Added some function to query the texture compiler to see if a texture is being compiled.
#jira UETOOL-3856
#rb Alexis.Matte
#preflight 61264df145848f0001473a6b
#ROBOMERGE-SOURCE: CL 17318068 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)
[CL 17318074 by julien stjean in ue5-release-engine-test branch]
- Renamed Target Asset Uids to Target Node Uids and used it bidirectionaly.
- Target Node Uids is mutable so that a const node graph (translated nodes) can still track which factory nodes its being used by.
- Only register the actor components in the Interchange completion task so that we know that the assets are ready.
- Added transform compensation for FBX cameras and lights.
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 17317045 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)
[CL 17317055 by jeanmichel dignard in ue5-release-engine-test branch]
- Renamed InterchangeSceneNode::CustomMeshDependencyUid to AssetInstanceUid. It tells which asset, if any, a scene node is instanciating.
- Added an actor class attribute to the actor factory node. The pipeline must set this class to tell the factory which class to use when spawning the actor. By default, an AActor is spawned, if the attribute isn't set.
- Camera and lights now have asset nodes and are instanciated using scene nodes. This allows to reuse the same light or camera data multiple times in a scene.
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 17286192 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)
[CL 17286203 by jeanmichel dignard in ue5-release-engine-test branch]
- Added a new project setting to use Interchange for "import into level"
- It currently only spawns empty actors, in hierarchy, with the correct transforms.
#rb Alexis.Matte, Richard.TalbotWatkin, Julien.Stjean
#ROBOMERGE-SOURCE: CL 17117529 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17117539 by jeanmichel dignard in ue5-release-engine-test branch]
Changed the texture payloads so that they use the new unique buffer.
Refactored the blocked texture payload and the UDIM translator to support the new payload.
Added some functions to the FTextureSource so that it can receive a FSharedBuffer instead of copying the data into the payload.
Removed the const requirement from the UInterchangeFactoryBase main functions. It was needed so that I can store the texture payload in the function CreateAsset and then consume it in the function PreImportPreCompletedCallback. Also reporting messages in the factory does affect the state of the factory.
The Interface IImageWrapper has a new function to get the raw data into an ArrayView. For now the interface provides a default implementation but I would like to make it abstract when all the existing wrapper will have an implementation for it.
#jira UETOOL-3834
#rb Alexis.Matte
#preflight 610877d603d30300010f7840
#ROBOMERGE-SOURCE: CL 17023158 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17023172 by julien stjean in ue5-release-engine-test branch]
Implemented UI tab widget for dislaying import results.
Implemented basic static mesh import, excluding collision import.
Various API tweaks, to accomodate the message passing, plus various bugfixes.
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 16822676 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16822681 by richard talbotwatkin in ue5-release-engine-test branch]
- Interchange per project settings allow user to create pipeline stacks and to override the pipeline selector UI
- First draft of the generic pipeline selector UI dialog
- Pipeline settings are saved in the config ini files
- The importAssetData now contains the pipelines settings so we can reuse the same settings when we will do the re import
#jira UETOOL-3440
#rb julien.stjean
[CL 16416864 by Alexis Matte in ue5-main branch]
Create a pipeline meshes utilities that allow the user to query all meshes (static, skeletal, both) and also query combined meshes (static and skeletal)
#jira UETOOL-3461, UETOOL-3462
#rb richard.talbotwatkin
[CL 16247773 by Alexis Matte in ue5-main branch]
This is useful for type that do not have any payload and justa couple properties like LOD group, joint, the scene node will be able to return his specialized type.
#jira UETOOL-3248
#rb richard.talbotwatkin
[CL 16055348 by Alexis Matte in ue5-main branch]
1) Skinned mesh component shouldn't dereference skeletal mesh reference during destruction if there's a chance that is an unresolved reference.
2) Ensure that InterchangeManager doesn't use the *ByHash API without ensuring that it is using the same type hash function as in the TSet its operating on
#rb devin.doucette
[CL 15491460 by Zousar Shaker in ue5-main branch]