* Fixes a crash accessing some of the attributes later on
#rb luc.eygasier
#ROBOMERGE-SOURCE: CL 16699479 via CL 16699480
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16699484 by sebastien lussier in ue5-release-engine-test branch]
* Added GroupIdenticalMeshesForBaking, which, when activated, will result in identical meshes (or mesh instances) being baked only once.
Other changes/fixes
* Always rely on the StaticMesh RenderData when retrieving mesh description for mesh merging/simplification (was the case when retrieving from a SMC, now also the case for a SM).
* For some reason, Material baking was rendering each triangle twice, but with opposite facing. Uneeded as we are rendering with backface culling disabled.
[CL 15669055 by Sebastien Lussier in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
* General cleanup
* Removed ExtractImposterToRawMesh() which was overspecialized and not specifically handling Imposters
* Renamed remains of FRawMesh to MeshDescription
#rb patrick.enfedaque
[CL 14243261 by Sebastien Lussier in ue5-main branch]
Prepared direct attribute access for deprecation, preferring use of APIs to access static mesh attributes.
Fixed recently merged Enterprise code to comply with new APIs.
Changed all tools to use triangle-centric iteration where possible.
Added new MeshAttributeArray APIs for querying attribute flags, and added a new Mandatory flag.
Various bug fixes.
#rb Alexis.Matte
[CL 13873755 by Richard TalbotWatkin in ue5-main branch]
- Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels.
- Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc.
- Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2].
- Support added for attributes which index into another mesh element container.
- Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary.
- Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles.
- Added the facility to access the underlying array in an attribute array directly.
- Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated.
- Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes.
- Optimised normal/tangent generation and FBX import.
- Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing.
#rb
[CL 13568702 by Richard TalbotWatkin in ue5-main branch]
1- The FExportMaterialProxy didn't give the proper static parameters for the materials instance. It always used those from the parent/master material.
2- The mesh description extracted from the static mesh component was sometimes invalid. This occurred when the mesh had an empty section as it first section. This resulted in a mesh with all its polygons being part of the first section when rendered for the proxy mesh.
Also renamed a variable in the create proxy mesh function since its previous name didn't make sense with what it is.
#jira UE-90322
#rb Sebastien.Lussier
#ROBOMERGE-SOURCE: CL 12234869 in //UE4/Release-4.25/... via CL 12234887
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v664-12234175)
[CL 12237471 by julien stjean in Main branch]
Change WITH_PHYSX to always be defined, even with chaos only.
Make Client/Server targets only disable PhysX when Chaos is enabled.
#rb michael.lentine
#ROBOMERGE-OWNER: max.whitehead
#ROBOMERGE-AUTHOR: max.whitehead
#ROBOMERGE-SOURCE: CL 11877480 via CL 11877967 via CL 11878038
#ROBOMERGE-BOT: (v656-11643781)
[CL 11888569 by max whitehead in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
Fixed mesh pivot point offset not being applied in this specific case
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 10056720 via CL 10057694 via CL 10057717 via CL 10057792
#ROBOMERGE-BOT: (v566-10053404)
[CL 10057904 by sebastien lussier in Main branch]
HLOD useLODAImposter seems to not copy over all UV channels
Mesh merging code was assuming the UV2 & UV3 channels were free to use to store position & scale of imposter instances.
This behavior seems to have been hacked in the engine for an internal project & is not needed anymore since it's now possible to use instanced static meshes with LODActors
Still kept old behavior around (CVar) in case someone would really need it
#rb patrick.enfedaque
[CL 9868123 by Sebastien Lussier in Main branch]
Attempted to resolve merge conflict for CL 9844036 Robomerge, it caused compilation errors
#rb Jake.Romigh
#fyi sebastien.lussier
[CL 9845666 by Laz Matech in Main branch]
#jira UE-82185
HLOD useLODAImposter seems to not copy over all UV channels
Mesh merging code was assuming the UV2 & UV3 channels were free to use to store position & scale of imposter instances.
This behavior seems to have been hacked in the engine for an internal project & is not needed anymore since it's now possible to use instanced static meshes with LODActors
Still kept old behavior around (CVar) in case someone would really need it
#patrick.enfedaque
[FYI] bryce.lumpkin
#ROBOMERGE-OWNER: laz.matech
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 9843087 via CL 9843965 via CL 9844036
#ROBOMERGE-BOT: (v548-9842178)
[CL 9845167 by laz matech in Main branch]