Commit Graph

628 Commits

Author SHA1 Message Date
steve robb
f43fc1d782 Fixed up more bool-taking calls to take EAllowShrinking instead.
[CL 30894388 by steve robb in ue5-main branch]
2024-01-25 14:09:12 -05:00
aris theophanidis
f9edd0ece4 Add a bIsBeingCleanedUp flag to world
#rb Patrick.Enfedaque

[CL 30890995 by aris theophanidis in ue5-main branch]
2024-01-25 12:29:10 -05:00
aris theophanidis
60d17d8b37 Prevent ANavSystemConfigOverride from using the world if it's in the process of being destroyed in PostUnregisterAllComponents (else it will try to recreated the original navsystem in the world currently being destroyed).
#rb Yoan.StAmant

[CL 30885142 by aris theophanidis in ue5-main branch]
2024-01-25 09:36:12 -05:00
aris theophanidis
2708608988 Remove world.h include from NavLinkCustomInterface.h
#rb Yoan.StAmant

[CL 30854789 by aris theophanidis in ue5-main branch]
2024-01-24 13:59:13 -05:00
aris theophanidis
0531987d09 Removing NavigationTypes.h from NavRelevantInterface.h, StaticMeshActor.h and AITypes.h
Removing NavigationSystemConfig.h and NavLinkDefinition.h from NavigationSystemTypes.h
#rb Yoan.StAmant

[CL 30808174 by aris theophanidis in ue5-main branch]
2024-01-23 12:07:01 -05:00
steve robb
104c0f2416 Fixed up more bool-taking calls to take EAllowShrinking instead.
[CL 30806200 by steve robb in ue5-main branch]
2024-01-23 11:07:28 -05:00
steve robb
f029468598 Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
[CL 30729174 by steve robb in ue5-main branch]
2024-01-19 16:41:35 -05:00
aris theophanidis
eb6446ea08 Removing Actor.h from AITypes.h
(with misc other cleanup)
#rb Yoan.StAmant

[CL 30718595 by aris theophanidis in ue5-main branch]
2024-01-19 12:11:17 -05:00
aris theophanidis
787de6ac2f Remove usage of CoreMinimal.h from navigation modules
Removed few other includes as well
#rb Yoan.StAmant

[CL 30692362 by aris theophanidis in ue5-main branch]
2024-01-18 14:35:13 -05:00
bob tellez
be86723155 #UE Lower verbosity of a message about a full queue to a warning and add more info to it so it is actionable
[CL 30679453 by bob tellez in ue5-main branch]
2024-01-18 03:27:28 -05:00
aris theophanidis
b1d4e54ba4 Removing heavy include dependencies in NavRelevantInterface.h
#rb Yoan.StAmant

[CL 30676898 by aris theophanidis in ue5-main branch]
2024-01-17 20:34:52 -05:00
marc audy
3f843e793c Fix/silence PVS warnings
#rnx

[CL 30663400 by marc audy in ue5-main branch]
2024-01-17 13:36:58 -05:00
marc audy
19e84555b3 Silence PVS warnings
[CL 30653812 by marc audy in ue5-main branch]
2024-01-17 01:34:02 -05:00
guillaume guay
1bd642b2f7 Still fills the SubAreaArray with the DirtyArray in the case we have no seeds bound
#tests pie
#rb Aris.Theophanidis
[FYI] cory.kolek

[CL 30645590 by guillaume guay in ue5-main branch]
2024-01-16 16:22:42 -05:00
aris theophanidis
1b845cc9c3 Improvements in navigation includes
Removing Actor.h from NavigationTypes.h
Removing NavigationQueryFilter.h when unnecessary in headers
And additional non-unity build fixes
#rb Maxime.Mercier

[CL 30621909 by aris theophanidis in ue5-main branch]
2024-01-15 13:31:49 -05:00
aris theophanidis
059927f853 [Navmesh] Optimizations when marking dirty tiles
Extracted finding the seeds and building sub areas to do it once for all NavData
ActiveTiles now use a set instead of an array
When using active tiles, don't try to mark dirtytiles if there is no ActiveTiles
Fixed warning message for oversized dirtyarea to use the AdjustedAreaSize
Addition of profile tags
#rb Mieszko.Zielinski

[CL 30573089 by aris theophanidis in ue5-main branch]
2024-01-11 13:49:14 -05:00
nicolas bonnelly
c75e0c266b *Added an optional ReachCheck on NavLinkCustomInterface to allow navlinks to override the basic reach test done by the PathFollowingComponent.
*Improved the path ReachCheck for existing custom links.

[REVIEW] [at]Frederic.Doll, [at]Aris.Theophanidis
#tests NPC navigation in PIE
#rb Aris.Theophanidis, frederic.doll

[CL 30557271 by nicolas bonnelly in ue5-main branch]
2024-01-10 19:47:43 -05:00
yoan stamant
2f3d181ba5 [NavigationSystem] fixed UpdateActorAndComponentsInNavOctree to properly update attached actors
#rb Aris.Theophanidis

[CL 30491899 by yoan stamant in ue5-main branch]
2024-01-08 17:31:28 -05:00
yoan stamant
a67de4810f [NavigationSystem] Added cheat command 'ai.debug.nav.DirtyAreaAroundPlayer' that can be used with dynamic navmesh to dirty tiles in a square area around the local player using provided value as extent (in cm) or 10 meters if not specified.
#rb Aris.Theophanidis

[CL 30491394 by yoan stamant in ue5-main branch]
2024-01-08 17:18:18 -05:00
aris theophanidis
0072fb1325 Second part to fixing DynamicModifierOnly navmesh missing tiles when using nav modifiers.
Don't add an unused area modifier to ANavModifierVolume when using navmesh resolution.
When adding dirty areas make sure to prevent bRebuildGeometry for game world static navmeshes.
#rb mikko.mononen

[CL 30380468 by aris theophanidis in ue5-main branch]
2023-12-18 13:53:05 -05:00
robert seiver
03127d1c6f Two small fixes to SplineNavModifierComponent: flipped a condition for error logging, and accounted for the owner transform when calculating bounds
<saved by Perforce>
[FYI] Alban.Bergeret
#jira UE-202492

[CL 30292343 by robert seiver in ue5-main branch]
2023-12-13 09:59:54 -05:00
robert seiver
85aac003ed Added a new type of NavModifierComponent which assigns a given nav area to all parts of the nav mesh in the vicinity of a spline.
#rb mikko.mononen, aris.theophanidis, mieszko.zielinski

[CL 30274853 by robert seiver in ue5-main branch]
2023-12-12 15:42:16 -05:00
klukule
e2944be8a5 PR #11080: Change bit-field type from int32 to uint32 in FRecastDebugGeometry
#rb mikko.mononen
#jira UE-200082

[CL 30212943 by klukule in ue5-main branch]
2023-12-08 12:01:22 -05:00
aris theophanidis
d2df222d65 [Navmesh] Update navmesh display lines to better distinguish edges borders and polygons borders.
#rb Yoan.StAmant

[CL 30147417 by aris theophanidis in ue5-main branch]
2023-12-05 22:32:45 -05:00
jonathan bard
85278e1fb3 Visual logger improvements :
* Added sphere visual logs
* Added "wire" variant of various visual logs (box, OO box, cone, cylinder, capsule, sphere)
* Added blueprint versions of most visual logs (box, OO box, cone, cylinder, capsule, sphere, arrow, circle)
* Take into account the log's color's alpha value when drawing visual logs (multiplied by the scene proxy's own alpha), except for text, as is tends to become unreadable
* Fixed oriented box debug renders, which didn't support rotations appropriately (they wouldn't match the wireframe version)
* Fixed cylinder debug renders which were always vertical (!)
* Skip visual logs with empty text in the visual logger window's tooltip

Misc :
* Deprecated the awful overload-based FVisualLogger::GeometryShapeLogf / FVisualLogEntry::AddElement API
#rb Yoan.StAmant
#tests editor

[CL 30047522 by jonathan bard in ue5-main branch]
2023-12-01 13:48:31 -05:00