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]
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]
- Feature can be activated in the Experimental section of the Editor Settings
- Replace Texture2D/TextureCube resources by placeholders until their PlatformData is ready
- Add a utility class allowing to encapsulate raw field pointers without breaking compatibility
- Protect PlatformData from unsafe access through encapsulation.
- Protect texture's resource from race conditions between game and render threads through encapsulation.
- This allows to get rid of FlushRenderingCommands and long game-thread stutters when Updating a texture's resource.
- UpdateResource was never safe to call without a FlushRenderingCommands and multiple call-site are doing exactly that, this will fix those cases.
- Those were probably undetected due to their low occurence rate under normal conditions but can easily be reproed during async texture compilation on 32 cores.
- Force wait on required texture compilations for MaterialBaking, ProxyMesh, Thumbnail generation for disk usage
- Wait on all textures compilation whenever a wait for all shaders compilation is requested for safety (i.e. screenshot)
- Compile UI and heightmap textures with higher priority to reduce visual artefacts
- Increase priority of texture that have been rendered to improve time-to-usefulness of the editor under low core count
- Async compilation is disabled for -game / non-editor mode as there is currently no support for async bulk data loading from external files
- Properly cancel async tasks when UTexture is garbage collected before the compilation is finished
- Show progress when explicitly waiting on compilation
- Changing the mip settings in the texture editor (or any settings requiring the running platform data to be recomputed) will now be processed asynchronously.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asynctexturecompilation=[off, on, paused]
- Can pause texture compilation using Editor.AsyncTextureCompilation = 2 or -asynctexturecompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncTextureCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncTextureCompilationFlushAll
BENCHMARKS
- 3m15s to 1m20s when loading Apollo_Terrain with no textures in DDC (AMD TR 3970X)
- 6m45s to 1m11s when loading Apollo_Terrain with no textures in DDC (-corelimit=8)
- 3m10s to 1m54s when lauching PIE on Apollo_Terrain with no textures in DDC (AMD TR 3970X)
- 7m43s to 1m36s when lauching PIE on Apollo_Terrain with no textures in DDC (-corelimit=8)
- 0m57s to 0m42s when importing Attic_NVIDIA.usd with no textures in DDC (AMD TR 3970X)
- 2m14s to 0m35s when importing Attic_NVIDIA.usd with no textures in DDC (-corelimit=4)
TESTS
- Success on all material baking tests from EngineTests with -asynctexturecompilation=paused
- Runned with -corelimit=1 all the way to unlimited
- Cooking worked
- Opening the texture editor/material editor will force the compilation to finish like expected.
- Changing a setting in the texture editor will recompile async, even allowing to close the editor and continue doing other changes.
- Unpausing the compilation will update the texture thumbnails properly.
- Started with -asynctexturecompilation=paused, and then unpaused after a map loading, and then into a PIE session to stresstest UpdateResources.
- Tested both dx11/dx12
- Vulkan fails on Fortnite even with -asynctexturecompilation=off because of Landscape weigthmap, not this CL.
- Compiled and tested FortniteGame / UE4 / ShooterGame projects
#rb Uriel.Doyon, Francis.Hurteau
[CL 13694814 by danny couture in ue5-main branch]
- ShaderMapId being identical makes the in-memory case alias material SMs when caching resources for -targetplatform=Windows+WindowsNoEditor
- Not a full fix, next up - Niagara and OpenColorIOColor
#rb Ben.Ingram
#jira UE-90852
#ROBOMERGE-SOURCE: CL 13011405 in //UE4/Release-4.25/... via CL 13011409 via CL 13011412
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)
[CL 13011420 by arciel rekman in Main branch]