* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
-Added a Blend function overload that handles barycentric interpolation of 3 skin weights.
-Refactored SetBoneWeightsFromBary (in DynamicVertexSkinWeightsAttribute.h) and ConstructVertexSkinWeightsAttribute (in SelectiveTessellate.cpp) functions to use the newly added Blend function for barycentric interpolation.
-Since the default Blend behavior has changed, make sure that unit tests in BoneWeightTests.cpp are refactored. Added more tests for cases when bBlendZeroInfluence is set to true and when using Blend for barycentric interpolation.
#rb halfdan.ingvarsson
#jira None
#preflight 6361de120c2e7c8f91668a75
[CL 22921407 by rinat abdrashitov in ue5-main branch]
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).
This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.
The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.
#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d
[CL 22215219 by halfdan ingvarsson in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
For PIE got rid of just using the level editor world, and removed it as a UPROPERTY. We now get it dynamically.
For constrol rig serialization just needed to make the pointer that's held a soft object ptr. It will resolve automagically when the level sequence is loaded. Not sure if we should store a soft object ptr to that also so we can tell the user which level sequence(s) they need to load.
For BP/Python added a library to handle the add/create/get functions. and then exposed BP to the handles and the tickable constraints. Also added function for the Control Rig to dynamically create the handle so we can script it.
#jira na
#rb benoit.gadreau
#preflight 62bb4fa630036d0db92ece26
[CL 20863534 by Mike Zyracki in ue5-main branch]
- Removed implicit casts between FEulerTransform and FTransform
- moved interrogator and tokens inside of sequencer to use FEulerTransform
- added the notion of a preferred rotator for Controls. transform takes precedence for runtime solves, but UI / sequencer relies on the preferred rotator
#rb mike.zyracki benoit.gadreau
#jira UE-150830
#preflight https://horde.devtools.epicgames.com/job/62875a58286cf1867a419989
[CL 20298666 by Helge Mathee in ue5-main branch]
#jira UE-140598
#rb mike.zyracki
#fyi chase.cooper
#preflight 62820966fa65e101e5ca23b9
This is a first prototype of a constraints manager system.
note: have a look at the jira description for the features leading this work
The current design is based on the idea of having a unique constraint manager that stores several constraints (UTickableConstraint).
Each constraint holds a tick function (FConstraintTickFunction) that can register one or several functions (represented by a basic TFunction) that are evaluated when calling
the FConstraintTickFunction::ExecuteTick function. This FConstraintTickFunction can basically represent anything.
[CL 20221291 by benoit gadreau in ue5-main branch]