Commit Graph

6 Commits

Author SHA1 Message Date
sebastien hillaire
54cbaa476f Real time sky light capture does not accept dynamic draws. This is made clear to avoid crashes.
#rb krzysztof.Narkowicz
#jira https://jira.it.epicgames.com/browse/UE-145490
#preflight https://horde.devtools.epicgames.com/job/622f2dec505788e09ffb416b

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19373077 in //UE5/Release-5.0/... via CL 19376179
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19376915 by sebastien hillaire in ue5-main branch]
2022-03-14 15:31:21 -04:00
ryan schmidt
3d69daa9d2 ModelingComponents: disable DynamicMeshComponent in realtime sky capture by default. Results in crash in 5.0.
#rb semion.piskarev
#preflight 622a4b40611f10dd07b68895
#jira UE-145360
#lockdown simon.tourangeau
#rnx

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 19340611 in //UE5/Release-5.0/... via CL 19349020
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19349511 by ryan schmidt in ue5-main branch]
2022-03-11 00:36:19 -05:00
ryan schmidt
517754bf03 GeometryFramework: expose View Mode Overrides flag as a setting on BaseDynamicMeshComponent. This flag controls how the mesh is drawn in different Editor View Modes, eg in Wireframe mode, if view mode overrides are disabled, the mesh will be drawn to the Z buffer to remove hidden lines. It also effects the various lighting-only modes. This change defaults the overrides to enabled, ie changing the previous behavior which disabled them, as otherwise DynamicMeshActor meshes are opaque in the standard Editor Wireframe mode.
#rb tyson.brochu
#rnx
#jira none
#preflight 619fe6b4ee100b68fa51fcf4

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18297199 in //UE5/Release-5.0/... via CL 18297201
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18297209 by ryan schmidt in ue5-release-engine-test branch]
2021-11-25 17:01:03 -05:00
ryan schmidt
88f6b02bc3 GeometryFramework: Add Raytracing support for Base/DynamicMeshComponent.
- add FRayTracingGeometry structures to FMeshRenderBufferSet for primary and secondary triangle indices
- add UpdateRaytracingGeometryIfEnabled() function which rebuilds these raytracing data structures. This does a full rebuild, not clear if any kind of incremental update is possible currently, to revisit in future.
- call the above in the various places where we modify the existing index/vertex buffers.
- add UPrimitiveComponent::GetDynamicRayTracingInstances() implementation, mirrors GetDynamicMeshElements() implementation, uses new DrawRayTracingBatch() function

#rb juan.canada
#rnx
#jira none
#preflight 6157507e2363e400012ed95f

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17696127 in //UE5/Release-5.0/... via CL 17696138
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17696156 by ryan schmidt in ue5-release-engine-test branch]
2021-10-01 16:01:41 -04:00
ryan schmidt
3cbc795fda GeometryFramework:
- UDynamicMesh Reset() functions now return themselves, configured as BP output pin, helps to make BP wiring cleaner
- added DynamicMeshComponent::ConfigureMaterialSet() and ::ValidateMaterials(), to allow material set to be updated from BP
- added BaseDynamicMeshComponent::SetNumMaterials() to support above
#rb none
#rnx
#jira none
#preflight 614271263c7c670001ae4afd

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17531959 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17531972 by ryan schmidt in ue5-release-engine-test branch]
2021-09-15 21:24:22 -04:00
michael balzer
5a20a5e3d0 Move InteractiveToolsFramework and GeometryFramework out of Experimental
#jira UETOOL-3823
#rb brooke.hubert
#preflight 6109d1e9b4288d0001acb7ef

#ROBOMERGE-SOURCE: CL 17055606 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17055619 by michael balzer in ue5-release-engine-test branch]
2021-08-04 13:59:17 -04:00