- Moved GeometryCollection Dataflow nodes into separate implemetation files by category
- Changed Dataflow node category to "Terminal" on terminal nodes
- Added DataflowGeoemtryCollection, DataflowFlesh categories to nodes
- Addded black default color to terminal category and changed default color for non-specified categories to yellow
- Added comments to all GeometryCollection nodes
- Updated existing Dataflow nodes
#rb Brice.Criswell, Cedric.Caillaud, Harsha.Reddy
#preflight 6377d7d5e30d4388499a07c0
[CL 23206811 by gustav melich in ue5-main branch]
- fix crash in selection nodes
- optimize selection node initialization from another selection
- fix node for creating GC from geometry sources to make sure we have only one root and a level attribute
#rb gustav.melich
#preflight 63749d27953c19d435de782e
[CL 23157745 by cedric caillaud in ue5-main branch]
- fix for Issue #235904: Compile errors in GeometryCollectionNodes.cpp and Module.GeometryCollectionNodes.cpp
#preflight none
[CL 23132952 by gustav melich in ue5-main branch]
* Attempt at fixing compile error happening on non-editor platforms using this plugin.
#rb none
#preflight skipped
[FYI] Gustav.Melich
[CL 23132665 by henrik karlsson in ue5-main branch]
- Added TransformSelection data type
- Implemented these nodes: GetArrayElementDataflowNode, GetNumArrayElementsDataflowNode, GetCentroidsDataflowNode, PointsToMeshDataflowNode, BoxToMeshDataflowNode, MeshInfoDataflowNode,
MeshToCollectionDataflowNode, StaticMeshToMeshDataflowNode, TransformDataflowNode, MeshAppendDataflowNode, MeshBooleanDataflowNode, MeshCopyToPointsDataflowNode,
CompareIntDataflowNode, BranchDataflowNode, GetMeshDataDataflowNode, GetSchemaDataflowNode, CollectionTransformSelectionAllDataflowNode,
CollectionTransformSelectionSetOperationDataflowNode, CollectionTransformSelectionInfoDataflowNode, CollectionTransformSelectionNoneDataflowNode,
CollectionTransformSelectionInvertDataflowNode, CollectionTransformSelectionRandomDataflowNode, AutoClusterDataflowNode, CollectionTransformSelectionRootDataflowNode,
CollectionTransformSelectionCustomDataflowNode, CollectionTransformSelectionParentDataflowNode, CollectionTransformSelectionByPercentageDataflowNode,
CollectionTransformSelectionChildrenDataflowNode, CollectionTransformSelectionSiblingsDataflowNode, CollectionTransformSelectionLevelDataflowNode,
CollectionTransformSelectionContactDataflowNode, CollectionTransformSelectionLeafDataflowNode, CollectionTransformSelectionClusterDataflowNode,
CollectionTransformSelectionBySizeDataflowNode, CollectionTransformSelectionByVolumeDataflowNode, SetAnchorStateDataflowNode, FProximityDataflowNode
- Renamed Passthrough metadata tag to DataflowPassthrough
- Added Tooltip display for nodes (both for hovering over the node and hovering over the node name in Action menu) and for pins, the tooltip gets build from the /** ... */ comments from the header file
#rb Brice.Criswell, Jimmy.Andrews, Cedric.Caillaud, Harsha.Reddy
#ushell-cherrypick of 22280306 by Gustav.Melich
#preflight 6372b085ee4d25f90adf68b1
[CL 23131415 by gustav melich in ue5-main branch]
- Only call reindexMaterial once
- Make sure reindexMaterial skips validation when calling RemoveElements
#rb brice.criswell, jimmy.andrews
#preflight 63726910b6636838286b850d
[CL 23124875 by cedric caillaud in ue5-main branch]
- also cleaned up some comments to play nice with the tooltips
#rb brice.criswell, gustav.melich
#preflight 636853fedc30a4ce965703d3
[CL 23008237 by cedric caillaud in ue5-main branch]
- Added a Proximity tool to Fracture Mode to visualize and change generation settings for GeometryCollection bone proximity.
- Added more user controls for how proximity is generated, including a "Convex Hull distance" method for deciding contact, which should help include connections that were missed by the default proximity detection method.
- Made proximity settings live on the GeometryCollection as (non-cooked) attributes, so proximity re-generates with the desired method after further fracturing/clustering.
- Added an option to automatically convert the proximity graph to a pre-computed connection graph used by simulation.
- Reduce redundant proximity calculations: Be more consistent in relying on FGeometryCollectionEdit to update proximity as needed, and call 'RequireProximity' instead of 'UpdateProximity' in cases where we expect a valid proximity may already be present.
#rb cedric.caillaud
#preflight 6356d21b0313c24974eea2f8
[CL 22735429 by Jimmy Andrews in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
- Added nodes to append a skeleton to the geometry collection.
#rb none
#fyi cedric.caillaud
#preflight 632b46c8e23e50651beea2a3
[CL 22117623 by Brice Criswell in ue5-main branch]