- Server: only update rep data when the physics sync is called (i.e. when the physics proxy is dirty)
- Client: only process rep data when we get notified the rep data is changed. plus let the tick stick around for a bit so long as the tick is active.
#preflight 63e14d63244dc45a20e29543
#rb cedric.caillaud
[FYI] steven.barnett
[CL 24040412 by michael bao in ue5-main branch]
- Better support for bounds computation using transform bounding box attribute ( this code path can now use ISPC )
- make sure that using ISMPool is equivalent to having visible geometry in the TickComponent method
#rb benn.gallagher
#preflight 63dcc0fcc2257e56f4919a6a
[CL 24009697 by cedric caillaud in ue5-main branch]
- ISMPool subsystem creates the ISMPool actor and return it when asked for
- Fix root proxy mesh not being properly loaded before sent to the ISM Pool
- Fix visiblity of the geometry component being overriden if ISMPool is not being used
#rb benn.gallagher
#preflight 63d8cb6367116074a84abdd2
[CL 23934984 by cedric caillaud in ue5-main branch]
- move setting of notification and other parameters to properly be set on the PT when GT to PT happens opn the proxy
#rb michael.bao
#preflight 63d0537594644f3e8e433164
[CL 23844500 by cedric caillaud in ue5-main branch]
- also fixed issue where changing the SetNotifyX (break, crumbling, etc) on a geometry collection component wouldn't set the simulation parameter on the physics proxy.
#preflight 63c82b8f0225f00e142761e0
#rb cedric.caillaud
[CL 23804265 by michael bao in ue5-main branch]
- make sure we do properly reset the dirty flag on the dynamic collection when scene proxy is not set
- fix condition that could lead to run part of the Tick function too many time when the collection is not dirty
#rb benn.gallagher, vincent.robert
#preflight 63c77c7902024f93d89aa3fb
[CL 23757059 by cedric caillaud in ue5-main branch]
For large scenes, it may take multiple seconds (if not longer) for a geometry collection to show up in the external acceleration structure causing it to be ignored by movement sweep checks (and others). This is because the geometry collection relies on the internal -> external acceleration structure copy which may take awhile to complete. The single particle physics proxy (i.e. static meshes) will add itself manually to the external acceleration structure in FInitBodiesHelperBase::InitBodies via FChaosScene::AddActorsToScene_AssumesLocked.
#preflight 63bdbdadc45a2c81e01b5813
#rb vincent.robert
[CL 23634458 by michael bao in ue5-main branch]
- Reverted back set simulate physics to not remove all anchors and instead updated higher level code to do so at the cost of a conditional cast
#rb michael.bao
#jira UE-172346
#preflight 639a3a1bc16855964d257ac6
[CL 23520692 by cedric caillaud in ue5-main branch]