-- added ForceMotionBlur property to make the Nanite scene proxy think that the geometry collection is always moving so that motion blur optimizaztion is forced to evaluate motion.
[FYI] graham.wihlidal,jack.oakman,matt.hoffman,yafes.sahin
#deadend
#preflight 613a81bd48c4a400012d99b2
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 17477454 via CL 17926793 via CL 18361971 via CL 18362051
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18362115 by brett miller in ue5-release-engine-test branch]
-- Removal shrinks for bottom of geometry instead of CoM
#jira none
#rb brice.criswell
[FYI] jack.oakman
#okforgitbug internal, public
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 17527239 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17527268 by brett miller in ue5-release-engine-test branch]
-- Removal mechanism invoked when geometry collection particles have slept for specified time. Particle is disabled, event is triggered, scene proxt geometry is progressivly scaled to a point.
#jira UE-122241
#rb brice.criswell
#preflight 612ea5f775bca20001e0b1b9
#ROBOMERGE-SOURCE: CL 17380472 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17380480 by brett miller in ue5-release-engine-test branch]
-- Removed per observed controls for StartMode, CacheMode and moved to a single set of controls on the cache manager.
-- Cache takes name from observed component.
-- Placed CacheCollection automatically set to Kinematic, non-placed are Record
-- Random access start frame
-- Consistenty record all transforms in Actor space
-- Compatible with Sequencer control
-- Created Playback only CacheManager subclass
-- GeometryCollection recording abides component flags to record/playback breaking/collision/trailing events
#rb benn.gallagher
[FYI] brice.criswell
#ROBOMERGE-SOURCE: CL 16684501 via CL 16684502
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16684503 by brett miller in ue5-release-engine-test branch]
-- implemented deferred initialization using the existing SimulatePhysics property and SetSimulatePhysics blueprint function.
-- Cleaned out old caching code
#jira FROST-1065
#rb brice.criswell
#ROBOMERGE-SOURCE: CL 16461543 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v818-16446889)
[CL 16461679 by brett miller in ue5-main branch]
-- Support for Nanite to GeometryCollection conversion
-- Support for multiple UV sets
#jira UE-114992
#rb jimmy.andrews
[FYI] brice.criswell
#ROBOMERGE-OWNER: peter.knepley
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 16363667 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)
#ROBOMERGE-CONFLICT from-shelf
[CL 16370251 by peter knepley in ue5-main branch]
-- Added state machine logic and scene proxy callbacks for triggering when motion begins and ends.
#jira UETOP-1546
#rb graham.wihlidal
#lockdown nick.whiting
#ROBOMERGE-SOURCE: CL 16178376 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v792-16166999)
[CL 16178381 by brett miller in ue5-main branch]
* Implemented thread safe object pool / free list allocator (FGeometryCollectionDynamicDataPool)
* Added Chaos stats for total transforms and changed transforms
* Removed TransformsAreEqual mechanism that caused full transform updates to occur unnecessarily for 2 subsequent frames, as the state wasn't stable until the previous 3 frames were stable. This was incredibly innefficient for GPUScene, etc..
* InitDynamicData now returns the data allocation (which can be null if not dynamic or if no transforms have changed), users of this now check if it's available, and either skip or fall back to the static/rest path otherwise
* Cleaned up some code paths by combining them with similar passes
* Removed tons of allocations, including heavy allocations/memcopies of transform data, even on stable frames (which were immediately deallocated right after allocation and setup of the dynamic data)
* Saves ~0.5 to 1.0ms of CPU time in heavy scenes
* Saves ~0.5ms of GPU time doing far less GPUScene updates
* Main optimization around this refactor is forthcoming in a followup CL (avoid calling MarkRenderTransformDirty in TickComponent).
#rb brett.miller, brice.criswell
#lockdown nick.whiting
[FYI] brian.karis, rune.stubbe
#jira UETOP-1088
#ROBOMERGE-SOURCE: CL 16059409 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16061411 by graham wihlidal in ue5-main branch]
- Remove GUID support from the FManagedArrayCollection, its to slow and should be generated on-demand within editor operations.
#lockdown nick.whiting
#rb brett.miller
#jira UE-113296
#ROBOMERGE-SOURCE: CL 15986095 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
[CL 15990052 by brice criswell in ue5-main branch]
- account for component transform on a per frame basis
- updates kinematic particle accordingly
- add missing calls to the solver to support it
#rb brice.criswell, brett.miller
#jira none
[CL 15833163 by cedric caillaud in ue5-main branch]
-- re-instated shift-b to toggle bone colors in fracture mode.
#jira UE-110753
#rb none
#ROBOMERGE-SOURCE: CL 15756406 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
[CL 15767306 by brett miller in ue5-main branch]
-- wrapped PostEditChangeChainProperty in WITH_EDITOR to prevent build error for runtime.
#jira none
#rb none
#ROBOMERGE-SOURCE: CL 15745059 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15745060 by brett miller in ue5-main branch]