Physics Thread is swapping the event double buffer every step, but the Game Thread has not necessarily read the data from the buffer. So the Game Thread was missing some events.
[FYI] cedric.caillaud
[CL 26361431 by vincent robert in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
* Moved dll export from type to methods/static variables. This is changelist is produced by a script and contains 900+ files.
#rb none
[CL 25898513 by henrik karlsson in ue5-main branch]
- cluster union acceleration structure is now safe even when a child physics state is destroyed
#rb jaco.vandyk, vincent.robert, benn.gallagher
#preflight 646be970b82cb3fe678098cc
[CL 25645285 by marc audy in ue5-main branch]
- Modified all the low-level overlap/raycast/sweep functions to take in an optional acceleration structure override pointer.
- Converted GeomSweepSingle into a template function similar to GeomSweepMulti and GeomOverlapMulti.
- Added template specializations to take in FPhysicsGeometry for GeomSweepSingle, GeomSweepMulti, and GeomOverlapMulti.
- Added override for FChaosEngineInterface::GetGeometryCollection to take in a FPhysicsGeometry.
- Also changed the cluster union to remove the primitive component from it if the primitive component's physics state is destroyed
#rb benn.gallagher, cedric.caillaud, jaco.vandyk
#preflight 64653a88c34c2e1212aff4c0
[CL 25518722 by michael bao in ue5-main branch]
No functional changes as of yet.
Acceleration structure command buffers will now include Add/Update/Delete instead of just Update and Add to prevent accidental updates of deleted objects causing dangling references.
Update and Add commands will be handled identically for the time being until everything that uses this API is audited to use the correct commands.
#rb Vincent.Robert
#[fyi] Benn.Gallagher, Chris.Caulfield
#preflight 644b937109453df548006e31
[CL 25238825 by jaco vandyk in ue5-main branch]
[FYI] jaco.vandyk
Original CL Desc
-----------------------------------------------------------------
Chaos Physics crash fix: Distinguish between updating and adding thing in the acceleration structures
#rb Vincent.Robert
#[fyi] Benn.Gallagher, Chris.Caulfield
[CL 25149450 by michael bao in ue5-main branch]
- Created a set of macros to trace data about Solver Frames, Solver Steps, and Solver Particles on Rigid Solvers and RBAN solvers
- Added a way to have the context between CVDTrace calls to know which solver started the call on a determined solver step or particle without having to copy that information to every object
#rb benn.gallagher
#jira UE-181330
#preflight 643d9d4c0a5a4b944e348487
[CL 25077633 by sergio gardeazabal in ue5-main branch]
- also deprecate the DestructibleDamageThresholdScale porperty as it is not used anymore
#rb steven.barnett
#preflight 640fbf380e1f02786b0b2f55
[CL 24645246 by cedric caillaud in ue5-main branch]
[FYI] nat.parkinson
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL24480805 to resolve compile error
[FYI] Michael.Forot
Original CL Desc
-----------------------------------------------------------------
Network physics for vehicles
#rb bill.henderson
#preflight 63ff6e32f43e53f68127e521
[CL 24499687 by michael forot in ue5-main branch]
- Modified the FPhysicsSolverBase::PullPhysicsStateForEachDirtyProxy_External to take in a struct that can be used to statically dispatch the appropriate action per proxy type instead of needing to add a new lambda for each new proxy type.
#preflight 63fcfda5437ce3e7f33acd55
#rb todd.eckert, chris.caulfield
[CL 24432721 by michael bao in ue5-main branch]
Make sure that it does not get included in the physics thread.
#rb Vincent.Robert
#preflight 63f719d19b26c4957efd4f39
[CL 24377687 by jaco vandyk in ue5-main branch]