- flag is also used by GeomrteyCollections
- wire flag through to Chaos particles in the ControlFlags structure
NOTE: this flag isn't actually being used yet. It will be connected to the MACD feature in an upcoming change.
#rb Benn.Gallagher
[CL 31588117 by chris caulfield in ue5-main branch]
- fix AABB support vertex index and match Box indices to AABB indices
- fix Box GetOpposingNormal to match new indexing scheme
- unit test to verify box support vertices for all cardinal and diagonal directions
- unit test to verify that AABB and Box vertex indices match
There was a mismatch between the vertex indices on TBox versus TAABB, but also the TAABB's vertex index calculation in the support functions was incorrect. Luckily this didnt matter, but some upcoming changes now require that the Box support functions return the correct vertex index, and that requires the above two fixes.
#rb vincent.robert
[CL 31451332 by chris caulfield in ue5-main branch]
Roll back the TAABB/TBox index fixes - it is causing some issues with box-mesh collisions.
#rb trevor.cargile
[CL 31413578 by chris caulfield in ue5-main branch]
- unit test to verify box support vertices for all cardinal and diagonal directions
- unit test to verify that AABB and Box vertex indices match
There was a mismatch between the vertex indices on TBox versus TAABB, but also the TAABB's vertex index calculation in the support functions was incorrect. Luckily this didnt matter, but some upcoming changes now require that the Box support functions return the correct vertex index, and that requires the above two fixes.
#rb Benn.Gallagher, vincent.robert
[CL 31280110 by chris caulfield in ue5-main branch]
This bug prevented islands from being awoken if you explicitly set all of its particles to sleep, and then teleported one of the particles elsewhere.
This was caused by SleepParticle being called before BeginDetectCollisions. This put the particle to sleep but left the collision constraints as they were. When we prune out of date collisions they were destroyed because they were "awake" but were not updated this tick.
The fix is to update the sleep state of constraints whose islands will be put to sleep as a result of all particles being put to sleep.
#rb vincent.robert
[CL 30895513 by chris caulfield in ue5-main branch]
#rb Vincent.Robert
#[fyi] Benn.Gallagher, Chris.Caulfield
#jira UE-199987
#ushell-cherrypick of 29932881 by jaco.vandyk
[CL 29987160 by jaco vandyk in ue5-main branch]
- This change won't have much impact on memory when building in game, but the impact will be when loading. Also it harmonize the Dynamic Collection and the Rest Collection. And so it optimizes the access, and conversion to transforms.
- DynamicCollection has a function set back transforms to its RestCollection, and free memory
- Remove function from ManageArrayCollection makes sure to free memory now.
#rb cedric.caillaud
[CL 28721098 by vincent robert in ue5-main branch]
Set the kinematic target in SetGlobalPose so that this is a teleport and velocity reset for kinematics as intended (if a teleport is not desired, the user should be calling SetKinematicTarget, not SetGlobalPose). Previously there could be problems with interpolation in async physics.
#jira UE-196442
#rb cedric.caillaud
[CL 28665908 by chris caulfield in ue5-main branch]