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]
( 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]
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]
Fix geometry collection dynamic data replication
- Some members of the structure were not properly netserialized
- Root data was always ignore
- Dynamic and static rep data were sharing the same VersionProcessed
#rb Chris.Caulfield, michael.bao
[CL 31244381 by cedric caillaud in ue5-main branch]
If bAllowPerInstanceRemoval was set, an instance would be removed if the transform scale is 0 and readded when transform scale is valid. The process of removing it erases its custom instance data and there is no way to restore it when the instance is readded.
This CL makes a shadow copy of the custom instance data if bAllowPerInstanceRemoval is set which allows the process of readding the instance to also restore its custom instance data.
#changelist validated
#virtualized
[CL 31239930 by trapper mcferron in ue5-main branch]
Still creating geometry on the Physics Thread, otherwise a partial destruction issue occurs.
Setup query flag after particle and geometry creation
#rb cedric.caillaud
#fy chris.caulfield
[CL 30386282 by vincent robert in ue5-main branch]
- precache PSOs for GeometryCollectionComponent without custom renderer
- precache PSOs for Volumetric fog materials
- precache PSOs for projected shadow rendering using depth pass processor with different depth stencil state and render target
- always precache shadow rendering PSOs for default stream (non Position and PositionAndNormalOnlyStream)
#rb benjamin.rouveyrol
[CL 30290345 by kenzo terelst in ue5-main branch]
Upgrade the overrides and callsites in all of Epic's code.
Every class that can be subclassed by licensees that has its override change needs to keep the old version of the function as deprecated. Otherwise subclasses that call Super::GetAssetRegistryTags will have a compile error instead of a deprecation warning.
Several classes had their own extension method for GetAssetRegistryTags being passed on to user data classes. Updated all of those to take FAssetRegistryTagsContext just like GetAssetRegistryTags does.
#rnx
#rb Francis.Hurteau
[CL 30224166 by matt peters in ue5-main branch]
- This is caused by the transform not being properly defined when receiving a ComponentAdded event
- Override ChildToParentUpdated method to update the rendering transform
#rb michael.bao, chris.caulfield, michael.lentine
[CL 29615742 by cedric caillaud in ue5-main branch]
Also updated a class to make use of this method until we find a better solution.
[REVIEW] 654bd7ca7236ad045f24f2ce
[CL 29581933 by sergio gardeazabal in ue5-main branch]