- Created new cvar: "p.RigidBodyNodeServer" which defaults to 0 (disabled).
- Added new STAT_RigidBodyNodeInitTime_SetupSimulation which tracks the more expensive part of calling FAnimNode_RigidBody::InitPhysics.
#rb matt.harris, richard.smith
#tests Tested in editor and cooked builds (Development and Test configs).
[FYI] richard.smith
[CL 29962655 by carles fernandez in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
#changelist validated
#virtualized
[CL 29127203 by benjamin jillich in ue5-main branch]
[FYI] benjamin.jillich
Original CL Desc
-----------------------------------------------------------------
Runtime switching override physics assets on rigid body animation node using function library
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29110798 by stan hormell in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29083014 by benjamin jillich in ue5-main branch]
Slack thread with more info
https://epicgames.slack.com/archives/C045B1XPYTA/p1698083710894179
NOTE: Tested w/ full Durian run (PIE) in DEV-FN-27 with changes applied locally
[FYI] Chris.Caulfield, Charles.Anderson
#rnx
[CL 29077898 by dan kaufman in ue5-main branch]
* Detects changes on the physics override asset in case it gets piped in as a pin and re-initializes physics along with the bone references.
* Added a new property to control if the physics asset shall be defaulted to the one set to the skeletal mesh in case the overwrite physics asset is not specified. Default is true to ensure behavior doesn't change.
[CL 28873907 by benjamin jillich in ue5-main branch]
- This can be used to force deferred simulation on or off for all RBAN
#rb [at]chris.caulfield
[FYI] [at]Ryan.Wiederkehr, [at]Charles.Anderson
[CL 28268650 by nick brett in ue5-main branch]
- Fixes bug (introduced in CL-25315823) where Kinematic bodies included in an RBAN simuation to represent cloth colliders or world space objects fail to collide with other bodies because their bounding boxes are not updated after calls to FActorHandle::SetWorldTransform.
[REVIEW] [at]Chris.Caulfield
#rnx
[CL 26428233 by nick brett in ue5-main branch]
- Check for the the presence of collider assets in PreUpdate rather than InitPhysics as the bodies are not always present by the time InitPhysics is called. This mimics the behaviour of the cloth system.
#rb [at]Chris.Caulfield
#rnx
[CL 26288712 by nick brett in ue5-main branch]
- Created a set of macros to trace data about Solver Frames, Solver Steps, and Solver Particles on Rigid Solvers and RBAN solvers
- Added a way to have the context between CVDTrace calls to know which solver started the call on a determined solver step or particle without having to copy that information to every object
#rb benn.gallagher
#jira UE-181330
#preflight 643d9d4c0a5a4b944e348487
[CL 25077633 by sergio gardeazabal in ue5-main branch]
- This will allow the ''Preview Rendering Level' setting in editor to set the CVars to the values defined in platform device profiles.
#rb [at]Benn.Gallagher, [at]Ben.Woodhouse
[CL 23741214 by nick brett in ue5-main branch]
This fixes a character movement related issue where walking into a moving kinematic object would stop the RBAN nodes from simulating altogether because the moving kinematic moves the movement component which triggers a TeleportPhysics.
#rb benn.gallagher, satchit.subramanian
#jira none
#preflight 6376a411fa348e8480775c8b
[CL 23184228 by Chris Caulfield 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]