Added same pattern to ANavigationData::PurgeUnusedPaths
#jira UE-147364
#rb Aris.Theophanidis, Yoan.StAmant
#preflight 62ab42d8e9031caf98ab609c
[CL 20688350 by rveilleuxBHVR in ue5-main branch]
Also includes improved tile logging.
#rb Mieszko.Zielinski
#jira none
#preflight 62a0c659232daff7b3f10b18
[CL 20558326 by Aris Theophanidis in ue5-main branch]
Enabled overloads of Max() and Min() with mixed signed integral arguments (promoting to largest type). Unsigned are not allowed to implicitly mix.
Added explicit overload of Clamp(int64, int32, int32) => int64 to allow for easier upgrades, and once type truncation warnings are enabled in more modules they can be evaluated per-case.
#jira UE-124808
#preflight 6297a9b0e809e387be231e60
#rb Andy.Davidson
[CL 20456547 by Zak Middleton in ue5-main branch]
* 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]
Issue was associated with IsWorldPartitionedDynamicNavmesh change.
#review-20362143
#preflight 628e1a1b9f6fbd94aded8a69
[CL 20362569 by Stephen Holmes 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]
- Update and use active tiles when using URecastNavMeshDataChunk
- Keep track of dirty areas origin
- Fix some logs TileRef
#rb Mieszko.Zielinski
#jira UE-150793
#preflight 6286493e9016c6dd8982744e
[CL 20279641 by Aris Theophanidis in ue5-main branch]
When using bRestrictBuildingToActiveTiles, GetDebugGeometry() would gather the data for all the active tiles for each tile in the TileSet instead of only once, leading to unsuable framerate.
#rb Mieszko.Zielinski
#jira none
#preflight 627434d8fd59d6606e05341a
[CL 20064369 by Aris Theophanidis in ue5-main branch]
- Dynamic navmesh in a world partitioned map is now allowed to build a base navmesh and stream cells from it
- Ignore navigation dirtiness coming from objects loading/unloading that are part of the base navmesh
- Addition of vlog boxes on addition and removal of navigation data chunk actors
#rb Yoan.StAmant
#jira UE-150793
#preflight 626fe108220f89f0ad3fdb14
[CL 20008063 by Aris Theophanidis in ue5-main branch]
I've added comments to make it clearer this feature is unsupported and removed the height variable that isn't used to simplify and tidy up the existing code.
#jira UE-135621
#review-19809739
#rb Mieszko.Zielinski
#preflight 625ee03d034d8924cdcc72f1
[CL 19826653 by Stephen Holmes in ue5-main branch]
Added a new registry to let the objects provide how their elements should be selected when doing a selection by a volume such as a box or a frustum.
Added a some editor only functions for the marquee selection into the world interface.
#jira UETOOL-4797
#rb Brooke.Hubert
#preflight 624cb2dca64871f1a113bf2a
[CL 19727315 by Julien StJean in ue5-main branch]