Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
ModelingTools: add the ability to draw IDs of visible polygroups in UMeshGroupPaintTool, as well as draw the ID of the polygroup under the cursor. Add the ability to draw Tri/Edge/Vert/Group IDs in the Inspector Tool. Also expand the set of override render materials, and add a polygroup layer picker.
#rb none
#preflight 636454d9581dc906bca87c19
[CL 22990103 by ryan schmidt in ue5-main branch]
-Added a Blend function overload that handles barycentric interpolation of 3 skin weights.
-Refactored SetBoneWeightsFromBary (in DynamicVertexSkinWeightsAttribute.h) and ConstructVertexSkinWeightsAttribute (in SelectiveTessellate.cpp) functions to use the newly added Blend function for barycentric interpolation.
-Since the default Blend behavior has changed, make sure that unit tests in BoneWeightTests.cpp are refactored. Added more tests for cases when bBlendZeroInfluence is set to true and when using Blend for barycentric interpolation.
#rb halfdan.ingvarsson
#jira None
#preflight 6361de120c2e7c8f91668a75
[CL 22921407 by rinat abdrashitov in ue5-main branch]
This review duplicates and replaces the original review https://p4-swarm.epicgames.net/reviews/21689505 on //UE5/Main, primarily to bring it directly into 5.1 instead of robomerging from Main so close to the hardlock date. The issues discussed in the original review should now be addressed here.
#rb Jimmy.Andrews
#preflight 633330007b582f58abcc30b4
#jira UE-157828
[CL 22239923 by nathan mitchell in ue5-main branch]
Fix boundary revolve tool skipping last vertex on open boundaries
#jira UE-163374
#rb tyson.brochu
#preflight 632a5fdffc7f1efbdf70dd4a
[CL 22107236 by jimmy andrews in ue5-main branch]
- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class
- likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it
- the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology
HoleFillTool:
- change to using BoundarySelectionMechanic instead of GroupTopologySelector
Misc:
- allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops
#jira UE-144821
#rb jimmy.andrews
#preflight 63222176e93a80888cb7d3df
[CL 22013854 by tyson brochu in ue5-main branch]
In some edge configurations two 'terminator' vertices (at the end of open bevel edge paths) are directly connected by a non-bevel edge that we will "open", and this creates a quad-shaped hole instead of a triangle-shaped hole (which was already handled). Detecting this case will arise is simpler before we change the topology, so it is done in BuildVertexSets(), stored in FBevelVertex::ConnectedBevelVertex, and used during mesh generation to call new AppendTerminatorVertexPairQuad function.
In BuildTerminatorVertex(), the search for a terminator split-edge may fail if the filtered triangle list ends up non-contiguous, preventing the vertex from being beveled (ie it is "stuck"). Code was added to both handle that case, and also try to force the list to stay contiguous.
#rb jimmy.andrews
#preflight 6319fbe3304480f8f8565048
#jira UE-160073
[CL 21908190 by ryan schmidt in ue5-main branch]
This shouid improve the behaviour of the PolyDefTool when used in smooth mode.
#rb jimmy.andrews
#jira UE-152706
#preflight 631235e0e11efde08fa0c637
[CL 21764810 by David Hill in ue5-main branch]