- Hide the array beghind an API that expose root transform and all transform tracking a dirty state
#rb benn.gallagher
[CL 27902559 by cedric caillaud in ue5-main branch]
Also provide a TSet version of SetPerParticleCollisionProfileName to avoid converting TSet to arrays
#rb michael.bao
[CL 27734720 by cedric caillaud in ue5-main branch]
Store breadth first order indices for transform on the rest collection
#rb benn.gallagher, vincent.robert, brice.criswell
[FYI] jeremy.moore
[CL 27652487 by cedric caillaud in ue5-main branch]
This fixes an issue where geometry collection using custom renderer do not work with bRequireFullVisibilityToRender
#rb jeremy.moore
[CL 27383072 by cedric caillaud in ue5-main branch]
- Saves 3 x uint32 per bone per dynamic collection ( x2 )
- CollisionMask and CollisionStructureID were not used at all
- CollisionGroup was used but set to the same value for all bones
- also deprecated fuinction and enums in GeometryCollectionEngineTypes
#rb benn.gallagher, brice.criswell, michael.bao
[CL 27353047 by cedric caillaud in ue5-main branch]
- This is set from the geometry collection asset when calling SetRestCollection and can be changed after
- Also fix the way we apply the mass multiplier to inertia
#rb michael.bao, steven.barnett
[CL 27315231 by cedric caillaud in ue5-main branch]
Enable ISM pooling by default so that spatially placed ISMs can be recycled easily when moving through a streaming world.
[CL 27044402 by jeremy moore in ue5-main branch]
Added display of mass in geometry collection physics editor properties
[FYI] michael.bao, brice.criswell, jim.vanallen, jack.oakman
#rb trivial
[CL 26474980 by cedric caillaud in ue5-main branch]