- also fixed the static to skeletal mesh importer not setting the mesh description bones data
#rb halfdan.ingvarsson
#rnx
[CL 35239230 by benoit gadreau in ue5-main branch]
- All LOD info is going to get folded into FSkeletalMeshSourceModel. At that point all access to GetLODInfoArray will take place through a thread-local array which is a performance burden.
- Removed FSkeletalMeshObject::SkeletalMeshLODInfo and folded the two pieces of information needed from it into FSkelMeshObjectLODInfo.
#jira UE-207562
#rb Alexis.Matte, benoit.gadreau, pere.rifa
[CL 33127997 by halfdan ingvarsson in ue5-main branch]
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
#lockdown timothy.daoust
[CL 32540278 by jack cai in ue5-main branch]
[FYI] jack.cai
Original CL Desc
-----------------------------------------------------------------
[Skeletal Mesh Editor] second try to make sure UI reacts to new weight map layers being added as new Vertex Attributes
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
[CL 32426249 by justin peterson in ue5-main branch]
+verified that the thread safety issue due to the use of a multicast delegate from a workerthread during cook is fixed as well.
#jira UE-210085
#rb benoit.gadreau
[CL 32417951 by jack cai in ue5-main branch]
[FYI] jack.cai
Original CL Desc
-----------------------------------------------------------------
[Skeletal Mesh Editor] Making sure UI reacts to new weight map layers being added as new Vertex Attributes
#jira UE-210085
#rb benoit.gadreau
[CL 32379120 by keaton stewart in ue5-main branch]
- Also fix the legacy alternate skinning if there is custom LODs in the asset. The alternate skin profiles are not lost anymore
#jira UE-205049 , UE-204958 , FORT-705238
#rb JeanLuc.Corenthin
#rnx
[CL 31335966 by alexis matte in ue5-main branch]