Addition of tile building statistics
Addition of partitioning type, navdata count and triangle count
Addition of profile tags in the tile generation
#jira none
#rb Mieszko.Zielinski
#preflight 636a92b7dc30a4ce96a8b738
[CL 23032335 by Aris Theophanidis in ue5-main branch]
Add bDrawTileBuildTimes property to display last tile build time
Add bDrawTileBuildTimesHeatMap property to display the navmesh as a colored heat map of tile build time
Fix UNavMeshRenderingComponent not clearing labels when they where turned off
Allow DebugLabels to be displayed in 2D on screen
Add draw distance clipping for navmesh label rendering
Addition of profile tags in NavMeshRenderingComponent
#jira none
#rb Mieszko.Zielinski
#preflight 63640460d308b70e6607fc77
#preflight 6364089cf233f06a1266b061
[CL 22960500 by Aris Theophanidis 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]
- add ways to see the heightfield bound (and max height)
- improve logging for components added to the NavOctree
#rb aris.theophanidis
[CL 22792849 by frederic doll in ue5-main branch]
Note: At CL 21589037, FRcTileBox has been fixed to avoid including tiles that are just touching bounds borders so this applies the fix to GetNavMeshTilesIn() as well.
#rb Mieszko.Zielinski
#jira none
#preflight 634eec11864d9be23637affb
[CL 22607428 by Aris Theophanidis in ue5-main branch]
- fixed DetourNavMeshQuery storeWallSegment() returning some segments in reverse
- fixed degenerate cases in polygon clipping
- change corridor expansion to take fixed area cost into account to not expand to hard to reach areas
#rb Mieszko.Zielinski
#preflight 6349200d3c37eed48151e71d
[CL 22539724 by mikko mononen in ue5-main branch]
Issue was IsActorInitialized() never returns true in the editor world.
#rb aris.theophanidis
#jira UE-166563
#lockdown julien.marchand
#preflight 63486908ce524ed3569bae84
[CL 22514780 by stephen holmes in ue5-main branch]
Issue was that the nav mesh bounds were not offset which was preventing offset dynamic navmesh from generating.
#review-22328259
#preflight 633c09c2bd3c9b60f2b5bd42
#jira UE-161611
[CL 22330478 by Stephen Holmes in ue5-main branch]
It's not meaningful since loading and unloading parts of the world triggers it.
#jira UE-150793
#rb Mieszko.Zielinski
#rb Mikko.Mononen
#preflight 6336f6c2b34118b9b4a6c907
[CL 22279070 by aris theophanidis in ue5-main branch]
AddElementToNavOctree (through some of its resulting function calls) modifies PendingOctreeUpdates so invalidates the iterators, (via WaitUntilAsyncPropertyReleased(), UpdateComponentInNavOctree() , RegisterNavOctreeElement()).
This means we can't iterate through the TSet PendingOctreeUpdates in the normal way. Previously the code iterated through this which also left us open to other potential bugs in that we may have tried to modify elements we had already processed.
#Jira UE-156914
#review
#preflight 6331ae58b4515b7e22bb6ac8
[CL 22182942 by Stephen Holmes in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
#tests Forced a call to CleanUpAndMarkPendingKill in each place that it can be called from to make sure that a crash doesn't occur
[REVIEW] [at]stephan.delmer, [at]robert.millar, [at]aris.theophanidis, [at]mieszko.zielinski
[CL 22099568 by kelby gamble in ue5-main branch]