Add support for non-nanite fallback mesh for nanite geometry collections.
Strip geometry collection nanite render data when cooking non-nanite platforms.
#rb cedric.caillaud
[CL 36439857 by jeremy moore in 5.5 branch]
- this also allow terminal node to actually properly process empty collection
#jira UE-223273
#rb brice.criswell, michael.forot, gustav.melich
[CL 36289407 by cedric caillaud in 5.5 branch]
* Will now rely on the Geometry Collection ISM Pool components to generate the HLOD, allowing PerInstanceData to be taken into account in the HLOD
* As a side effect, this allow the computation of a valid "HLOD hash" for HLODs from GC on building actors - previously only correct for JunoBuildingProp
#jira UE-220875
#rb Jeremy.Moore, Richard.Malo
[CL 35825057 by sebastien lussier in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
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[Backout] - CL33931377
[FYI] cedric.caillaud
Original CL Desc
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Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33978689 by cedric caillaud in ue5-main branch]
[FYI] cedric.caillaud
Original CL Desc
-----------------------------------------------------------------
Geometry collection asset - move cooking of render data out of the serialize method
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33951250 by cedric caillaud in ue5-main branch]
- This is required to support async loading and avoid the resource initialization from calling GameThread checked methods
- Move cooking to both PreSave and PostLoad
THis simplifies the code as PostLoad and PreSave are not called during transactions
#rb Jeremy.Moore
#jira UE-215088
[CL 33931385 by cedric caillaud in ue5-main branch]
* packed and re-ordered members in GeometryCollectionComponent, saving 64 bytes
* packed and re-ordered members in GeometryCollectionISMPoolRenderer, saving 16 bytes
* packed and re-ordered members in IPhysicsProxyBase, saving 8 bytes
* packed and re-ordered members in ClusterUnionReplicatedProxyComponent, saving 16 bytes
#rb cedric.caillaud
[CL 33894015 by titouan deslandes in ue5-main branch]
-Refactored Skeleton View to match the FDataflowNodeView paradigm.
-Renamed ?Skeletal Hierarchy? to ?Skelton View?
-Added conversion for Collection to Skelton
-Updated FCollectionTransformFacade to support optional BoneName attribute.
#rb cedric.caillaud
#jira none
[CL 33337463 by Brice Criswell in ue5-main branch]
Refreshing custom renderer during OnUpdateTransform() happens before the fulll component hierachy has the transform applied. This means that the refreshed intance transform is based against the previous actor root transform and an offset can occur.
Move the refresh to the end of MoveComponentImpl() fixes it.
Submitting to unblock users, but will also investigate if using local transform space instead or world space is better.
[CL 33189751 by jeremy moore in ue5-main branch]