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]
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]
To support this, adds an AggGeom to the dynamic mesh component, which collision update functions should update instead of the one on the current BodySetup. This ensures new collision changes are not overwritten by an async build replacing the BodySetup.
#rb rinat.abdrashitov
#rb ryan.schmidt
#preflight 622c179f902b7ca699efb24a
[CL 19366917 by Jimmy Andrews in ue5-main branch]
#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]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8729a5a026d2d19bb9ca6
#preflight 61f87a025a026d2d19be76ed
#ROBOMERGE-OWNER: andrew.davidson
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18802361 in //UE5/Release-5.0/... via CL 18802891 via CL 18821557
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821641 by andrew davidson in ue5-main branch]
#rb ryan.schmidt
Original CL Desc
-----------------------------------------------------------------
UDynamicMesh: Add a bEnforceAttributeInvariants flag to the EditMesh function. If it's false, don't try to enable all required mesh attributes after the edit occurs.
Modify the DiscardMeshAttributes function in Geometry Script to not enforce attribute invariants -- otherwise the function does nothing.
#rnx
#rb aurel.cordonnier
#preflight 61d5d3f32e0e436c726cacd8
#preflight 61e1db6e00246899a94e9baf
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 18622813 in //UE5/Release-5.0/... via CL 18622818 via CL 18622830
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18622849 by tyson brochu in ue5-main branch]
Modify the DiscardMeshAttributes function in Geometry Script to not enforce attribute invariants -- otherwise the function does nothing.
#rnx
#rb aurel.cordonnier
#preflight 61d5d3f32e0e436c726cacd8
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 18520624 in //UE5/Release-5.0/... via CL 18520630
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18520641 by tyson brochu in ue5-release-engine-test branch]
- add DynamicMeshComponent::SetComplexAsSimpleCollisionEnabled(), SetDeferredCollisionUpdatesEnabled() to handle some common component variable configuration in BP.
- expose DynamicMeshComponent::UpdateCollision()
GeometryScripting:
- pass UDynamicMesh TargetMesh as parameter to GeneratedDynamicMeshActor::OnRebuildGeneratedMesh(), to simplify BPs and leave open the possibility of updating a compute mesh separate from the actual Component mesh
- Automatically enable (then disable) deferred collision updates on DynamicMeshComponent in AGeneratedDynamicMeshActor::ExecuteRebuildGeneratedMeshIfPending, otherwise every GeometryScript node will rebuild collision (!)
#rb none
#rnx
#jira none
#preflight 6182abf261c9270001790212
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18056478 in //UE5/Release-5.0/... via CL 18056493
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18056503 by ryan schmidt in ue5-release-engine-test branch]
Also do some refactoring to pass settings structs which improve readability when setting options, reduce the need to change call sites due to signature changes, and allow overloading of Read/Load functions which return some type
#rb
#rnx
#jira none
#preflight
#ROBOMERGE-AUTHOR: matija.kecman
#ROBOMERGE-SOURCE: CL 17829083 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 17829101 by matija kecman in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
- Add new UModelingComponentsSettings which has settings for in-tool preview mesh rendering and emitted new mesh objects
- Add ToolSetupUtil::ApplyRenderingConfigurationToPreview() utility functions, most Tools now call this function to configure UPreviewMesh/DynamicMeshComponents they create for mesh editing preview rendering (uses Settings to make setup decisions like RT on/off)
- add PreviewMesh::NotifyWorldPathTracedOutputInvalidated(), forces invalidation of current path tracing result, call from various PreviewMesh internal functions
- UCreateMeshObjectTypeProperties::ConfigureCreateMeshObjectParams() now configures new-mesh-object parameters with RT and Collision from UModelingComponentsSettings
- DynamicMeshComponent now defaults to raytracing-enabled, usage in Editor is controlled by above settings
#rb rinat.abdrashitov
#rnx
#jira none
#preflight 615f376bf0ee840001cab0fc
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17753416 in //UE5/Release-5.0/... via CL 17758212
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v879-17706426)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17758266 by ryan schmidt in ue5-release-engine-test branch]