* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
- If there is some material that do not find a match, those materials will stay in the imported order. The import will output a log message saying the material names do not match.
- If there is less material in the hires mesh description, the import will create empty section in the hires mesh to ensure the order of the materials. No log message will be output in that case.
-If there is more material in the hires mesh description, the import will transfer extra material section triangle to the first valid hires material section data (i.e. this should be matching the LOD 0 first material section)
We do this reorder when we import a hires nanite mesh and also if we have already a hires mesh description and we re-import the LOD 0 base mesh. This ensure we always have the hires meshdescription materials in the same order of the LOD 0.
#jira UE-179144
#rb jeanluc.corenthin
#rnx
#preflight 6426fd09c463fac9c8833dcd
[CL 24876565 by alexis matte in ue5-main branch]
Highlights:
* Only allocate and use a wedge map for non-Nanite LODs, or if the mesh is sub 300kindices and it will be cache optimized
* Only allocate and use a remap if there are no overlapping corners
* When the Nanite landscape mesh is created, we now ensure the mesh description is fully compacted, computed, and optimized prior to committing it, along with making sure there are no overlapping corners.
* Since Nanite landscape is checked to ensure no overlapping corners before the build, we can also now skip computing the overlapping corners, which was an intense number of tiny allocations.
* When Nanite landscape is being built as a static mesh, we now avoid super expensive temporary copies of the mesh description, knowing that no actual mutation will occur.
* The original code (after building) would release the memory from the mesh description copy, but it would not release the original immutable cached copy from memory (now that is released too)
* Fixed NaniteLODIndex incorrectly creating a mesh description at a LOD other than the expected 0
* Removed a full loop over all vertex positions by calculating the bounding box while we're building the vertex buffer (and already processing every vertex)
* Added a NeedsCompact() helper to MeshDescription to avoid expensive and unnecessary Compact() calls that do lots of reallocs/copies even if the mesh description is already contiguous\packed in memory.
* Skip building distance field and mesh card representations for the Nanite landscape mesh, which also avoids more cached mesh description deserialization and copies into memory.
Note: In the near future the APIs around this wil be cleaned up further.
#rb richard.talbotwatkin, yuriy.odonnell
[FYI] zousar.shaker, brian.karis, rune.stubbe, juan.canada, danny.couture
#preflight 640b7390482188d710464d39
[CL 24601442 by graham wihlidal in ue5-main branch]
#rb Per.Larsson
#jira none
#rnx
#preflight 63c96c19c76cdd32a45a4467
- Ultimately I'd like to be able to remove FEditorBulkData::GetPayloadSize all together but there are a few places that use the byte length to make estimates about memory usage.
- To move towards this goal, this change removes a number of calls to ::GetPayloadSize which only check if the length is or isn't zero, which can be accomplished with a call to ::HasPayloadData instead.
[CL 23788105 by paul chipchase in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]