GeometryScript: add CopyCollisionMeshesFromObject function, extracts meshed collision shapes or complex collision from various object types as a UDynamicMesh
#rb none
#preflight 62ffc256c85b7fef22f671cc
[CL 21460263 by Ryan Schmidt in ue5-main branch]
This fixes a problem that occurs in both the Render Capture Baking tool and the Approximate Actors tool
#rb arciel.rekman,ryan.schmidt
#rnx
#jira UE-146097
#preflight 62fa24791e61d1ba0e294d83
[CL 21408934 by matija kecman in ue5-main branch]
- Made the tool Accept/Cancel.
- Added the ability to set block size at current power.
- Added ability to initialize the grid from a given actor, initialized to current target.
- Added the option for the grid sizes to follow the default editor grid (1, 5, 10, 50, 100, etc).
- Allowed global mode for gizmo manipulation, to allow editor grid snapping to work.
- Removed the non-useful selection plane tolerance setting
#rb Jimmy.Andrews
#jira UE-153345, UE-152029
#preflight 62f163f9185da2495f83831e
[CL 21274412 by semion piskarev in ue5-main branch]
Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place
#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8
[CL 21148985 by matija kecman in ue5-main branch]
ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()
MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles
ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.
#rb none
#preflight 62d195b9a66919b6701d89a8
[CL 21113757 by Ryan Schmidt in ue5-main branch]
GeometrySelection.h/cpp: FGeometrySelection, FGeometrySelectionEditor, representation and manipulation of a generic element-level selection, stored as a set of uint64. Editor makes changes to Selection while tracking deltas.
GeometrySelectionUtil.h/cpp: utility and helper functions for editing/processing a mesh+selection
GeometrySelector.h: FGeometryIdentifier type used to identify target objects with element-level selection support. IGeometrySelector interface that defines API for element selection for a type of target object. Factory type for spawing instances. IGeometrySelectionTransformer interface that defines API for element-level transformation
GeometrySelectionManager.h/cpp: UGeometrySelectionManager that maintains set of 'active targets' with associated Selector, Selection, and SelectionEditor, and provides high-level API for creating and querying element selections, 3D transforms of selections, selection undo/redo, and (currently) limited debug rendering
GeometrySelectionChanges.h/cpp: FChange types for element selection changes
DynamicMeshSelector.h/cpp: implementation of IGeometrySelector for UDynamicMesh/Component
#rb jimmy.andrews
#preflight 62bdb9cbb024a2608c38b72d
[CL 20896967 by Ryan Schmidt in ue5-main branch]
A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial()
Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material.
Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color.
#preflight 62aa2330a40a4dc3a04052c6
#rb tyson.brochu
[CL 20676782 by Ryan Schmidt in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
Tidy up use of FPrimitiveSceneProxy velocity getters.
Now DrawsVelocity() is only for velocity relevance.
And HasDynamicTransform() is for determining if we need to store previous transform state.
VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow().
A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity().
I found some proxy types that don't check for previous transform.
Also I found that the debug physics aggregate types *never* check for previous transform.
These are pre-existing potential bugs for fixing in another pass.
Also I found some proxies that don't currently fill out velocity relevance.
These are pre-existing potential bugs for fixing in another pass.
#preflight 62863f789016c6dd897f1cd2
#fyi andrew.lauritzen
[CL 20279797 by Jeremy Moore in ue5-main branch]
* TriangleOffsetArray range must be [0, NumTriangles)
#jira UE-151762
#rb patrick.enfedaque
#preflight 6283ab394316db80d18e2ad9
[CL 20242244 by Sebastien Lussier in ue5-main branch]