- flag is also used by GeomrteyCollections
- wire flag through to Chaos particles in the ControlFlags structure
NOTE: this flag isn't actually being used yet. It will be connected to the MACD feature in an upcoming change.
#rb Benn.Gallagher
[CL 31577246 by chris caulfield in 5.4 branch]
Can save up to 400 bytes per component ( maybe lower based on which memory pool the component ends up be allocated in )
#rb vincent.robert, chris.caulfield, benn.gallagher
[CL 31532134 by cedric caillaud in 5.4 branch]
- the issue was a consequence of the component space transforms computation optimization
- the code responsible to update the scale of the pieces now properly mark the component space transforms dirty so the rendering reads the updated ones
#jira UE-202204
#rb Benn.Gallagher, vincent.robert
[CL 31483889 by cedric caillaud in 5.4 branch]
Fix geometry collection dynamic data replication
- Some members of the structure were not properly netserialized
- Root data was always ignore
- Dynamic and static rep data were sharing the same VersionProcessed
#rb Chris.Caulfield, michael.bao
[CL 31244308 by cedric caillaud in 5.4 branch]
- add debug draw to visualize sleep state
- implement SleepFamily system that was missing from Chaos (SleepThesholdMultiplier)
- SetV and SetW now wakes particles
- reduced default velocity smoothing used by sleep thresholds
- fix smoothed velocity for particles in awake islands (minor issue that made it slightly harder to go to sleep)
- don't use smoothed velocity for floating particles
- system top alloe reduced sleep thresholds for floating particles (cvar controlled, disable dby default)
#rb benn.gallagher
[CL 30608421 by chris caulfield in ue5-main branch]
Still creating geometry on the Physics Thread, otherwise a partial destruction issue occurs.
Setup query flag after particle and geometry creation
#rb cedric.caillaud
#fy chris.caulfield
[CL 30386282 by vincent robert in ue5-main branch]
- When placing in editor, construction script runs before physics proxy is set , which was not setting the collision properly
- Move the proxy side flag to be part of the simulation parameters, so that when the proxy get created it is properly set from the component bUseStaticMeshCollisionForTraces property
#rb emanuel.masciarelli, michael.bao, vincent.robert
[CL 30378857 by cedric caillaud in ue5-main branch]
- precache PSOs for GeometryCollectionComponent without custom renderer
- precache PSOs for Volumetric fog materials
- precache PSOs for projected shadow rendering using depth pass processor with different depth stencil state and render target
- always precache shadow rendering PSOs for default stream (non Position and PositionAndNormalOnlyStream)
#rb benjamin.rouveyrol
[CL 30290345 by kenzo terelst in ue5-main branch]
[FYI] vincent.robert
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL30211300
[FYI] vincent.robert
Original CL Desc
-----------------------------------------------------------------
Reduce array size to store only required particles.
Several array in the Geometry Collection are used to store particle. According to the max simulation level, not all particle are created.
Now array have their own size, the particle size and the transform size in the proxy is now distinguished.
This change save 55% of memory in initialization.
It also avoid to process all transforms, we now iterate only through particles which should be way faster.
#rb cedric.caillaud
[CL 30221091 by vincent robert in ue5-main branch]
[FYI] vincent.robert
Original CL Desc
-----------------------------------------------------------------
Reduce array size to store only required particles.
Several array in the Geometry Collection are used to store particle. According to the max simulation level, not all particle are created.
Now array have their own size, the particle size and the transform size in the proxy is now distinguished.
This change save 55% of memory in initialization.
It also avoid to process all transforms, we now iterate only through particles which should be way faster.
#rb cedric.caillaud
[CL 30213295 by vincent robert in ue5-main branch]
Several array in the Geometry Collection are used to store particle. According to the max simulation level, not all particle are created.
Now array have their own size, the particle size and the transform size in the proxy is now distinguished.
This change save 55% of memory in initialization.
It also avoid to process all transforms, we now iterate only through particles which should be way faster.
#rb cedric.caillaud
[CL 30211315 by vincent robert in ue5-main branch]