Removes cases of log spam where we have translucent materials that disable nanite later in the pipeline when creating scene proxies.
#rb cedric.caillaud
[CL 35515823 by jeremy moore in ue5-main branch]
- crash was caused by the fact that the owner of a component is null when added to a blueprint
- added extra checks to avoid crashing when this is the case
#jira UE-219818
[FYI] jimmy.andrews, gustav.melich, kazuhisa.minato
[CL 35428749 by cedric caillaud in ue5-main branch]
- Also makes GeometryCollectionComponent take solver frame from the marshaling manager instead of the replication cache since it's not using the cache for the states.
#rb Benn.Gallagher
[CL 35302926 by markus boberg in ue5-main branch]
* Stop using Nanite builder to generate the first reductions of fallback LOD, and instead only use Nanite to generate the first LOD, and perform the reductions with the mesh reduction module.
* Split out parts of the Nanite build portion of static mesh to prepare for upcoming changes (Nanite Assemblies) that will require building Nanite meshes with multiple inputs for the same static mesh.
* Re-introduce a Nanite DDC data fix since these changes require version bumps anyway.
#rb brian.karis
#jira UE-207151
[CL 35004573 by jamie hayes in ue5-main branch]
#rb Jimmy.Andrews
#tests Use fracture mode with nanite geometry collection to confirm that selection works.
[CL 34902727 by jeremy moore in ue5-main branch]
- Temporary change to make GeometryCollectionRepDynamicData, GeometryCollectionRepData and GeometryCollectionRepStateData to use LastResortNetSerializer
#rb Peter.Engstrom
[CL 34272063 by mattias hornlund in ue5-main branch]
- Fixed insertion issue for debug builds where infos and raw names were misaligned.
#rb brice.criswell
#jira none
[CL 34107501 by Brice Criswell in ue5-main branch]
this saves a total 16 bytes per bone ( Physics thread + game thread dyanmic collection ) per geometry collection component
#rb Benn.Gallagher, titouan.deslandes, vincent.robert
[CL 34080384 by cedric caillaud in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL33931377
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33978689 by cedric caillaud in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33951250 by cedric caillaud in ue5-main branch]
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33931385 by cedric caillaud in ue5-main branch]
- saves 320 bytes from the proxy
- cleaned up the buffer command API for the proxy to be clear about what can be called from the game or physics thread
#rb vincent.robert, benn.gallagher, brice.criswell, titouan.deslandes
[CL 33900856 by cedric caillaud in ue5-main branch]
* packed and re-ordered members in GeometryCollectionComponent, saving 64 bytes
* packed and re-ordered members in GeometryCollectionISMPoolRenderer, saving 16 bytes
* packed and re-ordered members in IPhysicsProxyBase, saving 8 bytes
* packed and re-ordered members in ClusterUnionReplicatedProxyComponent, saving 16 bytes
#rb cedric.caillaud
[CL 33894015 by titouan deslandes in ue5-main branch]
* packed and re-ordered data in structures to minimize padding as much as possible
* reduce simulation parameters data by 80 bytes ( 112 if stripping the deprecated members )
* remove dead code
#rb titouan.deslandes
[CL 33871845 by cedric caillaud in ue5-main branch]