-Added a convenience function for getting an array of bone names from a reference skeleton.
-Added MeshBones.h/cpp that contain utility functions to deal with dynamic mesh bone attributes
#rb halfdan.ingvarsson
[CL 26233377 by rinat abdrashitov in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
* Changed type dllexport to method/staticvar dll export. Various changes for code that upgrade script get wrong
[CL 26082043 by henrik karlsson in ue5-main branch]
GeometryScript: expose above capability to Geometry Scripting
#rb none
#preflight 643fe92c090323f9a3f2a10d
[CL 25107977 by ryan schmidt in ue5-main branch]
Geometry Core: Adding Split Attribute Welder.
#jira UE-182345
#rb ryan.schmidt
#preflight 643d6fc8211b661dc4f47c6a
[CL 25072473 by david hill in ue5-main branch]
+ add a test to cover this case
#jira UE-179649
#rb david.hill, ryan.schmidt
#preflight 640f34d20e1f02786bdf510c
[CL 24621295 by jimmy andrews in ue5-main branch]
-DynamicMeshAttributeSet.cpp: Fixed a bug where we were resetting the bone attributes when matching.
-DynamicVertexSkinWeightsAttribute.h: Added a function that allows to reindex bone indices with respect to a new skeleton.
-SkeletalMeshLODModle.cpp: Handle bone attributes when FSkeletalMeshLODModel::GetMeshDescription is called.
#rb halfdan.ingvarsson
#preflight 640150b91d304a54717f810c
[CL 24523731 by rinat abdrashitov in ue5-main branch]
* Provides a mode selection for the Seam tool, switching between seam cutting mode and seam joining mode.
* Seam joining mode has an optional behavioral flag to have the path finding preferentially follow existing seams, making it easier to trace seam edges.
* DynamicMeshOverlay now supports merging elements, providing a method to merge one element to another, if they share the same parent, collapsing any references from the first element into references to the second.
* DynamicMeshUVEditor now supports removing seams from edges, providing a method to remove (via the new DynamicMeshOverlay functionality) seams from an edge collection by iteratively merging elements together.
#rb semion.piskarev
#preflight 6387e2e07b4bd3f057375770
[CL 23343534 by nathan mitchell in ue5-main branch]
- Add TMeshQueries::GetTrianglesBounds() and ::GetVerticesBounds()
- Add FMeshNormals::RecomputeOverlayTriNormals() and ::RecomputeOverlayElementNormals(). Update ComputeOverlayNormal() to take area and angle weight parameters.
- Add new FMeshTriOrderedEdgeID type, and util functions ConvertLoopToTriOrderedEdgeLoop / ConvertTriOrderedEdgeLoopToLoop. This type is similar to the TPair-tuple used by FDynamicMeshEditor::ConvertLoopToTriVidPairSequence, but formalized and providing a function to decode back into a vertex/edge ID loop
#rb matija.kecman
#preflight 638799f73377450900d2dc39
[CL 23338151 by ryan schmidt in ue5-main branch]
ModelingTools - MeshAttributePaintTool and SkinWeightsPaintTool. Use non-maniforld vertex ids when provided. fixes a crash
SplitMeshesTool - removed an unsed mesh conversion.
ModelingComponents - ModelingToolTargetUtil - request non-manifold vertex Ids on dynamic meshes when converted for tools.
DynamicMeshViaMeshDescription - request non-manifold vertex Ids on dynamic meshes when converted for tools.
ModelingObjectCreation - make sure to strip the any src vertex IDs from a dynamic mesh during object creation.
#rb Ryan.Schmidt
#preflight 63867a97f213a116eb4e9ed1
MeshConversions - MeshDescriptionToDynamicMesh - Add ability to capture non-manifold source veretx IDs in the form of a vertex attribute.
[CL 23330671 by David Hill in ue5-main branch]
Changes include
* Removed #pragma once in cpp files
* Removed dll export on templated types
* Fixed code in headers that didn't compile (probably never included anywhere
* Added casting for code going from int to float. Header was never compiled in the owning module that had warnings as errors
#preflight 637b10c6fa348e848054bd0d
#rb none (devin.doucette for a couple files)
[CL 23218414 by henrik karlsson 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]