This fixes an issue where stale data on the preview thumbnail caused an ensure on undo of any fracture operation that changed the number of bones in the collection.
#jira UE-191403
#rb cedric.caillaud
[CL 26681608 by jimmy andrews in ue5-main branch]
* Add FPrimitiveSceneProxy::AllowInstanceCullingOcclusionQueries() method to allow occlusion queries (disallowed by default)
* Add PRIMITIVE_SCENE_DATA_FLAG_INSTANCE_CULLING_OCCLUSION_QUERIES
* Allow OQ for static meshes only
* Incompatible instances are treated as visible during OQ instance culling pass
* Tweak help text forVisualizeInstanceOcclusionQueries visualize menu entry
Only certain objects may benefit from per-pixel occlusion culling and otherwise HZB-based culling is sufficient.
#rb Jeremy.Moore
[CL 26501221 by yuriy odonnell in ue5-main branch]
[FYI] Michael.Forot
Original CL Desc
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Allow multiple Field targets to be rendered at the same time
#rb devon.penney
[CL 26491420 by bob tellez in ue5-main branch]
The value is used to modify ScreenSize stored in MeshElement/MeshRelevance.
Note that we keep the convention from it's use in HISM that smaller values drive higher LODs.
That's the same convention as with foliage.LODDistanceScale but the inverse of r.StaticMeshLODDistanceScale.
[CL 26484027 by jeremy moore in ue5-main branch]
Added display of mass in geometry collection physics editor properties
[FYI] michael.bao, brice.criswell, jim.vanallen, jack.oakman
#rb trivial
[CL 26474980 by cedric caillaud in ue5-main branch]
- also remove usage of bUpdateNavigationInTick since that's no longer relevant since it now only happens in the post physics sync callback
[FYI] cedric.caillaud, aris.theophanidis
[CL 26300681 by michael bao in ue5-main branch]
In the Geometry Collection Component replication data cannot be reset on the physics thread because the reset is only called when the component is being destroyed.
[CL 26217857 by vincent robert in ue5-main branch]