Commit Graph

183 Commits

Author SHA1 Message Date
henrik karlsson
b5164ac775 Fixes to make modules compile with IWYU. We've added to IWYU toolchain so it compiles "orphaned" headers which does not have a owning cpp file. This identified lots of headers that couldn't be compiled by themselves (or if they were to included first)
Change consist of only forward declaration and additional includes

#preflight 63789c1de30d438849c48188
#rb none

[CL 23218412 by henrik karlsson in ue5-main branch]
2022-11-21 03:22:23 -05:00
sebastien lussier
727be799e6 World Partition - HLOD: Added null material check in FMeshMergeHelpers::FixupNonStandaloneMaterialReferences()
#rb trivial

[CL 23199917 by sebastien lussier in ue5-main branch]
2022-11-18 13:57:57 -05:00
jonathan bard
08e482fca9 Added support for landscape material instances (per-component MICs) for Nanite landscape:
* Refactored ExportToRawMesh function to allow exporting one mesh section per component
* Implemented support for UV mappings usually provided by the landscape vertex factory in the non-Nanite case (as per the LandscapeLayerCoords material expression + others)
* For Nanite landscape materials, the relevant UV channels are :
** Texcoords0-2 : TerrainCoordMapping_XY, TerrainCoordMapping_XZ, TerrainCoordMapping_YZ (note : TerrainCoordMapping_XZ doesn't work ATM because texcoords1 seems to be a special case...)
** Texcoords3 : WeightmapUV
** Texcoords4 : LightmapUV (not implemented by ExportToRawMesh yet and not supported by Nanite meshes ATM : max 4 UV channels)
** Texcoords5 : HeightmapUV (implemented by ExportToRawMesh but not supported by Nanite meshes ATM : max 4 UV channels)
* Nanite landscape meshes now have 1 polygroup per component, with the proper landscape material instance being assigned to it
* Since Nanite meshes are capped at 64 meshes per section, Nanite landscape mesh will now fail to build on proxies sporting more than this amount of components. This is a first implementation and can be fixed later by adding as many Nanite landscape components as needed
* Implemented some missing virtual overrides on FLandscapeMaterialResource leading to landscape material instances potentially being used for non-landscape usages (hair, etc.)
* Fixed LandscapeNaniteComponent not being attached to the root component (and the mesh being exported in world space coordinates), leading to it not following when moving the  actor
* Added NaniteLODIndex property in ALandscape to be able to tweak the LOD level used when generating the Nanite meshes. It's mostly a debug feature to test the LODLevel > 0 landscape mesh export and to accelerate the Nanite landscape mesh generation since you usually want Nanite to be the most defined mesh possible
* All Nanite landscape meshes will be auto-invalidated by this change

#rb roey.borsteinas, graham.wihlidal
#preflight 6365e2a2882365b8590525ac
#lockdown marc.audy

[CL 23069843 by jonathan bard in ue5-main branch]
2022-11-09 21:04:18 -05:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
sebastien lussier
24e886f1c4 Merge Actor: Turn a UV generation error into a warning as a temp workaround for failing HLOD builds
* Will rework UV generation to be more resilient
#rb trivial
#preflight skip

[CL 22217711 by sebastien lussier in ue5-main branch]
2022-09-27 23:59:24 -04:00
sebastien lussier
e2b30272ba Merge Actor - Fix section/material mapping issue introduced by CL22158948
#rb patrick.enfedaque
#preflight skip

[CL 22205513 by sebastien lussier in ue5-main branch]
2022-09-27 10:17:21 -04:00
sebastien lussier
21dc3e393c Merge Actor: Fixed incorrect MeshDataIndex stored as the key to the MeshDataAwaitingResults map
#rb patrick.enfedaque

[CL 22165310 by sebastien lussier in ue5-main branch]
2022-09-23 20:45:24 -04:00
sebastien lussier
4c65a049b9 Detect failure of global UV remap and avoid a crash accessing the empty GlobalTextureCoordinates array
#rb patrick.enfedaque

[CL 22165253 by sebastien lussier in ue5-main branch]
2022-09-23 20:44:11 -04:00
sebastien lussier
2689dd71cb World Partition - HLOD: Added support for automatic texture sizing for Merged & Simplified HLODs
* Reused existing code to share it between all HLOD generation methods

#jira UE-161274, UE-156559
#rb patrick.enfedaque
#preflight 632927c99840225da23c49a5

[CL 22088941 by sebastien lussier in ue5-main branch]
2022-09-20 01:40:59 -04:00
sebastien lussier
f1d3663fa2 World Partition - HLOD
* Exposed proper Nanite generation settings: To control mesh fallback mesh generation, relative error is prefered over triangle percent
* Exposed "Support Ray Tracing" option
#preflight 632856a91c7511917a845ef2
#rb jeanfrancois.dube

[CL 22086940 by sebastien lussier in ue5-main branch]
2022-09-19 21:54:48 -04:00
nick darnell
8c6dccfce9 Core - Making some improvements to TObjectPtr, introducing some templating utilities so that we can better template match TObjectPtr vs UObject* pointers so that a single templated function can work for either.
Core - Added support for assigning a TObjectPtr<T> to a TScriptInterface just like you'd expect from a raw Object*.

Actor - Making a version of GetComponents that will work for TObjectPtr collections.  Additionally fixed several places in the engine where we're forcing the template parameter instead of allowing it to be determined automatically - which forced me to leave one of the GetComponent implementations, but I think we aught to remove it. e.g.

Don't Do

TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents<UPrimitiveComponent>(PrimComponents);

Do

TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents(PrimComponents);

Slate - Introducing support for collections of TObjectPtr<T>'s being used as source lists for the STableView.

#preflight 630f7af8e54ec9d581b03d65
[REVIEW] [at]Marc.Audy, [at]Steve.Robb, [at]Zousar.Shaker

[CL 21727328 by nick darnell in ue5-main branch]
2022-08-31 16:13:49 -04:00
benoit deschenes
cf4f142639 MeshMergeUtilities - Fix some logic that was locking the main thread while waiting for the StaticMesh async build to complete. Now the build is only triggered (by PostEditChange()) after we've done modifying the StaticMesh.
On a large test asset, this shaved off ~20 seconds on a ~1m50sec merge operation.

#rb Richard.TalbotWatkin
#preflight 630eaae3556fc14dce80cae6

[CL 21723945 by benoit deschenes in ue5-main branch]
2022-08-31 13:27:10 -04:00
sebastien lussier
ae47a6cb66 Fix crash switching levels after building HLODs
HLOD meshes were sometime referencing MaterialInstanceDynamic, that aren't assets (!RF_Standalone)
* MIDs are usually outered to the components they are assigned to
* Duplicate MIDs and outer them to the generated HLOD UStaticMesh
#rb jeanfrancois.dube
#preflight 6308dfc392620e5ec3b61103

[CL 21597931 by sebastien lussier in ue5-main branch]
2022-08-26 16:20:09 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
Benn Gallagher
8757cb3641 Physics interface cleanup.
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros

#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e

[CL 20450744 by Benn Gallagher in ue5-main branch]
2022-06-01 06:59:18 -04:00
sebastien lussier
18bb7adcec Support building HLODs meshes using cooked data
* Tested mesh merge/simplify/approximate methods
* Fixed issue in Mesh Approximate where import build scale would be applied twice (as LODRenderData is already scaled)
#rb jeanfrancois.dube
#preflight 62693fdc4c0942024111839b

#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19939143 via CL 19945922 via CL 19946391 via CL 19946484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19952398 by sebastien lussier in ue5-main branch]
2022-04-28 01:59:21 -04:00
Steve Robb
f4d1564ffe New BitCast<>() function which works like C++20's std::bit_cast<>().
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().

Resubmission of CL# 19833778 with fixes for problematic Mac and Android toolchains, causing spurious errors while building PCHs.

#rb devin.doucette, charles.bloom, will.damon, chris.babcock
#jira UE-148435
#preflight 6260764d91376845adf9893f

[CL 19840896 by Steve Robb in ue5-main branch]
2022-04-20 19:05:47 -04:00
Steve Robb
5c1f45e9a8 Undo //UE5/Main/Engine/... changelist 19833778 due to Mac and Android compilation failure.
#rb none
#jira none
#preflight none
#fyi will.damon

[CL 19835840 by Steve Robb in ue5-main branch]
2022-04-20 15:09:51 -04:00
Steve Robb
a9e89c3ed6 New BitCast<>() function which works like C++20's std::bit_cast<>().
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().

#rb devin.doucette, charles.bloom
#jira UE-148435
#preflight 625ece48f16e0d2accab15d9

[CL 19833778 by Steve Robb in ue5-main branch]
2022-04-20 13:38:10 -04:00
ryan schmidt
74aec81aab MergeActors: workaround for crash where unique material list is larger than number of unique sections
#rb jeanfrancois.dube
#preflight 621dae3c3e14f0c7e51bded0
#rnx
[FYI] sebastien.lussier

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 19197657 via CL 19202734 via CL 19207265 via CL 19210846
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19215690 by ryan schmidt in ue5-main branch]
2022-03-01 21:35:42 -05:00
sebastien lussier
ab2422f434 Fixed PolyGroup issue with FMeshMergeHelpers::MergeImpostersToMesh()
The function would remap polygroups of the source meshes, then use  FStaticMeshOperations::AppendMeshDescription() which would also mess with the groups.

Providing a polygroup delegate to AppendMeshDescription() solves the issue.

#rb luc.eygasier
#preflight 6214e6de30639b44d2e2976f

#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19073080 via CL 19086547 via CL 19086625 via CL 19088170
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19131399 by sebastien lussier in ue5-main branch]
2022-02-24 19:01:43 -05:00
sebastien lussier
4875b2627f #jira UE-132273
WP HLOD - Add Landscape support

Changes to support WP landscape material capture
* Moved IsValidBaseMaterial() from MeshMergeUtilities to MaterialUtilities
* Moved CreateProxyMaterialInstance() from MeshMergeUtilities to MaterialUtilities
* Added FCreateTexture2DParameters::bVirtualTexture
* Added FMaterialUtilities::ExportLandscapeMaterial() which doesn't need a list of primitives to hide (will only render the landscape component primitives)
* Added VT primming to ensure the captured textures have the expected resolution

#rb patrick.enfedaque
#preflight 6206a9e454003c49ad44c354

#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 18980162 in //UE5/Release-5.0/... via CL 18980592 via CL 18980979
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18981032 by sebastien lussier in ue5-main branch]
2022-02-14 12:01:24 -05:00
brian karis
a208fbc50b Changed name on Nanite Proxy mesh to Nanite Fallback mesh.
Changed fallback settings to be largely error based with new property FallbackRelativeError.

Nanite builder will now provide the LOD fallbacks for all autogenerated LOD levels which is far faster than generating them from scratch.

#rb graham.wihlidal
#preflight 61f9e1fe9e4d23cd93b8d556

#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18820056 in //UE5/Release-5.0/... via CL 18820070 via CL 18822916
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18825066 by brian karis in ue5-main branch]
2022-02-02 08:19:56 -05:00