FGraphAStar::PopIndex() isn't passing on its argument to the container - that existing behavior has been retained.
#rb james.hopkin
[FYI] Yoan.StAmant
[CL 30712410 by steve robb in ue5-main branch]
also always run the point prioritization step, and don't early-stop it if we may take more samples than the minimum requested.
#rb rinat.abdrashitov
[CL 30169822 by jimmy andrews in ue5-main branch]
- add 2D version of VectorTanHalfAngle to VectorUtil.h
- add FDynamicMeshUVEditor::SetToPerVertexUVs, initializes overlay to have a single UV for each vertex
- add FQuadGridPatch::InitializeFromQuadPatch(), initializes the quad grid from external rows of quads and associated vertices
- add FQuadGridPatch::GetVertexColumn(), returns the list of vertices in a specific grid column
- add FQuadGridPatch::FindColumnIndex(), finds the index of the grid column that contains a specific Vertex ID
#rb rinat.abdrashitov
[CL 30166232 by ryan schmidt in ue5-main branch]
also do some cleanup / generalization of the utility functions and change geometry script's append simple collision function to use them.
#rb David.Hill
[CL 29763193 by jimmy andrews in ue5-main branch]
- More aggressively prune the cache of computed merge shapes after it reaches a threshold size
- By default compute a proximity graph based on actual proximity, not the full n^2 possible connections
- After finding the best of a number of possilbe merges, optionally only look for local improvements to the current best rather than doing a full search for the absolute best connection.
#rb david.hill, shaun.kime
[CL 29158488 by jimmy andrews in ue5-main branch]
* Removed old ExportToRawMesh function and CVar `landscape.Nanite.MarchingSquaresVisibility`
* Make Landscape Nanite build less noisey in the logs
* GeometryCore - Added Reserve to TPointHashGrid2 (to match TPointHashGrid3)
#jira UE-194086
#rb jonathan.bard
[CL 29025960 by don boogert in ue5-main branch]