Commit Graph

163 Commits

Author SHA1 Message Date
UnrealBot
c47e81b2cb Branch snapshot for CL 18531810
[CL 18531810 in ue5-main branch]
2022-01-06 16:44:09 +00:00
UnrealBot
2987349d36 Branch snapshot for CL 18514113
[CL 18514113 in ue5-main branch]
2022-01-05 20:41:17 +00:00
krzysztof narkowicz
bbc28ea8b9 Lumen surface cache generation changes in order to fix surface coverage issues
* First mesh is voxelized by tracing rays in every voxel
* Then voxel faces are clustered in parallel to build continuos cards. Clustering follows voxel distance, card ratio, density and other metrics
* Finally a specificied number of cards is selected per mesh (user parameter). This allows to tradeoff between coverage and runtime overhead

Other:
* Added surface cache coverage view mode for debugging coverage issues - r.Lumen.Visualize.Mode 6
* Fixed r.LumenScene.SurfaceCache.CardMinResolution to be able to go below 2

#preflight 61d478acdb0309127dfaf8ec
#rb Daniel.Wright

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18519098 in //UE5/Release-5.0/... via CL 18519102
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18519115 by krzysztof narkowicz in ue5-release-engine-test branch]
2022-01-05 10:30:05 -05:00
jian ru
88cdba5964 Add a NoRefStreamingLODBias setting for static and skeletal meshes. As the name suggests, it is a LOD bias that is only applied when a mesh doesn't have any component reference. The setting can be found in the static and skeletal mesh editors under the LOD Settings section. The default value is -1 which means using the value of r.Streaming.DefaultNoRefLODBias. If it is greater than or equal to 0, then the specified value will be used. The setting is implemented as a per quality level variable so users can specify different values for different quality levels. Users select what quality levels to use by setting r.Streaming.NoRefLODBiasQualityLevel under the ViewDistanceQuality sections in platform scalability ini files. For example, adding r.Streaming.NoRefLODBiasQualityLevel=0 and r.Streaming.NoRefLODBiasQualityLevel=1 to [ViewDistanceQuality[at]0] and [ViewDistanceQuality[at]1], respectively, in WindowsClientEngine.ini will make low and medium no-ref LOD biases selectable at runtime and they will be changed accordingly when changing view distance qualities. Since no value is specified for view distance quality 2 and up, the default no-ref LOD bias will be used. Note that this is the default value of the NoRefStreamingLODBias setting on a specific mesh. It is not r.Streaming.DefaultNoRefLODBias. The default value will be automatically set to the value of the lowest selected quality level. In the above example, if NoRefStreamingLODBias is 2 for low and 1 for medium, the default will be 2. If this is not desired, it is advised to explicitly specify the desired quality levels for all view distance qualities.
[FYI] bryce.lumpkin

#ROBOMERGE-OWNER: jian.ru
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 18501525 via CL 18501528 via CL 18501554 via CL 18501558 via CL 18505821 via CL 18505838
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18505843 by jian ru in ue5-release-engine-test branch]
2022-01-04 00:07:26 -05:00
jason stasik
6a2a6e029d Add customizable names to FPerPlatformPropertyCustomNodeBuilder
#rb sebastien.nordgren
#preflight 61af8895ee6e47a827e8ca45

#ROBOMERGE-AUTHOR: jason.stasik
#ROBOMERGE-SOURCE: CL 18397192 via CL 18402589 via CL 18402955 via CL 18402999 via CL 18434850 via CL 18437275
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18437332 by jason stasik in ue5-release-engine-test branch]
2021-12-10 20:34:26 -05:00
jon nabozny
b27dcfb385 Support for multiple root pages per Nanite resource
Added UI for changing minimum residency
Decoupled imposter data allocation from root page allocation
Removed convoluted logic around a page's dependencies including itself for legacy reasons
Made streaming of imposter data optional (r.Nanite.Streaming.Imposters)
#rb andrew.lauritzen, ola.olsson
#preflight 6163f8f8eaa06c0001e409ee
#lockdown michal.valient

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 17770690 via CL 17986013 via CL 18368123 via CL 18368152
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18368223 by jon nabozny in ue5-release-engine-test branch]
2021-12-03 10:01:28 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
matt kuhlenschmidt
a549f0e34a More static mesh editor cosmetic cleanup
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 17629956 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 17629968 by matt kuhlenschmidt in ue5-release-engine-test branch]
2021-09-27 09:48:37 -04:00
matt kuhlenschmidt
d8cdbad5a5 Fix styling issues carried over from UE4 in the SME
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 17584446 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17584458 by matt kuhlenschmidt in ue5-release-engine-test branch]
2021-09-21 13:02:36 -04:00
aurel cordonnier
dc4bf61540 Merge from Release-Engine-Staging @ 17030559 to Release-Engine-Test
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17030553

[CL 17031509 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-03 11:56:47 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
cedric caillaud
6b8435f4f2 Allow creating of a single Convex collision in static mesh editor
[FYI] benn.gallagher, kriss.gossart
#rb none

#ROBOMERGE-SOURCE: CL 16706776 via CL 16706795
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16706807 by cedric caillaud in ue5-release-engine-test branch]
2021-06-17 13:33:59 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -04:00
Rune Stubbe
9dbd92093b New Nanite vertex quantization code that replaces the cluster-relative coordinates with quantization to an absolute po2-sized grid centered around the mesh center.
The scheme solves issues where meshes would no longer align properly after converting them to Nanite. It also solves the precision issues in clusters with triangles of non-uniform size.
By default the precision is heuristically selected by Nanite, but the user also has the ability to override with an explicit precision to solve issues or optimize for disk size.
Clusters store the coordinate components using the minimal number of bits required to span the range of values in the cluster.
Apart from fixing issues, the default quality seems no worse than before and is typically ~5-10% smaller than before.

Added Position Precision to the top left of Mesh viewer along with the other mesh stats.
Added Position Precision dropdown to Nanite import settings.
Added debug mode "r.nanite.visualize PositionBits" that shows the vertex position bit sizes for clusters.
New quantization code now updates float positions and cluster bounds to reflect the quantized coordinates.

#rb brian.karis, graham.wihlidal
#JIRA UE-102722
#preflight 607d56774df3b60001ef477c

[CL 16049335 by Rune Stubbe in ue5-main branch]
2021-04-19 06:58:00 -04:00
richard talbotwatkin
b4d72dd359 When importing / building Nanite static meshes, always disable removal of degenerate tris. For clarity, this option is also disabled in the import UI and the Build Settings UI in the Static Mesh Editor, when Nanite is enabled.
#jira UE-108752
#lockdown Simon.Tourangeau
#rb Brian.Karis, Alexis.Matte

#ROBOMERGE-SOURCE: CL 15992767 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 15992775 by richard talbotwatkin in ue5-main branch]
2021-04-13 14:54:07 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -04:00
matt kuhlenschmidt
b6a2d54b30 Added a view menu toggle to the static mesh editor to show or hide the nanite proxy mesh. The option only appears if nanite is enabled on a mesh.
Added overlay text for nanite enabled and a warning when the proxy mesh is being displayed

Fixed overlay text creating new widgets every frame

#jira UETOOL-2972
#rb lauren.barnes

#ROBOMERGE-SOURCE: CL 15481409 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15481410 by matt kuhlenschmidt in ue5-main branch]
2021-02-19 22:14:33 -04:00
David Hibbitts
7c1d716ff7 Made NaniteSettings EditAnywhere on StaticMeshes.
Updated FStaticMeshDetails to prevent NaniteSettings showing twice

#rb Graham.Wihlidal

[CL 15475844 by David Hibbitts in ue5-main branch]
2021-02-19 16:41:31 -04:00
louise rasmussen
4e3b4bd0fe Static Mesh Nanite Options
#JIRA UETOOL-2969
#JIRA UETOOL-2970
#JIRA UETOOL-3038

#rb Lauren.Barnes

#ROBOMERGE-SOURCE: CL 15410689 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15410715 by louise rasmussen in ue5-main branch]
2021-02-15 17:10:41 -04:00
Matt Kuhlenschmidt
eee0ebb493 Static mesh editor icons and a few editors that shared the same icons
[CL 15051942 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-12 13:38:00 -04:00
Matt Kuhlenschmidt
cd51bbaa63 Rework per-platform properties to make better use of the space in the details panel. Now each override is a separate tree node and all overrides can be viewed by expanding the property row
[CL 14764265 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-17 12:45:35 -04:00
Matt Kuhlenschmidt
d2368b5d98 Consolidating icons.
Moved property editing icons to the generic icon set.

[CL 14753068 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-16 09:57:56 -04:00
Matt Kuhlenschmidt
bab3ac126b Asset property editor reskin
[CL 14712941 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-10 17:10:43 -04:00