Add support for submitting multiple UV channels to render buffers in UBaseDynamicMeshSceneProxy and USimpleDynamicMeshSceneProxy (currently not supported if there is a mesh decomposition, and not supported in fast UV updates).
Add support for visualizing different UV channels in UExistingMeshMaterialProperties.
Add UMeshUVChannelProperties property set for selecting from available UV channels.
Add support for arbitrary UV channels in ParameterizeMeshTool and UVLayoutTool/Op.
#rb jimmy.andrews
#rnx
#jira none
[CL 15281295 by Ryan Schmidt in ue5-main branch]
MeshSelectionTool: enable new decomposition support to improve painting performance on large meshes. Fix code that was doing repeated linear searches to remove elements from a potentially-very-large array. Make brush-ROI tri centroid point rendering optional.
#rb jimmy.andrews
#rnx
#jira none
[CL 15175542 by Ryan Schmidt in ue5-main branch]
#rb none
#rnx
#ROBOMERGE-SOURCE: CL 12908995 via CL 12908996 via CL 12909001
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12909003 by ryan schmidt in Main branch]
#rb none
#rnx
#jira none
#ROBOMERGE-SOURCE: CL 11918049 in //UE4/Release-4.25/... via CL 11918071
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11918106 by ryan schmidt in Main branch]
- 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]