- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously
#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf
[CL 22634973 by alexis matte in ue5-main branch]
This aims to preserve the surface area during simplification. If area is lost, open boundary edges of the mesh are dilated to compensate. This is useful for foliage that tends to thin out in the distance if not enabled.
Also include misc fixes:
Collapses that completely remove disjoint triangles have an error of the area of what was removed.
Would not alias 0 and -0 verts due to binary comparison.
#rb graham.wihlidal
#preflight 63349e32141f314ed601978d
#ushell-cherrypick of 22229630 by Brian.Karis
#preflight 6334c401f418a1071a35b4a4
[CL 22260505 by graham wihlidal in ue5-main branch]
- Static mesh editor LOD number not updated when importing custom LOD asynchronously
- Static mesh reimport LOD with new file need to dirty the ddc key
- Gltf translator must set a valid local transform on the root scene node
#jira none
#rnx
#rb jeanmichel.dignard
#preflight 632a800afc7f1efbdf781075
[CL 22113972 by alexis matte in ue5-main branch]
- If a static mesh is detected to use Nanite or a project is configured to use Virtual Shadow Maps and SM6 is not in the project settings, show a warning that SM6 needs to be enabled.
- Both cases only warn if the project was already configured to use a D3D platform.
- Added a UI option for enabling Nanite in project settings.
#jira UE-162011
#rb mihnea.balta
#preflight 6324cabf5f55ba280e1fb164
[CL 22064124 by christopher waters in ue5-main branch]
Gray out Fallback Triangle Percent and Fallback Relative Error when a model is specified in Source Import Filename
#preflight 631f5ed412092e9faa846d86
#rb graham.wihlidal
[FYI] Ryan.Schmidt
[CL 21989542 by rune stubbe 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 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
Core - Added support for assigning a TObjectPtr<T> to a TScriptInterface just like you'd expect from a raw Object*.
Actor - Making a version of GetComponents that will work for TObjectPtr collections. Additionally fixed several places in the engine where we're forcing the template parameter instead of allowing it to be determined automatically - which forced me to leave one of the GetComponent implementations, but I think we aught to remove it. e.g.
Don't Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents<UPrimitiveComponent>(PrimComponents);
Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents(PrimComponents);
Slate - Introducing support for collections of TObjectPtr<T>'s being used as source lists for the STableView.
#preflight 630f7af8e54ec9d581b03d65
[REVIEW] [at]Marc.Audy, [at]Steve.Robb, [at]Zousar.Shaker
[CL 21727328 by nick darnell in ue5-main branch]
Artists can import/reimport(/new file)/remove nanite hi res data from the staticmesh editor.
Artists can import/reimport(/new file)/remove nanite hi res data from the content browser context menu.
Artists can easily see in the static mesh editor if the nanite hi res data is generated or imported.
#rnx
#rb jeanmichel.dignard
#preflight 630f837d98103d4521d33738
[CL 21724936 by alexis matte in ue5-main branch]
+ Replaced a few use cases of UEnum::LookupEnumName with FindObject where LookupEnumName was used to find a known UEnum object
#preflight 63075f9b03520e063c2926c9
#rb Steve.Robb
[CL 21590471 by robert manuszewski in ue5-main branch]
2. Supports CustomDepth in translucency pass on mobile LDR.
#jira none
#rb Dmitriy.Dyomin
#preflight 62be9894d94b57687c68aed1
[CL 20911586 by Wei Liu in ue5-main branch]
In FN, the workflow for creating physics assets for vehicles often involves importing at least one static mesh and copying collision shapes from it. It's currently really challenging to copy individual shapes between static and skeletal mesh body setups. With the added shape copy/paste commands, we get a lot more flexibility out of SM editor and PHAT, and a somewhat simpler workflow.
If we have physics assets A and B and we want to add one shape (or a specific subset of shapes) from a body in A to a body in B, this change is needed to do that. Since I'm trying to do this all the time while editing physics assets for vehicles, I use this shelf locally.
#rb benn.gallagher, nick.brett, satchit.subramanian
#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20861874 via CL 20861887 via CL 20861898
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20876607 by steven barnett in ue5-main branch]