Commit Graph

50 Commits

Author SHA1 Message Date
jimmy andrews
143d4cd0c4 add generated light map option to the modeling tools mesh creation settings + make the settings more consistently used by default
also, when creating a static mesh with lightmap enabled via modeling components, also set the lightmap channel and resolution to match the build settings values, to better match the importer results

#jira UE-143961
#8929
#rb ryan.schmidt
#preflight 6406adbf0c7df1967f461e2d

[CL 24542092 by jimmy andrews in ue5-main branch]
2023-03-07 12:04:54 -05:00
semion piskarev
6dd5376acb MeshModelingTools: Fix volumes always having per-triangle normals when not going through volume to mesh tool.
#rb Jimmy.Andrews
#jira UE-152032
#preflight 63f78bb0ae54ee4ce9599a84

[CL 24432234 by semion piskarev in ue5-main branch]
2023-02-27 16:25:17 -05:00
matija kecman
c52fb72f6b Improve the documentation of options in the SubDiv tool
#jira UE-171088
#preflight 63de28a6af610ffb8b5fcbba
#rb jimmy.andrews

[CL 24042071 by matija kecman in ue5-main branch]
2023-02-06 19:14:40 -05:00
semion piskarev
39c64dc365 MeshModelingTools: Fix static mesh mode-level edits (via selector) not being properly undoable until passing through some other tool.
#rb Jimmy.Andrews
#jira UE-174649
#preflight 63dbccc5323e7eaa3065e43a

[CL 23972765 by semion piskarev in ue5-main branch]
2023-02-02 13:25:42 -05:00
nathan mitchell
a0fc664d78 ModelingMode: Fix the static mesh tool target to not be so aggressive in checking for transaction success when modifying mesh descriptions to prevent a crash from occurring when asset editors are closed with local changes during an asset reload.
#preflight 63d43aa6f626715201a0736e
#rb Jimmy.Andrews
#jira UE-172722

[CL 23922360 by nathan mitchell in ue5-main branch]
2023-01-31 00:54:25 -05:00
christopher waters
7215f7d4ec Fully moving MaterialDomain to its own header.
#jira none
#preflight 639b4dc335203bc7aa695078

[CL 23531533 by christopher waters in ue5-main branch]
2022-12-15 16:01:51 -05:00
ryan schmidt
ec6a90a532 GeometryScript: add MeshCreateBoneWeights function. Fix bug in CreateNewSkeletalMeshAssetFromMesh function where Skeleton was never being passed on to creation function.
ModelingOperators:
Change FSkinBindingOp to use GetOrCreateSkinWeightsAttribute intsead of just directly accessing the SkinWeightAttribute (as it could be nullptr and this was not handled)
Fix various issues in CreateSkeletalMeshAsset(). Register MeshDescription attributes before trying to convert from DynamicMesh. Make sure there is always at least one Material being passed (otherwise ensures are hit in Material UVData check). Actually return created SkeletalMesh (!)


#rb none
#preflight 639382310d013d47ef35de03
[FYI] halfdan.ingvarsson

[CL 23499832 by ryan schmidt in ue5-main branch]
2022-12-13 18:16:43 -05:00
wouter burgers
2c26587512 UEFN / Live Edit: Fixed shutdown crash introduced in #23477312.
#preflight none

[CL 23480892 by wouter burgers in ue5-main branch]
2022-12-12 14:30:42 -05:00
halfdan ingvarsson
694e3702e6 Geometry Scripting: Asset creation and binding functionality for skeletal meshes
#jira UE-168307
#rb ryan.schmidt
#preflight 638ec4b167018b14b5798436

[CL 23421753 by halfdan ingvarsson in ue5-main branch]
2022-12-06 19:47:20 -05:00
alexis matte
4897d11583 Add Absolute criterion to staticmesh FMeshReductionSettings.
#rb brian.karis , jeanluc.corenthin , richard.talbotwatkin
#rnx
#preflight 638e35291776b8c21c32026b

[CL 23399365 by alexis matte in ue5-main branch]
2022-12-05 16:24:30 -05:00
ryan schmidt
74b3c229b3 ModelingMode: Mesh Element Selection system evolution.
Refactor most of FDynamicMeshSelector into FDynamicMeshSelectorBase, FDynamicMeshSelector is now a subclass.
Move the DynamicMeshTransformer from cpp to FBasicDynamicMeshSelectionTransformer in header.
Add FVolumeSelector and FStaticMeshSelector which are derived from FBaseDynamicMeshSelector.
Add ability to filter selection queries/edits by TopologyID in FGeometrySelectionEditor. This is necesary for polygroup and polygroup-edge selections as their encoding includes an arbitrary TriangleID paired w/ the TopologyID.
UGeometrySelectionManager now manages this TopologyID filtering on selection editors it creates/updates
Add concept of "Tracked" selection changes to UGeometrySelectionManager, allows a single selection FChange to be constructed incrementally, eg like with a brush. Add a variant of raycast-selection-update that can be run inside a tracked change.
#rb none
#preflight 6388f0cf4b2f03a7d761ccef

[CL 23361634 by ryan schmidt in ue5-main branch]
2022-12-01 16:11:52 -05:00
matija kecman
693d9f5877 MeshModelingToolset: Fix SaveGeneratedTexture2DAsset not preserving sRGB state when overwriting an exisiting texture asset
#rnx
#rb lonnie.li, ryan.schmidt
#preflight 636a5a79f56cab38c71df202

[CL 23026982 by matija kecman in ue5-main branch]
2022-11-08 08:37:52 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
joe pribele
0574fc6d7a removed usage of TObjectPtr.IsNull and IsNullNoResolve
#rb zousar.shaker
#p4v-preflight-copy 22193787

[CL 22361481 by joe pribele in ue5-main branch]
2022-10-05 15:34:23 -04:00
bryan sefcik
50d4fac9e0 Updated ../Engine/Plugins/... to inline gen.cpp files
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds

After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds

#jira
#preflight 63336159b20e73a098b7f24f

[CL 22218213 by bryan sefcik in ue5-main branch]
2022-09-28 01:06:15 -04:00
ryan schmidt
4ffc24f96e Modify various interfaces in ModelingComponents and GeometryScripting to use the engine FMeshNaniteSettings instead of just a "nanite proxy percentage" parameter or custom nanite settings struct. Update affected callers and Lyra assets.
This change does break existing Blueprints that have used the now-deprecated pins/properties. There is no way to gracefully handle this as deprecating the uproperty requires that it no longer be editable in the Blueprint.

#rb jimmy.andrews
#preflight 632b846e10030508061417a9
#jira UE-151882

[CL 22145808 by ryan schmidt in ue5-main branch]
2022-09-22 17:36:58 -04:00
michael balzer
2483495b86 ModelingMode: Use actor factory when creating static mesh assets
#preflight 63213620506f1a33e08bbaf9
#rb graeme.thornton, rex.hill, david.hill

[CL 22020648 by michael balzer in ue5-main branch]
2022-09-14 20:14:40 -04:00
bryan sefcik
0eeac455e0 Pass 3 on cleaning up build.cs files.
#jira
#preflight 631b9c15d31788ea3ab0f27b

[CL 21935601 by bryan sefcik in ue5-main branch]
2022-09-10 00:02:58 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
kriss gossart
136a725d2e Skeletal Mesh:
- Replace the USkeletalMesh pointer by a USkinnedAsset pointer in USkinnedMeshComponent.
 - Manage backward compatibility through changes to codebase to a new Getter/Setter API, transfer pointer values in PostLoad/Getter, and deprecate direct pointer property access.
- Add a GetSkeletalMesh function to USkeletalMeshComponent to facilitate the transition, cast to the correct type, and maintain blueprint functions.

Chaos Cloth:
- Update UClothComponent to inehrit from USkinnedMeshComponent.
- Complete first pass at implementing rendering of the UClothComponent.

#rb Josie.Yang
#preflight 62d02a26a6141b6adfecda22
#jira none

[CL 21091021 by kriss gossart in ue5-main branch]
2022-07-14 10:55:57 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
semion piskarev
342f52f89f MeshModelingTools: Add defensive nullptr check in tool targets' CommitDynamicMesh to avoid crashing when the underlying asset is deleted.
#rb Lonnie.Li, Matija.Kecman
#jira UE-148700
#preflight 62603e879c5ff79f3c4b259d

#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 19835061 in //UE5/Release-5.0/... via CL 19838321
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)

[CL 19840638 by semion piskarev in ue5-main branch]
2022-04-20 18:56:00 -04:00
christopher waters
f8147b1889 Full set of fixes for non-unity non-pch builds after EngineTypes cleanup. This includes adjusting previous build fixes that introduced new includes that weren't actually necessary. Restored a few includes and wrapped them in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 checks to maintain compatability.
Also includes fixes for other build issues as it's hard to separate them all.

#jira too many to list
#rb none
#preflight 6247d21073665f7d5e6c5a6c

[CL 19600818 by christopher waters in ue5-main branch]
2022-04-02 01:04:02 -04:00
christopher waters
3b626d4efc Minor dependency cleanup in ComponentSourceInterfaces.h
#jira none
#rb josh.adams
#preflight 6233619b84667926da279199

[CL 19424614 by christopher waters in ue5-main branch]
2022-03-17 14:59:48 -04:00