- Optimize managed array collection NumElement to only fetch once from the group map
- Make sure to skip IncrementSleepTimer and ImcrementBreakTimer method is GC is not broken yet
- Early out in RefreshEmbeddedGeometry if no examplar is present
- Optimize BuildGeometry to reduce cache missed when running too small batch across large number of threads ( 2.5 time perf boost )
#rb benn.gallagher
#preflight 637531c6953c19d43519551b
[CL 23166264 by cedric caillaud in ue5-main branch]
- Add a set clustered by transformed box
- Fix the set clustered functions to properly update the kinematic state of the parents
- Imporved the debug draw of connection graph to better see the node state when close
#rb none
#preflight 636dd14e953c19d435279592
[CL 23102242 by cedric caillaud in ue5-main branch]
* GeometryCollectionComponent.h - Most files are related to the removal of includes in this file. Removed 7 headers
- Moved GeometryCollectionDamagePropagationData in to its own file
- Changed COPY_ON_WRITE_ATTRIBUTE to be set in a way so implementations can be placed in cpp file.
- Moved some function implementations to cpp file
* Removed include in FieldSystemActor.h
* Removed include in FieldSystem.h
* Removed include in CommonUISettings.h
#preflight 636b325c376a9cd6a8818aae
#rb cedric.caillaud (for the actual changes, not additional includes and a couple include removals outside GeometryCollection)
[CL 23069399 by henrik karlsson in ue5-main branch]
- GetLocalBoudns
- GetDebugInfo : to get detailed info about the various collection and their arrays ( including estimated memory usage )
- SetAnchoredByIndex / SetAnchoredBybox now has a bAnchored boolean
#rb brice.criswell
#preflight
[CL 22958587 by cedric caillaud in ue5-main branch]
- Added a Proximity tool to Fracture Mode to visualize and change generation settings for GeometryCollection bone proximity.
- Added more user controls for how proximity is generated, including a "Convex Hull distance" method for deciding contact, which should help include connections that were missed by the default proximity detection method.
- Made proximity settings live on the GeometryCollection as (non-cooked) attributes, so proximity re-generates with the desired method after further fracturing/clustering.
- Added an option to automatically convert the proximity graph to a pre-computed connection graph used by simulation.
- Reduce redundant proximity calculations: Be more consistent in relying on FGeometryCollectionEdit to update proximity as needed, and call 'RequireProximity' instead of 'UpdateProximity' in cases where we expect a valid proximity may already be present.
#rb cedric.caillaud
#preflight 6356d21b0313c24974eea2f8
[CL 22735429 by Jimmy Andrews in ue5-main branch]
Limitations : Currently this requires the GC to be reset to recompute the list of instanciable meshes and their corresponding indices
Mitigation : this can be turned off using the following cvar : p.Chaos.GC.UseISMPool
#rb brice.criswell, Krzysztof.Narkowicz
#preflight 63519a8af92c325024c32137
[CL 22705192 by cedric caillaud in ue5-main branch]
- Make sure CLustersToRep is reset when the physics state is destroyed
- Initialize the Physics proxy ReplicationMode when we create the proxy instead of during InitializeComponent ( because Destroy/Create physics state can be called after it )
#rb brice.criswell, michael.forot
#preflight 6350d4f82337adbf42b08788
[CL 22670734 by cedric caillaud in ue5-main branch]
This fixes crashes related to GC replication where an island index inherited from a parent would remain set after the island has been removed
#rb chris.caulfield, brice.criswell, michael.forot
#preflight 6350824b8449f85a477815e4
[CL 22647574 by cedric caillaud in ue5-main branch]
- comment the disable of particles beyond the abandon level on the server
#rb trivial
#jira
#preflight none
[CL 22647208 by cedric caillaud in ue5-main branch]
Submitting on behalf of Enrique due to preflight not submitting
[FYI] cedric.caillaud, peter.knepley, andrew.firth, enrique.garciaamezcu
#preflight https://horde.devtools.epicgames.com/job/6340545a62762f4a1baa3d9f
Preflight fail due to unrelated WorldPartition issue
[CL 22412822 by rob mclaughlin in ue5-main branch]
- Because of a circular module dependency between Engine and GeometryCollectionEngine, we need to check the class using its name instead of using a cast
- this is a workaround that should be addressed oin the future
- it can be disabled using a cvar : p.CVarGeometryCollectionImpulseWorkAround
#rb benn.gallagher, chris.caulfield, brice.criswell
#jira none
#preflight 633739acb34118b9b4b8a351
[CL 22341267 by cedric caillaud in ue5-main branch]
+ fix FScopedColorEdit::Sanitize() clearing the bUpdated flag when nothing was sanitized.
#rb rinat.abdrashitov
#rb cedric.caillaud
#preflight 6335a1813041fbb566554beb
[CL 22262791 by jimmy andrews in ue5-main branch]
#preflight 63344a591a232c6fbf9ad3bb
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Chaos : fix character movement interaction with geometry collections
#rb benn.gallagher, chris.caulfield, brice.criswell
#jira none
#preflight 63335015e11ae0b19c224cb4
[CL 22232349 by ryan hummer 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]
- CrumbleActiveClusters
- RemoveAllAnchors
- Also fixed a potential crash in fracture editor
#rb none
#preflight 632d013aa4769ad714d6cdc2
[CL 22173113 by cedric caillaud in ue5-main branch]