFacade to support optional BoneName attribute.
#rb cedric.caillaud
#jira none
[CL 33337463 by Brice Criswell in ue5-main branch]
- Fixed SkeletalMeshToCollection node to create Children attribute
- Updated BlueprintToCollection node to create root node and parent everything under it
#rb cedric.caillaud
[CL 33133346 by gustav melich in ue5-main branch]
- Update the transform attributes to reflect the SkeletalMesh transform hierarchy.
#rb brice.criswell
#jira none
[CL 32630534 by Brice Criswell in ue5-main branch]
- This change won't have much impact on memory when building in game, but the impact will be when loading. Also it harmonize the Dynamic Collection and the Rest Collection. And so it optimizes the access, and conversion to transforms.
- DynamicCollection has a function set back transforms to its RestCollection, and free memory
- Remove function from ManageArrayCollection makes sure to free memory now.
#rb cedric.caillaud
[CL 28721098 by vincent robert in ue5-main branch]
Deprecated the FSoftObjectPath "StaticMesh" property in FGeometryCollectionAutoInstanceMesh and replaced it with a TObjectPtr<UStaticMesh> Mesh property. This fixes an issue where asserts would fire because we were doing sync loads after the loadscreen.
These changes saved roughly 100MBs in our test level.
#jira
#rb cedric.caillaud
#preflight 63f846e9c35a14198085d30e
[CL 24406749 by bryan sefcik in ue5-main branch]