Remove skinning pre/post offset functionality.
This were added in 4.26 specifically and temporarily for the MLDeformer prototype. (The public functions have always been marked as deprecated.)
MLDeformer now uses an Optimus deformer.
#rb josie.lang
#preflight 6197f9f1d90987e51d99c6a3
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18258799 in //UE5/Release-5.0/... via CL 18258814
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18258831 by jeremy moore in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Supports either:
* From texel density
* From expected mesh screen size
* From expected mesh draw distance
Compute best texture size, taking UV map waste into account.
Currently only supported by the Approximate Actors merge method, to be integrated in the ProxyLOD later.
#rb ryan.schmidt, luc.eygasier
#ROBOMERGE-SOURCE: CL 16635038 via CL 16635077
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16635084 by sebastien lussier in ue5-release-engine-test branch]
For example, texture streaming spikes drops from 26.7ms to 16.6ms in PIE.
#rb zousar.shaker
#ROBOMERGE-SOURCE: CL 16571356
#ROBOMERGE-BOT: (v828-16531559)
[CL 16571408 by jeanfrancois dube in ue5-main branch]
Providing a new flatten material with the correct texture samplers.
Retrieve texture properties from the default textures in the material (linear vs srgb, compression, vt enabled, lod group...)
Previously generated material instances are unchanged.
All MergeActor engine tests pass successfully.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 16484038 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
[CL 16484318 by sebastien lussier in ue5-main 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]
GetCurrentShaderPermutationFlags was being called which will always return the editor only data flag regardless of what platform we are cooking for which is the wrong behavior. I've changed this call to be GetShaderPermutationFlags which will check the layout parameters's flag for editor only data which will have per-platform information.
- Pass in TargetPlatform so we don't create the MaterialID as the current platform (in this case the cooker) which would be wrong.
- Pass LayoutParams to GetDependentShaderAndVFTypes so it can pass the appropriate editor only data flag into ShouldCompilePermutation.
#rb Arciel.Rekman
[at]Arciel.Rekman, [at]Ben.Ingram
#jira UE-106214
#ROBOMERGE-SOURCE: CL 15587457 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15587467 by jason nadro in ue5-main branch]