Commit Graph

129 Commits

Author SHA1 Message Date
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
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
danny couture
6c39082623 Add support for bodysetup trimesh estimates for all implementation of IInterface_CollisionDataProvider
#rnx
#rb Francis.Hurteau
#preflight 6262f0e0cf17922036d8c942

[CL 19876901 by danny couture in ue5-main branch]
2022-04-22 19:20:37 -04:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
andrew davidson
60a1fa84a7 Fix FVector2D variant casts - Plugins
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f86c4ca6632a34f35dfbca

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18800855 in //UE5/Release-5.0/... via CL 18802061 via CL 18802724
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18810177 by andrew davidson in ue5-main branch]
2022-02-01 12:08:54 -05:00
juan canada
53a32946cd Fixed crash in procedural mesh component with ray tracing enabled
#rb juan.canada
#jira UE-140277
#github pr 8806
#8806
#preflight 61f295fe52396dbfeeeb4f50

#ROBOMERGE-AUTHOR: juan.canada
#ROBOMERGE-SOURCE: CL 18752550 in //UE5/Release-5.0/... via CL 18752551 via CL 18756781
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18757084 by juan canada in ue5-main branch]
2022-01-27 14:05:50 -05:00
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.

Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.

#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751326 by zak middleton in ue5-main branch]
2022-01-27 03:30:41 -05:00
lonnie li
6d2a97d252 Propagate CustomPrimitiveData to FDynamicPrimitiveUniformBuffer in FProceduralMeshSceneProxy and FBaseDynamicMeshSceneProxy.
#rb kevin.ortegren michael.balzer
#rnx
#jira UE-137763
#preflight 61e9722c963d324152ef6af6

#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18674178 in //UE5/Release-5.0/... via CL 18674185 via CL 18674201
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)

[CL 18679670 by lonnie li in ue5-main branch]
2022-01-20 15:19:58 -05:00
krzysztof narkowicz
de8c5bc94d Lumen - skip surface cache generation for objects, which can't be ever hit by rays. Also added Proxy::HasRayTracingRepresentation() to check if a given proxy can be ever ray traced.
#preflight 61448d1b81695600013217d9
#rb Patrick.Kelly, Juan.Canada, Daniel.Wright
#lockdown Michal.Valient

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 17555653 via CL 17946082 via CL 18363841 via CL 18363968
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18364064 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-12-02 23:10:13 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
jon cook
679f682256 Make CalcBound a public function
#ROBOMERGE-AUTHOR: jon.cook
#ROBOMERGE-SOURCE: CL 18192169 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)

[CL 18192202 by jon cook in ue5-release-engine-test branch]
2021-11-15 11:58:21 -05:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
ryan schmidt
f81feb1990 ModelingTools: remove old PrimitiveComponentTarget/ToolTarget support from ProceduralMeshComponent module, to remove InteractiveToolFramework dependency
#rb none
#rnx
#jira none
#preflight 61280ef472e9eb00015685c6

#ROBOMERGE-SOURCE: CL 17339487 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17339505 by ryan schmidt in ue5-release-engine-test branch]
2021-08-27 18:26:53 -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
ryan schmidt
f8093923a4 ModelingComponents: make FMeshDescription returned by IMeshDescriptionProvider const, this pointer should not be modified
#rb none
#rnx
#jira none
#preflight 60c5024af7cffb0001d3fdfa
[FYI] semion.piskarev, lonnie.li

#ROBOMERGE-SOURCE: CL 16652350 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16652352 by ryan schmidt in ue5-release-engine-test branch]
2021-06-12 15:46:24 -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
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Yuriy ODonnell
71ffbb1aaa Feed the right FeatureLevel into BuildRayTracingInstanceMaskAndFlags()
#rb Jason.Nadro

[CL 16170354 by Yuriy ODonnell in ue5-main branch]
2021-04-30 13:24:59 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Yuriy ODonnell
436770a5c0 Require MaxVertices to be provided per ray tracing geometry section when creating FRHIRayTracingGeometry objects.
#jira UE-110910
#rb Yujiang.Wang

[CL 15746271 by Yuriy ODonnell in ue5-main branch]
2021-03-19 07:30:59 -04:00
daniel wright
bdf3b979a8 Components being moved by editor tracking render velocities correctly
* Added new PrimitiveComponent flag bIsBeingMovedByEditor which is enabled by the editor when it moves an actor through the gizmos.
* Velocity rendering now draws components being moved by the editor on top of the usual Movable components
#rb Matt.Kuhlenschmidt

#ROBOMERGE-SOURCE: CL 15373844 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15373874 by daniel wright in ue5-main branch]
2021-02-09 23:05:37 -04:00
Zousar Shaker
3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Zousar Shaker
fc2ad21a5e Prototype Wrapped Object Pointers (ObjectHandle/ObjectPtr)
Call-site changes for non-scalar wrapped object pointer upgrades in Engine + Shootergame

#rb devin.doucette

[CL 14996467 by Zousar Shaker in ue5-main branch]
2021-01-05 19:16:25 -04:00
Andrew Davidson
10bca5261b Double math ambiguity Engine fixes
#rb jeanfrancois.dube, trivial

[CL 14974758 by Andrew Davidson in ue5-main branch]
2021-01-04 07:59:22 -04:00