- enables conversion to Datasmith of non-uniformly scaled objects done along rotated axes(pivot) by baking pivots into geometry(when appropriate)
#jira UE-136121
#preflight 628e3e8a731cfa46fcc016c3
#rb benoit.deschenes
[CL 20368776 by kerim borchaev in ue5-main branch]
- after previous change (using ObjectValidity to validate geometry for time slider) vray proxy stated exporting display mesh set in UI instead of the correct, full-size mesh. This is fixed.
#jira UETOOL-5042
#preflight 62721768614ad105273df7fb
#rb trivial
[CL 20038436 by kerim borchaev in ue5-main branch]
- Node transforms updated when Max time slider changes
- Optimize Collision Sync - not using Max api to find node by name but instead use plugin's recorded name->node mapping
- additional refactor to simplify further validity checks(for geometry, materials etc)
#jira UETOOL-5042
#preflight 625718d6f7476d662c7fd20d
#rb benoit.deschenes
[CL 19774347 by kerim borchaev in ue5-main branch]
- Export outputs into Messages dialog and log timings for each export stage. Always enabled
- Sync/AutoSync can enable this too, with "Datasmith_SetExportOption_StatSync true" mxs command
- removed info/warnings from outputting to Listener, only Messages and Unreal log
- Unreal log is located here - %LOCALAPPDATA%\UnrealDatasmithExporter\Saved\Logs\UnrealDatasmithExporter.log
#preflight 62336c4948746817f12d1ca4
#jira none
#rb benoit.deschenes
[CL 19423770 by kerim borchaev in ue5-main branch]
- mesh with multiple material ids but single material(i.e. not a multimaterial) is consolidated into single mesh with one material slot. Simple test - create a box(in Max it defaults to 6 matIds) and assign a material then sync/export/observe
- sorted material slots to make them in the same order as in multimaterial
- unused materials removed from Datasmith scene. I.e. assign material - sync - assign different material - first material should go away from udatasmith if not used on other nodes
#jira UE-143713
#preflight 6229002ccc09078bab5cadf5
#rb benoit.deschenes
[CL 19333134 by kerim borchaev in ue5-main branch]
- fixed scene reset/new/load DirectLink name
- (internal)flag to use viewport mesh for Sync/AutoSync to prevent GeometryChanged events appearing. Testcase - use Optimize/MeshSmooth/TurboSmooth modifier and have render/viewport mesh different quality. This would cause infinite update before.
#jira none
#preflight 621e34a7f1206ae3ea5a5acf
#rb benoit.deschenes
[CL 19239308 by kerim borchaev in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]