- This ensure that the geometry collection will not pretend it is broken for a split time when spawning
[FYI] jeremy.moore, guillaume.patry
[CL 32839407 by cedric caillaud in ue5-main branch]
Don't recreate geometry collection custom renderer object unnecessarily at registration.
This allows the custom renderer to cache state across register/unregister teardown.
[CL 32765749 by jeremy moore in ue5-main branch]
It does that through each geom collection creating its own ISPool. This way we get the runtime visuals and hit proxies still work.
Removed root proxy static component creation in geometry collection, and added a custom renderer that does this.
#rb cedric.caillaud
#jira UE-209654
[CL 32663574 by jeremy moore in ue5-main branch]
- make sure the dynamic collection is mark dirty after updating the scaled transform
- make sure we only scale relative to the previouly scaled transform
#jira UE-202204, UE-208293
#rb vincent.robert
[CL 32594593 by cedric caillaud in ue5-main branch]
- Proxy lifetime can exceed the lifetime of the UGeoemtryCollection so previously we can have the rest collection destroyed out from under the proxy causing it to crash
#rb cedric.caillaud, Chris.Caulfield
[CL 32540564 by benn gallagher in ue5-main branch]
Gameplay systems may want to bind to the decayed event on a geometry collection, but if it's already fully decayed the event will never fire. In order to handle this we can expose the flag so gameplay can check first before binding to the event
#rb Shaun.Kime
[CL 32009262 by benn gallagher in ue5-main branch]
- fixed anim component to properly play animation in blueprint viewports
- fixed root proxy local transform using the parent space reference pose instead of component space ones
[FYI] jacob.buck
[CL 31898734 by cedric caillaud in ue5-main branch]
- This component allow binding a geometry collection with a skeletal mesh for animation fo the root proxy meshes
#rb Chris.Caulfield, benn.gallagher, jeremy.moore
[CL 31864602 by cedric caillaud in ue5-main branch]
SetActorHiddenInGame() now ends up calling this.
Override on GeometryCollectionComponent to update any custom renderer.
#rb aidan.mcdu, cedric.caillaud
[CL 31782941 by jeremy moore in ue5-main branch]
- change back to normal rendering when asset is selected in fracture editor
#rb Jeremy.Moore, benoit.deschenes
[CL 31744435 by cedric caillaud in ue5-main branch]
Integrating code that allows for geometry collections to actually be hidden when you ask them to.
Modifying minor BP flow funcitonality so that we don't hide the Geometry Collection for no reason, and we clean up the tempororay static mesh component that we created in order to generate the SM previews.
#rb Cory.Kolek
[CL 31671610 by aidan mcdu in ue5-main branch]
This deals with an edge case with geometry collection custom renderers. Custom renderers don't run in edition mode, and in editor we would expect to have mesh data available instead. But for UEFN editor with cooked data, the mesh data may already be removed (because it is not needed in cooked game).
#rb Shaun.Kime
[FYI] cedric.caillaud
[CL 31643010 by jeremy moore in ue5-main branch]
- flag is also used by GeomrteyCollections
- wire flag through to Chaos particles in the ControlFlags structure
NOTE: this flag isn't actually being used yet. It will be connected to the MACD feature in an upcoming change.
#rb Benn.Gallagher
[CL 31588117 by chris caulfield in ue5-main branch]
Can save up to 400 bytes per component ( maybe lower based on which memory pool the component ends up be allocated in )
#rb vincent.robert, chris.caulfield, benn.gallagher
[CL 31536693 by cedric caillaud in ue5-main branch]