Commit Graph

119 Commits

Author SHA1 Message Date
Ryan Schmidt
636abcceee SceneSnappingManager: add ::PauseSceneGeometryUpdates() and ::UnPauseSceneGeometryUpdates(), these temporarily disable/re-enable geometry updates (eg BVH rebuilds) on DynamicMeshComponents, for use in live-edit situations where we can't defer mesh updates (because render geometry needs to update) but don't want a per-frame BVH build
#rb none
#preflight 62ab7bb82804d6adf7f72f97

[CL 20692560 by Ryan Schmidt in ue5-main branch]
2022-06-16 15:25:58 -04:00
Marc Audy
2666d80819 Non-unity and Static analysis fixes
#rnx
#preflight

[CL 20680993 by Marc Audy in ue5-main branch]
2022-06-16 00:49:39 -04:00
nathan mitchell
3ba92badec UVEditor: Enable support for selection mechanics within in the 3D viewport.
#rb semion.piskarev
#preflight 62aa68f9102b5101ccdc6d13

[CL 20679008 by nathan mitchell in ue5-main branch]
2022-06-15 19:31:42 -04:00
Ryan Schmidt
422c289493 GeometryFramework: add support for configuring color and normal overrides on BaseDynamicMeshComponent & DynamicMeshComponent. This allows the user to configure a DynamicMeshComponent to display vertex colors, group colors, or a (configurable) custom color, as well as facet normals, in the Actor properties.
A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial()

Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material.

Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color.

#preflight 62aa2330a40a4dc3a04052c6
#rb tyson.brochu

[CL 20676782 by Ryan Schmidt in ue5-main branch]
2022-06-15 16:49:13 -04:00
matija kecman
c128de6a9a Fix Editor Mac which broke in Horde Issue #180297: Compile errors in Module.ModelingComponents.cpp and SceneCapturePhotoSet.cpp
#rnx
#rb jimmy.andrews
#jira none
#preflight 62a7511aaf7ad033effcec61
#preflight 62a7511aaf7ad033effcec61

[CL 20627748 by matija kecman in ue5-main branch]
2022-06-13 11:19:07 -04:00
matija kecman
6f80932e2b Render Capture Baking: Add messages warning users about missing tangents or UVs
#rnx
#rb lonnie.li
#jira none
#preflight 62a72d695a44fbc402908e21

[CL 20626847 by matija kecman in ue5-main branch]
2022-06-13 10:27:34 -04:00
Ryan Schmidt
bc8042333e Add additional capture locations to FSceneCapturePhotoSet::AddStandardExteriorCapturesFromBoundingBox(), on upper and side box edge midpoints. Enable by default in Approximate Actors and BakeRenderCaptureTool.
#rb jimmy.andrews
#preflight 62a11612e820a589df5e36dd
#fyi matija.kecman

[CL 20570945 by Ryan Schmidt in ue5-main branch]
2022-06-08 23:39:09 -04:00
Nickolas Drake
1400b65d56 ModellingComponents: Add optional corner point visualization to PolyEdit
#rb Simeon.Piskarev
#jira none
#preflight 629fc9d185333f26645be644

[CL 20546816 by Nickolas Drake in ue5-main branch]
2022-06-07 18:25:43 -04:00
Benn Gallagher
8757cb3641 Physics interface cleanup.
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros

#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e

[CL 20450744 by Benn Gallagher in ue5-main branch]
2022-06-01 06:59:18 -04:00
tyson brochu
e78697a2c1 SetCollisionGeometryTool: add Mesh to Level Set / SDF conversion
#rb jimmy.andrews
#preflight 62952aa7e61254772f6b4b5e

[CL 20432875 by tyson brochu in ue5-main branch]
2022-05-30 16:48:48 -04:00
Jeremy Moore
ff967b1163 Remove PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY and only use PRIMITIVE_SCENE_DATA_FLAG_OUTPUT_VELOCITY.
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().

A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.

Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.

#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen

[CL 20279797 by Jeremy Moore in ue5-main branch]
2022-05-19 10:08:15 -04:00
Sebastien Lussier
89e0808daa StaticMeshLODResourcesMeshSurfaceAdapter generates a bad TriangleOffsetArray in certain cases
* TriangleOffsetArray range must be [0, NumTriangles)
#jira UE-151762
#rb patrick.enfedaque
#preflight 6283ab394316db80d18e2ad9

[CL 20242244 by Sebastien Lussier in ue5-main branch]
2022-05-17 10:15:02 -04:00
Andrew Davidson
9741042a2b Reduce use of UE_DECLARE_LWC_TYPE macro to improve Intellisense.
Moved Math forward declarations from CoreFwd.h to Math/MathFwd.h
#rb steve.robb
#preflight 62837df43c1cdc59e2b07dd5

[CL 20240602 by Andrew Davidson in ue5-main branch]
2022-05-17 07:05:35 -04:00
matija kecman
c0efeb5f4f Render Capture Baking: Add FScopedSlowTask to give user progress feedback on game thread scene capture
#rb lonnie.li
#rnx
#jira none
#preflight 62822298046b81bf9399584e

[CL 20221812 by matija kecman in ue5-main branch]
2022-05-16 06:50:35 -04:00
matija kecman
b47e74f1a8 Render Capture Baking: Move visibility raycast from evaluators to detail sampler
Benchmark configuration:
- Test scene with 4 meshes: a mossy stone nanite mesh, a beach ball, a ball with an emissive blue cross and a hut mesh
- Target mesh: 11.8k triangles mesh, created by voxel wrapping the meshes in the test scene elements
- 4096x4096 output texture with 16x multisampling baking BaseColor, Emissive, PackedMRS and Normal maps
- 4096x4096 photo capture resolution

Unreal Insights reports the following times for the Bake call:
- Before this change: 2 mins 45 seconds
- After this change: 55.9 seconds

Aside: (Unaffected by this change) In both cases the photo capture, which is done on the game thread, took about 1 min

#jira none
#rb
#rnx
#preflight 627e64e01748fbc85bb24a42

[CL 20221383 by matija kecman in ue5-main branch]
2022-05-16 05:13:25 -04:00
Jimmy Andrews
10153ffb90 Deprecate TTransformSRT3::Inverse() and attempt to fix usages of it and also FTransform::Inverse() in the modeling code
#rb david.hill
#preflight 627d2b99a82f3adab87fb87f

[CL 20165573 by Jimmy Andrews in ue5-main branch]
2022-05-12 12:08:26 -04:00
Ryan Schmidt
06b0aa99b6 ModelingComponents: Handle ChildActorComponent with null child Actor in WorldRenderCapture
#rb lonnie.li
#preflight 6272ca4e5b2c5e1b52c612b0

[CL 20051642 by Ryan Schmidt in ue5-main branch]
2022-05-04 18:31:59 -04:00
sebastien lussier
18bb7adcec Support building HLODs meshes using cooked data
* Tested mesh merge/simplify/approximate methods
* Fixed issue in Mesh Approximate where import build scale would be applied twice (as LODRenderData is already scaled)
#rb jeanfrancois.dube
#preflight 62693fdc4c0942024111839b

#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19939143 via CL 19945922 via CL 19946391 via CL 19946484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19952398 by sebastien lussier in ue5-main branch]
2022-04-28 01:59:21 -04:00
matija kecman
929525effb Render Capture Baking: Support correspondence sample validity checking, use BSpline filtering and enable multisampling
#rb lonnie.li
#rnx
#jira none
#preflight 6262d4dbd558dfdec3934905

[CL 19899614 by matija kecman in ue5-main branch]
2022-04-25 05:41:52 -04:00
ryan schmidt
daea05da21 ModelingMode: add cvar to control snapping to Volumes. Disable by default.
#rb tyson.brochu
#jira UE-149912
#preflight 6261df5e6119a1a496c94568

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 19859555 in //UE5/Release-5.0/... via CL 19859900
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19869486 by ryan schmidt in ue5-main branch]
2022-04-22 15:01:13 -04:00
semion piskarev
3bd16bc588 MeshModelingTools: Prevent a crash from trying to dereference a failed cast to UStaticMeshComponent in ModelingSceneSnappingManager.
#rb Ryan.Schmidt
#jira UE-149358
#preflight 62608da3886befa9a5cee5c9

#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 19853050 in //UE5/Release-5.0/... via CL 19854409
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19855693 by semion piskarev in ue5-main branch]
2022-04-21 16:47:07 -04:00
nathan mitchell
559622e6cf ClothEditor: Add new tool derived from the Modeling Mode Group Paint tool for weight painting with dynamic meshes and the brush tool infrastructure
#rb tyson.brochu
#rnx
#preflight 62462ecbb33098a72dd3eb09

[CL 19611005 by nathan mitchell in ue5-main branch]
2022-04-04 12:41:00 -04:00
christopher waters
f8147b1889 Full set of fixes for non-unity non-pch builds after EngineTypes cleanup. This includes adjusting previous build fixes that introduced new includes that weren't actually necessary. Restored a few includes and wrapped them in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 checks to maintain compatability.
Also includes fixes for other build issues as it's hard to separate them all.

#jira too many to list
#rb none
#preflight 6247d21073665f7d5e6c5a6c

[CL 19600818 by christopher waters in ue5-main branch]
2022-04-02 01:04:02 -04:00
Jimmy Andrews
c78656355e update ITF and ModelingComponents headers to account for recent move of FHitResult (out of EngineTypes.h and into its own header)
#rb trivial
#preflight 62461694dc6183e3f50cb798

[CL 19578781 by Jimmy Andrews in ue5-main branch]
2022-03-31 17:15:39 -04:00
michael balzer
30c0b3de0b MeshModelingToolset & InteractiveToolsFramework: Various NonUnity build fixes
#jira UE-146524, UE-146536
#preflight 623788c48900c14eeca5fb91
#preflight 623788c48900c14eeca5fb91

[CL 19447764 by michael balzer in ue5-main branch]
2022-03-20 16:09:48 -04:00