jimmy andrews
de217cb618
add a limit to the number of simultaneous dynamic mesh component distance field builds that can be active
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+ make the background thread operate on a (geo-only) copy of the mesh (because ProcessMesh doesn't seem to actually lock access to the mesh, and can't really since code can easily grab the mesh pointer via GetMesh() also)
+ make the post-compute MarkRenderStateDirty() call happen on the game thread (on tick), so it won't be called at an unsafe time
#rb David.Hill
[CL 32579407 by jimmy andrews in ue5-main branch]
2024-03-28 11:32:35 -04:00
jimmy andrews
416ad3e977
Initial Lumen support for DynamicMeshComponent
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#rb David.Hill, Krzysztof.Narkowicz
[CL 32551494 by jimmy andrews in ue5-main branch]
2024-03-27 14:27:24 -04:00
jimmy andrews
2514e21129
make dynamic mesh collision updates also update the preview collision visualization
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#rb David.Hill
[CL 32524004 by jimmy andrews in ue5-main branch]
2024-03-26 17:34:12 -04:00
jimmy andrews
3cc1bb730b
fix issue where the static draw path was still run when it was not intended to be enabled +
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disable fast vertex/index buffer updates when using static draw path for dynamic mesh component, and more consistently lock the dynamic mesh proxy buffersets when accessing them
#jira UE-210165
#rb David.Hill
[CL 32368392 by jimmy andrews in ue5-main branch]
2024-03-20 11:50:05 -04:00
jimmy andrews
961bfeea01
Add cvar geometry.DynamicMesh.MaxComplexCollisionTriCount to prevent dynamic mesh components with many triangles from auto-generating complex collision.
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+ Make complex collision wireframe only render on the base dynamic mesh proxy if the complex collision is provided.
+ add helper to update physics/etc consistently after mesh changes
#rb rinat.abdrashitov
[CL 32003960 by jimmy andrews in ue5-main branch]
2024-03-04 18:02:09 -05:00
jimmy andrews
3931400baa
Add option for dynamic mesh component to use static render path instead of dynamic
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#rb David.Hill
[CL 31949704 by jimmy andrews in ue5-main branch]
2024-03-01 13:43:42 -05:00
tiago costa
03f7f8f626
Call FRayTracingGeometry::IsValid() instead of just checking that RayTracingGeometryRHI is not null
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[FYI] aleksander.netzel
[CL 31840561 by tiago costa in ue5-main branch]
2024-02-27 10:26:42 -05:00
jimmy andrews
956359aede
add UVs to dynamic mesh component's physics mesh
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#rb David.Hill
[CL 31772380 by jimmy andrews in ue5-main branch]
2024-02-23 14:43:16 -05:00
jimmy andrews
a49f583f54
add physics materials to dynamic mesh component's physics mesh
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#rb david.hill
[CL 31703778 by jimmy andrews in ue5-main branch]
2024-02-21 18:46:48 -05:00
halfdan ingvarsson
27d3ae1e47
Geometry Framework: Only mark auto-generated tangents as valid if we actually produced any.
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#jira UE-207249
#rb David.Hill, lonnie.li
#rnx
[CL 31588216 by halfdan ingvarsson in ue5-main branch]
2024-02-16 19:01:54 -05:00
david hill
1c8b7de3de
Geometry Tools: TransfromUVs, fixing undo within the tool.
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GeometryFramework: Adding primary UVs to FVertexChange data.
#jira UE-164209
#rb Jimmy.Andrews
[CL 31530730 by david hill in ue5-main branch]
2024-02-15 14:50:54 -05:00
david hill
1d888edcb8
Geometry Framework. allow SetMaterial() to trigger a immediate visual update.
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#jira UE-202801
#rb Jimmy.Andrews
[CL 31339426 by david hill in ue5-main branch]
2024-02-09 10:13:22 -05:00
steve robb
f029468598
Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
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[CL 30729174 by steve robb in ue5-main branch]
2024-01-19 16:41:35 -05:00
roey borsteinas
e168d21835
Exposed a new property bIsEditable on UDynamicMeshComponent to allow them to block any modifications done through EditMesh/SetMesh. Additionally, when this flag is set to false, the UDynamicMeshToolTarget is blocked from being created for the dynamic mesh component so modeling tools can't edit the mesh either.
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#rb Ryan.Schmidt
[CL 29959323 by roey borsteinas in ue5-main branch]
2023-11-28 09:50:36 -05:00
jimmy andrews
d194498f95
Make the dynamic mesh debug collision rendering cache the collision shapes on the dynamic mesh scene proxy, to make sure there is not a race condition if the collision shapes are being updated on the game thread while collision rendering is enabled
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#rb matija.kecman
[CL 28393018 by jimmy andrews in ue5-main branch]
2023-10-02 16:29:12 -04:00
zach bethel
2dca0749cd
Fixed deprecation warning.
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[CL 27814175 by zach bethel in ue5-main branch]
2023-09-12 18:42:31 -04:00
zach bethel
29f735f4a3
Modified scene proxy GetDynamicMeshElements calls to take a local command list instead of relying on the immediate command list and defer uniform expression cache invalidations.
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- Calls to FRHICommandListImmediate::Get() replaced with Collector.GetRHICommandList()
#jira UE-194426
[CL 27813729 by zach bethel in ue5-main branch]
2023-09-12 18:32:22 -04:00
tiago costa
bdd2a715c3
Refactor RayTracingGeometry initalization in a few proxies to not modify FRayTracingGeometry::Initializer directly.
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- some foundation work towards making FRayTracingGeometry::Initializer private.
#rb aleksander.netzel
[CL 27688695 by tiago costa in ue5-main branch]
2023-09-07 17:03:52 -04:00
jimmy andrews
421af56339
Add support for collision rendering showflags to BaseDynamicMeshSceneProxy
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#rb rinat.abdrashitov
[CL 27657859 by jimmy andrews in ue5-main branch]
2023-09-06 18:57:28 -04:00
zach bethel
28be363548
Resubmitted render command pipe CL's: 27048554, 27048589, 27048615, 27049788, 27049950, 27050314, 27050334.
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- Niagara dynamic data
- Cable component
- Skinned mesh
[CL 27076836 by zach bethel in ue5-main branch]
2023-08-14 13:39:43 -04:00
bob tellez
9a6ca97f78
[Backout] - CL27048554, 27048589, 27048615, 27049788, 27049950, 27050314, 27050334
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[FYI] zach.bethel
First Original CL Desc
-----------------------------------------------------------------
Moved volumetric volume to RHICmdList.
[CL 27054300 by bob tellez in ue5-main branch]
2023-08-11 20:13:53 -04:00
zach bethel
1925f2a4a3
Fixed ensure due to enqueuing render command in scene proxy destructor off the render thread.
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#rb none
[CL 27049808 by zach bethel in ue5-main branch]
2023-08-11 18:14:02 -04:00
jimmy andrews
e492ad203e
Fix ensure when ExternallyProvided tangents are requested on a DynamicMeshComponent but the DynamicMesh does not have tangents. Fall back to the no-tangents case.
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#jira UE-192574
#rb ryan.schmidt
[CL 27042996 by jimmy andrews in ue5-main branch]
2023-08-11 16:02:30 -04:00
bryan sefcik
64f140d78d
Added shader.build.cs file.
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Updated build.cs files to use new shader module.
#jira
#rb Joe.Kirchoff and guillaume.abadie
[CL 26664107 by bryan sefcik in ue5-main branch]
2023-07-27 22:53:25 -04:00
jimmy andrews
04473acfc8
make Dynamic Mesh Components show vertex colors when the corresponding ShowFlag is set
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#jira UE-190003
#rb ryan.schmidt
[CL 26446150 by jimmy andrews in ue5-main branch]
2023-07-18 16:25:05 -04:00