Gameplay systems may want to bind to the decayed event on a geometry collection, but if it's already fully decayed the event will never fire. In order to handle this we can expose the flag so gameplay can check first before binding to the event
#rb Shaun.Kime
[CL 32009262 by benn gallagher in ue5-main branch]
Make SetCustomInstanceData() be part of generic IGeometryCollectionExternalRenderInterface.
It's not truly generic so might to move out to it's own interface?
Add geometry collection blueprint library with function to call this.
#rb Shaun.Kime
[CL 31960698 by jeremy moore in ue5-main branch]
- fixed anim component to properly play animation in blueprint viewports
- fixed root proxy local transform using the parent space reference pose instead of component space ones
[FYI] jacob.buck
[CL 31898734 by cedric caillaud in ue5-main branch]
( virtual pure method was added on the engine side, but some builds do not sync the game code , causing abstract class allocation errors)
[FYI] jeremy.moore, benn.gallagher
preflight none
[CL 31864780 by cedric caillaud in ue5-main branch]
- This component allow binding a geometry collection with a skeletal mesh for animation fo the root proxy meshes
#rb Chris.Caulfield, benn.gallagher, jeremy.moore
[CL 31864602 by cedric caillaud in ue5-main branch]
SetActorHiddenInGame() now ends up calling this.
Override on GeometryCollectionComponent to update any custom renderer.
#rb aidan.mcdu, cedric.caillaud
[CL 31782941 by jeremy moore in ue5-main branch]
- change back to normal rendering when asset is selected in fracture editor
#rb Jeremy.Moore, benoit.deschenes
[CL 31744435 by cedric caillaud in ue5-main branch]
Integrating code that allows for geometry collections to actually be hidden when you ask them to.
Modifying minor BP flow funcitonality so that we don't hide the Geometry Collection for no reason, and we clean up the tempororay static mesh component that we created in order to generate the SM previews.
#rb Cory.Kolek
[CL 31671610 by aidan mcdu in ue5-main branch]
This deals with an edge case with geometry collection custom renderers. Custom renderers don't run in edition mode, and in editor we would expect to have mesh data available instead. But for UEFN editor with cooked data, the mesh data may already be removed (because it is not needed in cooked game).
#rb Shaun.Kime
[FYI] cedric.caillaud
[CL 31643010 by jeremy moore in ue5-main branch]
- 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]
Can save up to 400 bytes per component ( maybe lower based on which memory pool the component ends up be allocated in )
#rb vincent.robert, chris.caulfield, benn.gallagher
[CL 31536693 by cedric caillaud in ue5-main branch]
- the issue was a consequence of the component space transforms computation optimization
- the code responsible to update the scale of the pieces now properly mark the component space transforms dirty so the rendering reads the updated ones
#jira UE-202204
#rb Benn.Gallagher, vincent.robert
[CL 31485535 by cedric caillaud in ue5-main branch]