Only leaving CL 26157603 reverted since accessing GenerateSource in FDistanceFieldVolumeData::CacheDerivedData is not safe due to async mesh compilation.
#prelight 64948190a26e02126bc0a64f
#rb Krzysztof.Narkowicz
[CL 26206875 by tiago costa in ue5-main branch]
[FYI] tiago.costa
Original CL Desc
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Use FSignedDistanceFieldBuildSectionData when generating distance fields for Nanite meshes.
Context:
- Nanite meshes distance fields are generated using the original mesh data instead of the coarse representation generated by Nanite, however that code path was not checking section data such as blend mode, two sided, etc.
Fix:
- Modified FStaticMeshBuilder::BuildMeshVertexPositions(...) to also output a FStaticMeshSectionArray.
- Updated MeshRepresentation::SetupEmbreeScene(...) to check section flags when using SourceMeshData.IsValid() code path.
#prelight
#rb Krzysztof.Narkowicz
[CL 26174853 by bob tellez in ue5-main branch]
Context:
- Nanite meshes distance fields are generated using the original mesh data instead of the coarse representation generated by Nanite, however that code path was not checking section data such as blend mode, two sided, etc.
Fix:
- Modified FStaticMeshBuilder::BuildMeshVertexPositions(...) to also output a FStaticMeshSectionArray.
- Updated MeshRepresentation::SetupEmbreeScene(...) to check section flags when using SourceMeshData.IsValid() code path.
#prelight
#rb Krzysztof.Narkowicz
[CL 26160411 by tiago costa in ue5-main branch]
- Cook side extra low lod coarse mesh will be created at 1/8th of the original coarse mesh if mesh streaming or editor data is available for the platform
- Nanite static meshes with streamable LODs are registered to a Nanite::CoarseMeshStreamingManager which will handle the stream in/out requests for these assets in fixed memory budget (memory budget is part of the total mesh streaming budget)
- Nanite proxy needs to handle different raytracing proxy LOD indices now for dynamic and cached indices
- What to stream is driven by what's used in the TLAS build - each deferred render pass all used streamable meshes are collected and forwarded to the CoarseMeshStreamingManager
- CoarseMeshStreamingManager is updated after all views are rendered and will make stream in/out requests depending on the TLAS usage
- When LODs of UStaticMeshes renderdata is loaded or unloaded then a rebuild of the cached render data is requested to make sure the correct LOD & RT BLAS is used (to do this the UStaticMeshComponent are registered to the UStaticMesh so a request for rebuild can be made for all the proxies on the scene)
#preflight 612659e872e9eb00010a27d9
#ROBOMERGE-SOURCE: CL 17314263
#ROBOMERGE-BOT: (v861-17282326)
[CL 17315687 by kenzo terelst in ue5-main branch]
This is later used to build static mesh derived data in cases where Nanite coarse mesh representation replaces original static mesh data and we can't depend on it. In extreme cases it lowers main thread derived data build time from ~7.5s to ~0.1s.
#rb Richard.TalbotWatkin
[CL 14578414 by Krzysztof Narkowicz in ue5-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]