This fixes an issue where stale data on the preview thumbnail caused an ensure on undo of any fracture operation that changed the number of bones in the collection.
#jira UE-191403
#rb cedric.caillaud
[CL 26681608 by jimmy andrews in ue5-main branch]
* Add FPrimitiveSceneProxy::AllowInstanceCullingOcclusionQueries() method to allow occlusion queries (disallowed by default)
* Add PRIMITIVE_SCENE_DATA_FLAG_INSTANCE_CULLING_OCCLUSION_QUERIES
* Allow OQ for static meshes only
* Incompatible instances are treated as visible during OQ instance culling pass
* Tweak help text forVisualizeInstanceOcclusionQueries visualize menu entry
Only certain objects may benefit from per-pixel occlusion culling and otherwise HZB-based culling is sufficient.
#rb Jeremy.Moore
[CL 26501221 by yuriy odonnell in ue5-main branch]
[FYI] Michael.Forot
Original CL Desc
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Allow multiple Field targets to be rendered at the same time
#rb devon.penney
[CL 26491420 by bob tellez in ue5-main branch]
The value is used to modify ScreenSize stored in MeshElement/MeshRelevance.
Note that we keep the convention from it's use in HISM that smaller values drive higher LODs.
That's the same convention as with foliage.LODDistanceScale but the inverse of r.StaticMeshLODDistanceScale.
[CL 26484027 by jeremy moore in ue5-main branch]
Added display of mass in geometry collection physics editor properties
[FYI] michael.bao, brice.criswell, jim.vanallen, jack.oakman
#rb trivial
[CL 26474980 by cedric caillaud in ue5-main branch]
- also remove usage of bUpdateNavigationInTick since that's no longer relevant since it now only happens in the post physics sync callback
[FYI] cedric.caillaud, aris.theophanidis
[CL 26300681 by michael bao in ue5-main branch]
In the Geometry Collection Component replication data cannot be reset on the physics thread because the reset is only called when the component is being destroyed.
[CL 26217857 by vincent robert in ue5-main branch]
Add method to PBDRigidClusteringAlgo which drops off-diagonal terms from cluster inertia tensors transformed into local space, resulting in Identity rotations of inertia (but only approximately correct inertia tensors).
Use this after geometry collection inertia calculation to avoid issues with geometry collection bounds generation which occur when there's a non-identity rotation of inertia
Update EMassOffsetType and its usages to follow the code standard
#rb chris.caulfield, michael.lentine
[CL 26188604 by steven barnett in ue5-main branch]
- RHICreate{Vertex, Index, Structured}Buffer
- RHICreate{ShaderResource, UnorderedAccess}View
- RHIUpdateUniformBuffer
- Various initialization / locking methods for helper buffer types in RHIUtilities.h
The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.
#rb christopher.waters
[CL 26183242 by zach bethel in ue5-main branch]