- Update the transform attributes to reflect the SkeletalMesh transform hierarchy.
#rb brice.criswell
#jira none
[CL 32630534 by Brice Criswell in ue5-main branch]
- This change won't have much impact on memory when building in game, but the impact will be when loading. Also it harmonize the Dynamic Collection and the Rest Collection. And so it optimizes the access, and conversion to transforms.
- DynamicCollection has a function set back transforms to its RestCollection, and free memory
- Remove function from ManageArrayCollection makes sure to free memory now.
#rb cedric.caillaud
[CL 28721098 by vincent robert in ue5-main branch]
Deprecated the FSoftObjectPath "StaticMesh" property in FGeometryCollectionAutoInstanceMesh and replaced it with a TObjectPtr<UStaticMesh> Mesh property. This fixes an issue where asserts would fire because we were doing sync loads after the loadscreen.
These changes saved roughly 100MBs in our test level.
#jira
#rb cedric.caillaud
#preflight 63f846e9c35a14198085d30e
[CL 24406749 by bryan sefcik in ue5-main branch]
- add explicit tracking of internal surfaces in fracture geometry, and remove concept of 'internal-only' materials in odd-numbered slots.
- add tooling to set internal materials, and to set default internal materials to be assigned on fracture
- add option to preserve internal face data via odd material numbers in ToMesh tool + option to re-import these ToMesh outputs w/ internal material IDs set
#rb cedric.caillaud
#rb david.hill
#preflight 63e66867de74ffbae51e5dc7
#jira UE-165320
[CL 24136970 by jimmy andrews in ue5-main branch]
- Improved InitializeMaterials to be able to handle material list only made of external materials
- Added CollectionInstancedMeshFacade and update code using the attribute directly to use the facade instead
- Added new input / output to Geometry Collection Terminal node ( InstancedMeshes )
- Simplified FindOrAddAutoInstanceMesh methods
[FYI] jimmy.andrews
#rb none
#preflight 6389699c0e4613faeded4210
[CL 23370012 by cedric caillaud in ue5-main branch]
- Only call reindexMaterial once
- Make sure reindexMaterial skips validation when calling RemoveElements
#rb brice.criswell, jimmy.andrews
#preflight 63726910b6636838286b850d
[CL 23124875 by cedric caillaud in ue5-main branch]