- using the RestCollection immutable MassToLocal instead
- this save a 2x96 bytes per bone per geometry collection instance
#rb vincent.robert, benn.gallagher, brice.criswell
[CL 27777942 by cedric caillaud in ue5-main branch]
Also provide a TSet version of SetPerParticleCollisionProfileName to avoid converting TSet to arrays
#rb michael.bao
[CL 27734720 by cedric caillaud in ue5-main branch]
Store breadth first order indices for transform on the rest collection
#rb benn.gallagher, vincent.robert, brice.criswell
[FYI] jeremy.moore
[CL 27652487 by cedric caillaud in ue5-main branch]
- Saves 3 x uint32 per bone per dynamic collection ( x2 )
- CollisionMask and CollisionStructureID were not used at all
- CollisionGroup was used but set to the same value for all bones
- also deprecated fuinction and enums in GeometryCollectionEngineTypes
#rb benn.gallagher, brice.criswell, michael.bao
[CL 27353047 by cedric caillaud in ue5-main branch]
- This is set from the geometry collection asset when calling SetRestCollection and can be changed after
- Also fix the way we apply the mass multiplier to inertia
#rb michael.bao, steven.barnett
[CL 27315231 by cedric caillaud in ue5-main branch]
- Consolidate the damage thresholds calculation into one method
- Do not recreate proxy when setting damage thresholds from the component
#rb michael.bao, benn.gallagher, steven.barnett
[CL 27273456 by cedric caillaud in ue5-main branch]
- this reverts CL 26423456 that introduced a bug trying to fix the same issue
- now component space transform are updated even when the GC is not yet broken , making sure that all the leaf transforms are up to date for the bounds to be computed from them
#rb michael.bao, aris.theophanidis
[CL 26797787 by cedric caillaud in ue5-main branch]