- add explicit tracking of internal surfaces in fracture geometry, and remove concept of 'internal-only' materials in odd-numbered slots.
- add tooling to set internal materials, and to set default internal materials to be assigned on fracture
- add option to preserve internal face data via odd material numbers in ToMesh tool + option to re-import these ToMesh outputs w/ internal material IDs set
#rb cedric.caillaud
#rb david.hill
#preflight 63e66867de74ffbae51e5dc7
#jira UE-165320
[CL 24136970 by jimmy andrews in ue5-main branch]
- Better support for bounds computation using transform bounding box attribute ( this code path can now use ISPC )
- make sure that using ISMPool is equivalent to having visible geometry in the TickComponent method
#rb benn.gallagher
#preflight 63dcc0fcc2257e56f4919a6a
[CL 24009697 by cedric caillaud in ue5-main branch]
- avoid calling it over and over when components using the same asset are registered
- make creation of physics state faster
- make duplication of components faster
#rb brice.criswell
#preflight 63940c5fcf0e31f727516720
[CL 23499843 by cedric caillaud in ue5-main branch]
- Improved InitializeMaterials to be able to handle material list only made of external materials
- Added CollectionInstancedMeshFacade and update code using the attribute directly to use the facade instead
- Added new input / output to Geometry Collection Terminal node ( InstancedMeshes )
- Simplified FindOrAddAutoInstanceMesh methods
[FYI] jimmy.andrews
#rb none
#preflight 6389699c0e4613faeded4210
[CL 23370012 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]
Limitations : Currently this requires the GC to be reset to recompute the list of instanciable meshes and their corresponding indices
Mitigation : this can be turned off using the following cvar : p.Chaos.GC.UseISMPool
#rb brice.criswell, Krzysztof.Narkowicz
#preflight 63519a8af92c325024c32137
[CL 22705192 by cedric caillaud in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
- Make sure to remove reference to the selection material in the material array when cooking and saving
#rb brice.criswell, jimmy.andrews
#jira UE-161748
#preflight 630574cca45b007ea2925d8d
[CL 21572919 by cedric caillaud in ue5-main branch]
- add per component and geo collection asset damage propagation data
- store damage propapagtion info at the proxy level ( sim parameters )
- refactor clustering code to properly account for procxy suim parameters
- add shock propagation model complementary to the break propagation model
#rb none
#jira none
#fyi brice.criswell
#preflight 63053a185a5d4e46243141d9
[CL 21520742 by cedric caillaud in ue5-main branch]
- make the ManagedArrayCollection 'Saved' flag control whether the whole property is saved, rather than just its data
- when transacting, save everything (ignore the Saved flag)
- also when loading, remove properties that were not in the map we loaded from
- stop manually removing some unsaved attributes, as the Saved flag should take care of that instead
- stop loading from the DDC (after already loading from the transaction history) for every undo/redo transaction
#preflight 62c75a60b3789302b1bb7d3e
#rb cedric.caillaud, brice.criswell, max.whitehead
[CL 21007351 by Jimmy Andrews in ue5-main branch]