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]
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]
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]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
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]
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]
- 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]
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]