* Tab filters are now applied before tab widgets before are created for animation blueprint editor instead of only when a user tries opening a new tab. This prevents disallowed tabs in default layouts being created.
* Event graph documents are not opened if event graph permissions are disabled when loading blueprint editor.
* Added new blueprint permission to optionally disable function overrides.
#rb thomas.sarkanen
#preflight 6346928ef04e6f8505f7b879
[CL 22547860 by eric knapik in ue5-main branch]
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).
This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.
The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.
#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d
[CL 22215219 by halfdan ingvarsson in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e281694758d0bf2ea1399
[CL 21960082 by bryan sefcik in ue5-main branch]
* Card sampling with squared weights instead of cutoff in order to allow surface to leak into tiny areas without coverage
* Bump min static mesh LOD to reduce mismatches between surface cache and geometry
Card placement:
* Move near plane back outside of mesh bounds during capture in order to handle displacement mismatches
* Discard surfels seeing triangle back faces only when sky isn't visible
* New additive card placement, which can be used for continuous LOD. Instead of clustering, it tries to find the best split plane until the entire surface isn't covered.
* Lower voxel and min card size to be able to cover smaller areas and place more cards
* Spawn multiple surfels per cell if they cannot be merged
* Fixed surfel generation and card size
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 21089854 via CL 21089869 via CL 21089871
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21096306 by krzysztof narkowicz in ue5-main branch]
* Card sampling with squared weights instead of cutoff in order to allow surface to leak into tiny areas without coverage
* Bump min static mesh LOD to reduce mismatches between surface cache and geometry
Card placement:
* Move near plane back outside of mesh bounds during capture in order to handle displacement mismatches
* New additive card placement, which can be used for continuous LOD. Instead of clustering, it tries to find the best split plane until the entire surface isn't covered.
* Lower voxel and min card size to be able to cover smaller areas and place more cards
* Spawn multiple surfels per cell if they cannot be merged
* Fixed surfel generation and card size
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 21078868 via CL 21078893 via CL 21079371
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21082291 by krzysztof narkowicz in ue5-main branch]
- The number of samples returned is the square number closer to the requested number.
- Updated code paths using the function to request a number of samples close to what they previously got.
#rb Krzysztof.Narkowicz
#preflight 628de9e7f622d972b5732cbb
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 20361675 via CL 20361695 via CL 20361702
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20362041 by tiago costa in ue5-main branch]
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20082848 via CL 20083225 via CL 20083623
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106592 by krzysztof narkowicz in ue5-main branch]
Also applied asset permissions to various UI sections
#rb Jurre.deBaare,Sara.Schvartzman
#preflight 6267d7dd272f4a558dbcdb6a
#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19918869 via CL 19921093 via CL 19923159 via CL 19923181
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19926251 by thomas sarkanen in ue5-main branch]
* Mostly two sided meshes are assumed to be foliage and forced to be repsented as a cube projection
* Lowered card min density treshold for cube projections
[FYI] Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 19424752 via CL 19424760
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903)
[CL 19425489 by krzysztof narkowicz in ue5-main branch]
* Useful to hide window frames in the distance field to work around over-occlusion
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19416394 via CL 19416400
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v928-19376421)
[CL 19417073 by daniel wright in ue5-main branch]
* Added r.MeshCardRepresentation.Debug for surface cache debugging. It skips DDC reads and writes, allows to regenerate per static mesh on demand and appends extra debug visualization data to every generated mapping
* Surfels are now weighted by opacity - ratio of rays which hit in a given cell, and by visibility - how many rays can hit a given Surfel from outside the mesh. This helps to select most important surfaces to cover when hitting limits
* Removed distance constraint. It�s no longer needed when card discontinuities are already handled inside the surface cache sampling code. This allows to generate larger and more optimal cards
* Limit max number of surfels to prevent generation time from exploding, as dense two sided meshes like large trees can generate many more surfels than simple walls
[FYI] Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 19304117 via CL 19304128
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19346860 by krzysztof narkowicz in ue5-main branch]
Instead of clearing RadiosityAtlas and skipping Radiosity when switching Lumen to SWRT, voxelize the direct lighting that's been calculated so far and keep the existing Radiosity atlas
#preflight 621f057e257fd6e099457e56
#jira UE-144367
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19219209 in //UE5/Release-5.0/... via CL 19219356
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19227351 by daniel wright in ue5-main branch]