Add DefaultMeshDeformer to SkeletalMesh.
Added bool to SkinnedMeshComponent to determine whether to override this.
#fyi halfdan.ingvarsson
#preflight 6307e418aa0fda29197fffe7
[CL 21573249 by Jeremy Moore in ue5-main branch]
HLOD: Added support for Approximate simplification method to Level HLODs
* Switched FHierarchicalSimplification::bSimplifyMesh to an enum FHierarchicalSimplification::SimplificationMethod
* Cleaned deprecation handling for a few classes
#rb jeanfrancois.dube
#preflight 63077a083f75e67a0705fd97
[CL 21572202 by sebastien lussier in ue5-main branch]
- only the protocol parameter string is stored - any URI/protocol prefix is stripped for consistency between platforms.
#jira UE-160994, UE-160995, UE-160997
#preflight 6306459e5a5d4e46245b5fb5
#rb Wojciech.Krywult, Jeff.Newquist
[CL 21561261 by David Harvey in ue5-main branch]
r.Mobile.ShadingModelsMask can be used to mask out specific shading models on mobile platforms.
Masked shading models will fallback to DefaultLit
[CL 21540496 by dmitriy dyomin in ue5-main branch]
-uses the mapping of SWC structs created during the session to serialize out the source LWC version, if one is available
#jira UE-161083
#rb stu.mckenna
#preflight 6304e7b2c744dac967e79d85
[CL 21525017 by rob krajcarski in ue5-main branch]
- add per component and geo collection asset damage propagation data
- store damage propapagtion info at the proxy level ( sim parameters )
- refactor clustering code to properly account for procxy suim parameters
- add shock propagation model complementary to the break propagation model
#rb none
#jira none
#fyi brice.criswell
#preflight 63053a185a5d4e46243141d9
[CL 21520742 by cedric caillaud in ue5-main branch]
#rb Per.Larsson
#jira UE-161673
#rnx
#preflight 6304ad0da45b007ea26e3087
- We currently provide ways to change these options via code define, config file options and command line options but it has been requested that we also support this level of customization via cvars as well.
- The cvar 'VA.DisableSystem' when enabled will act as though [Core.ContentVirtualization]SystemName is set to 'None' and disable the VA system entirely by mounting the null reference implementation.
- The cvar 'VA.LazyInitSystem' when enabled will act as though [Core.ContentVirtualization]LazyInit is set to true and the VA system will not be initialized until first used.
- The logic for both of these was getting a little verbose, so I moved them to their own functions to make ::Initialize easier to read.
[CL 21512236 by robomerge in ue5-main branch]