* Vertex color was not taken into account
* OnCreatedMergedRawMeshes() extensions could wiping out vertices colors (was the case for Fortnite)
** Only call extension for the final merged mesh result
Force an update of all HLODs by changing the proxy key
#rb patrick.enfedaque
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 12671370 via CL 12671428 via CL 12671436 via CL 12671437
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12672166 by sebastien lussier in Main branch]
* HLOD0 (merged) - Reliance on DoesUVChannelContainData() & the FMeshMergeSettings::OutputUVs[] array was lost during what looks like a bad code merge in ~2018
* HLOD1 (simplified) - Removed strange processing that added a second UV set, supposedly for lightmapping. This isn't needed as it's handled in the static mesh build.
Bumped the HLOD proxy key to force a rebuild of all HLODs
#rb chris.bunner, jeanfrancois.dube
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 11958420 via CL 11958431 via CL 11958469 via CL 11958487
#ROBOMERGE-BOT: (v656-11643781)
[CL 11961121 by sebastien lussier in Main branch]
Recompile MikkTSpace to include debug symbols in release so we can see callstacks
- Negligible performance impact (<0.2% of total scene import time) when importing a mesh heavy scene (DATASET-0008a)
#jira UE-88333
#rb Jean-Michel.Dignard
#ROBOMERGE-SOURCE: CL 11535830 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)
[CL 11535833 by danny couture in 4.25-Plus branch]
CL 10373564 by danny.couture
Optimize Material Baking (Phase 1)
- Introduce a mecanism to override the vertex/index buffer allocator used for dynamic meshes
- Avoid GDynamicMesh non-ticked pools build-up by using our own vertex/index buffer pool during baking
- Reduce reallocation and incurred soft page faults by reusing a single set of vertex/index buffers big enough for the biggest mesh
- Preemptively detect if smearing would result in monochrome texture to avoid useless work
- Shrink smeared monochrome textures during the baking process for huge memory savings
- Move UV smearing in worker threads to avoid blocking the game thread
- Required shaders are now built asynchronously
- Add progress bar for material baking
- 28m23 [at] 150 GB RAM -> 2m14s [at] 45 GB RAM for 6 channels [at] 512x512 when baking materials on ProxyLOD for DATASET-0008a with DDC empty
#rb Jurre.deBaare, Sebastien.Lussier
CL 10516258 by danny.couture
Optimize Material Baking (Phase 2)
- Implement pipelining with staging buffers to avoid GPU stalls when reading from render targets
- Reuse the same prepared FMeshBatch instead of rebuilding it for each draw pass
- Prepare the RenderItem in advance on other threads to reduce work on the game thread
- Move the staging surface copy out of the render thread
- Small vertex and index buffers are not reused to avoid dependency locks when mapping them
- Fix bug in Canvas Flush_RenderThread found while running HLOD rebuild commandlet on Fortnite
- Delete old and unused MaterialBakingModule.h from public files
- 4m44s -> 59s for baking 6 channel [at] 1024x1024 when baking materials on ProxyLOD for DATASET-0008a with shaders already compiled
- Time spent in Material Baking when rebuilding all HLOD on Apollo_POI_Large_HLOD (Phase 1 + 2 combined)
- 10m18s -> 2m36s for a first rebuild all in editor with no shaders in DDC (cold)
- 1m23s -> 20s for a second rebuild all in editor (warm)
#rb Jeremy.Moore, Sebastien.Lussier
CL 11135986 by sebastien.lussier
Optimized mesh merging
* Added DeletePolygons() & DeleteTriangles methods to FMeshDescription which rely on TSets<> instead of performing costly TArray::AddUnique() calls()
* Parallelized UV generation and avoided duplicate processing of the same mesh+lod pairs
* Optimized FMeshDescriptionOperations::GenerateUniqueUVsForStaticMesh()
* Goes from 100s to 10s in my test case
#rb danny.couture, jeanfrancois.dube, richard.talbotwatkin
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 11206337 via CL 11206341 via CL 11206346
#ROBOMERGE-BOT: (v643-11205221)
[CL 11206493 by sebastien lussier in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
#jira UE-83262
#rb none
#ROBOMERGE-SOURCE: CL 10062874 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v566-10053404)
[CL 10062883 by richard talbotwatkin in Main branch]
#rb none
#jira none
#ROBOMERGE-SOURCE: CL 9957915 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v558-9892490)
[CL 9957917 by richard talbotwatkin in Main branch]