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]
- Added utility function to import a skeleton into a FTransformCollection
#rb none
#fyi cedric.caillaud, jimmy.andrews
#preflight 632b2d0bd747fe52c8dc963f
[CL 22114552 by Brice Criswell in ue5-main branch]
-Use virtual IsA to identify derived classes.
-Fixed typo in api.
#rb cedric.caillaud
#fyi jimmy.andrews
#preflight 632b26bfc7791417aa2ecc48
[CL 22113543 by Brice Criswell in ue5-main branch]
Made GeometryCollection::AppendSkeletalMesh more generic so it can take just a FManagedArrayCollection.
- Added a static version of FGeometryCollection::UpdateBoundingBox
- Added a static version of FGeometryCollection::ReindexMaterials
- Added Interface for standard attribute creation
#rb none
#preflight 632500d18c3def91aab79974
#preflight 632508ba743614651496822c
[CL 22063294 by Brice Criswell in ue5-main branch]
- make material duplication for internal materials optional
- ask if user wants to split the mesh by connected component
+ implement the connected component split on the mesh description as part of the conversion, so we can do it before we've thrown out the mesh topology (geometry collection is a rendering rep that can't represent mesh topology; it splits at every UV seam and sharp edge)
#preflight 62fe8062f7404b55a3010ac6
[CL 21448521 by Jimmy Andrews in ue5-main branch]
- Moved AppendStaticMesh and AppendSkeletalMesh to the Engine level
- Moved the Node implementation into GeometryCollectionNodes within the plugin.
#rb trivial
#preflight 6298120a216be32a7627a7e0
[CL 20464135 by Brice Criswell in ue5-main branch]