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]
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]
#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]
1. Nanite meshes are not longer marked as always visible, and will go through the standard rendering culling / pipeline.
2. Add coarse frustum culling using the already existing scene octree.
3. Remove Distance visibility bit array, and converted only usage to using the visibiliity map. (Spoke with Kenzo about this, the original was put in due to differences between distance a vis flags, but this has been fixed)
4. Optimized Frustum culling methods across the board.
[at]Graham.Wihlidal [at]krzysztof.narkowicz [at]andrew.firth
#preflight 6137e0d1d9c85a00015375cb
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: brandon.dawson
#ROBOMERGE-SOURCE: CL 17459502 via CL 17911378 via CL 18360795 via CL 18361127
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18361363 by jon nabozny in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
In some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr).
Case 1 (normal flow): FRegisterComponentContext == nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent : calls CreateSceneProxy
> RegisterDebugDrawDelegate
> UnregisterDebugDrawDelegate ==> works fine
Case 2 (deferred AddPrimitive): FRegisterComponentContext != nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent : defers CreateSceneProxy
> RegisterDebugDrawDelegate (skip register since not init)
> CreateSceneProxy
> UnregisterDebugDrawDelegate ==> ensures in UnregisterDebugDrawDelegate
With this new version `CreateRenderState_Concurrent` calls `RequestRegisterDebugDrawDelegate` that will take care of registering the delegate immediately or mark it for deferred execution. An explicit call to `ProcessDeferredRegister` is then required from `CreateSceneProxy` to implement proper flow:
Case 2 (fixed) (deferred AddPrimitive + deferred Register): FRegisterComponentContext != nullptr
> UPrimitiveComponent::CreateRenderState_Concurrent: defers CreateSceneProxy
> RequestRegisterDebugDrawDelegate: defers RegisterDebugDrawDelegate
> CreateSceneProxy: calls ProcessDeferredRegister & RegisterDebugDrawDelegate
> UnregisterDebugDrawDelegate ==> works fine
Bonus:
- New DebugDrawComponent abstract class that is now used to share common functionalities between existing debug related components. Takes care of DelegateHelper registration flow to render text on screen from different sources.
- FDebugDrawDelegateHelper::InitDelegateHelper is no longer virtual and derived classes requiring extra data from their associated scene proxy should set it up from their overriden CreateSceneProxy
- FDebugDrawDelegateHelper derived classes should not override RegisterDebugDrawDelegate/UnregisterDebugDrawDelegate to use their `DrawDebugLabels` method since this is already a virtual method that would get called from the base class.
- Fixed a few ViewFlag members in the SceneProxy so the DelegateHelper base class can behave as expected
#jira FORT-419154
#rb mieszko.zielinski
#preflight 61703f8766ed7f0001c0faf1
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 17875336 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main
[CL 17875370 by yoan stamant in ue5-release-engine-test branch]
Update registration flow since CreateRenderState_Concurrent can't be used to register our delegate since it needs to be initialized first (CreateSceneProxy) and in some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr).
In that case initialization won't called and an ensure will fire in UnregisterDebugDrawDelegate since registration failed (was not initialized).
Case 1: FRegisterComponentContext == nullptr ==> Super::CreateRenderState_Concurrent + sync CreateSceneProxy (init) + RegisterDebugDrawDelegate ==> works fine
Case 2: FRegisterComponentContext != nullptr ==> Super::CreateRenderState_Concurrent + deferred CreateSceneProxy + RegisterDebugDrawDelegate (skipped since not init) + CreateSceneProxy ==> ensures in UnregisterDebugDrawDelegate
Bonus:
- some code analysis fixes
- removed some 'CoreMinimal.h' includes
- exported log category 'LogVisual'
- fixed some uninitialized properties (FNavTestDebugDrawDelegateHelper, UNavMeshRenderingComponent, FNavMeshSceneProxyData)
- fixed some methods hiding non-virtual from base class (GetAllocatedSize)
- fixed FGameplayDebuggerCompositeSceneProxy::GetMemoryFootprint that was not considering base class allocations
#rnx
#jira UE-125097
#preflight 614362684778fa00016a8cad
#rb mieszko.zielinski
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 17544171 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17544199 by yoan stamant in ue5-release-engine-test branch]
#RB none
#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12789290 via CL 12789324 via CL 12789325
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)
[CL 12789326 by arne schober in Main branch]
Also changing the interface for better encapsulation by cutting the origial itterator concept and focusing on small subset of configurable itteration strategies instead.
#RB Andrew.Scheidecker, Yoan.StAmant
#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12785392 via CL 12785681 via CL 12785682
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)
[CL 12786795 by arne schober in Main branch]
- implemented median filter which is applied after areas are marked for tile cache
- implemented debug draw functionality for tile cache build steps
- fixed DetourDebugDraw.h API export
#jira UE-90332
#rb Aris.Theophanidis Yoan.StAmant Mieszko.Zielinski
#ROBOMERGE-SOURCE: CL 12401446 via CL 12401447
#ROBOMERGE-BOT: (v671-12333473)
[CL 12402286 by mikko mononen in Release-Engine-Staging branch]
Allow to display internal debug data at different navmesh generation steps for a selected tile
Ignore height filtering while displaying the navmesh around camera position
[REVIEW] [at]Mieszko.Zielinski [at]Mikko.Mononen
#rb Mikko.Mononen
#jira UE-86730
#ROBOMERGE-SOURCE: CL 11285125 via CL 11285129 via CL 11285132
#ROBOMERGE-BOT: (v647-11244347)
[CL 11285135 by aris theophanidis in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]