#fyi matija.kecman
Original CL Desc
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Refactor collision geometry visualization
This change was motivated by future work to implement a minimal boilerplate system for visualizing geometry selections in tools, which will work similarly to this
#jira none
#rb ryan.schmidt
[CL 26008181 by matija kecman in ue5-main branch]
This change was motivated by future work to implement a minimal boilerplate system for visualizing geometry selections in tools, which will work similarly to this
#jira none
#rb ryan.schmidt
[CL 26007087 by matija kecman in ue5-main branch]
- Fix conversion sometimes making degenerate tris and firing an ensure.
- Fix volume conversion sometimes creating cracks in volumes when dealing with non-convex faces (by deleting necessary colinear verts)
- Make simplification preserve group boundaries when asked.
- Remove colinear verts along group boundaries without losing boundaries when preserving groups.
- Break up faces that have holes into convexes rather than emitting per-triangle faces.
- Make mesh to volume tool use same path for conversion as tool targets, and add controls for preserving groups and simplifying
- Revert to ear clipping if delaunay triangulation fails in converting back from volume
#rb Jimmy.Andrews
#jira UE-173272, UE-152032
#prelfight 6470ccbf5b1dc793b715d66b
[CL 26002669 by semion piskarev in ue5-main branch]
Added a CreateNewActor function to EditorModelingObjectsCreationAPI which finds a factory capable of producing actors of the same type as a provided template actor to create the new actor without needing to create entirely new assets as would have been necessary with the existing functions in EditorModelingObjectsCreationAPI.
#rb lonnie.li
[CL 25963642 by nickolas drake in ue5-main branch]
-Refactored the SkinWeightsPaintTool to use the new operator.
#rb david.hill
#rb kiaran.ritchie
#jira none
[CL 25879825 by rinat abdrashitov in ue5-main branch]
+ renamed Init into SetSkeletalMesh to be consistent with USkinWeightModifier
#jira UE-187420
#rb kiaran.ritchie
[CL 25847020 by benoit gadreau in ue5-main branch]
Add ECoarseApproximationStrategy to IGeometryProcessing_CombineMeshInstances, and FOptions.CoarseLODStrategy, as well as .CoarseApproximationDetailSize (previously was hardcoded to 10 in impelmentation). Rename 'Voxel' to 'Coarse' in the Options struct.
Improve ComputeSweptSolidApproximation in CombineMeshInstancesImpl - 'Square' offset was a chamfer, but generally we want a Miter, with Miter cut threshold set to diagonal length.
Add ComputeBestFullProjectionMesh in CombineMeshInstancesImpl, computes swept-solid approximation along all 3 axes and selects the one w/ lowest geometric deviation
BuildCombinedMesh now supports using SweptPlanarProjection instead of Voxel approximation, or trying both and selecting the one w/ lower geometric deviation.
Disabled coplanar merging and planar retriangulation when doing hidden removal of voxel LODs (was unintentionally doing this)
Update internal usage
#rb none
#preflight 64791efee319748a836e1be5
[CL 25762477 by ryan schmidt in ue5-main branch]