- MeshDescriptionToDynamicMesh now always enables MaterialID attribute
- add FComponentMaterialSet and FComponentTarget::GetMaterialSet() that returns for current object (eg set of Material Slot materials on StaticMesh)
- move FMeshRenderBufferSet to BaseMeshSceneProxy.h, add new FBaseDynamicMeshSceneProxy, centralizes management/initialization of RenderBuffers, default GetDynamicMeshElements implementation draws buffer set returned by subclasses
- FSimpleDynamicMeshSceneProxy and FOctreeDynamicMeshSceneProxy now subclass FBaseDynamicMeshSceneProxy, implement necessary functions/etc
- UBaseDynamicMeshComponent now manages its own set of Materials. New OverrideMaterial can be set to replace existing materials with override material during render calls (does not affect material set)
- FSimpleDynamicMeshSceneProxy now builds per-material RenderBuffers, new FastUpdateVertices function to update positions/normals/colors. Removed shared-vertex construction, now only builds split-triangle buffers.
- UPreviewMesh gets wrapper functions to manage materials, override material, tangents of contained Component
#rb none
#rnx
[CL 10313312 by Ryan Schmidt in Dev-Editor branch]
Provided a path for building MeshDescriptions for static meshes at runtime, and supporting API.
Clarified use of attributes for static meshes; now some attributes may be considered optional.
Added FStaticMeshAttributes, used for fetching and registering all the attributes required by a static mesh.
Added Blueprint interface for building meshes.
Deprecated a number of existing APIs:
- FMeshDescription methods which referred explicitly to static mesh specific attributes
- StaticMesh attribute registration has been moved to FStaticMeshAttributes
#rb none
[CL 9123037 by Richard TalbotWatkin in Dev-Editor branch]