Commit Graph

286 Commits

Author SHA1 Message Date
Ryan Hummer
4af2fd066d Updating Dev-Release-5.5 from Main at CL #36144969
#okforversepublic

[CL 36146571 by Ryan Hummer in Dev-5.5 branch]
2024-09-10 10:26:02 -04:00
Michael Forot
dcf4d77016 6- Chaos rigid dataflow simulation support
#rb cedric.caillaud
#jira none

#virtualized

[CL 36009893 by Michael Forot in ue5-main branch]
2024-09-04 11:01:32 -04:00
richard malo
4aa42a7322 [Chaos] Added an experimental option (disabled by default) that allows the initialization of FBodyInstances outside of the GameThread (using UE_CHAOS_ASYNC_INITBODY_ENABLED 1).
#jira UE-222156
#rb Benn.Gallagher, cedric.caillaud, JeanFrancois.Dube

[CL 35964445 by richard malo in ue5-main branch]
2024-09-03 08:07:11 -04:00
yizhou chen
f8e5dcb196 Chaos::add per-joint linear/nonlinear solver option to joints. It's available in physics editor. It can be used for long thin objects when they are not solved correctly by the linear solver.
#rb Chris.Caulfield
#jira UE-221090

[CL 35909331 by yizhou chen in ue5-main branch]
2024-08-29 18:50:37 -04:00
markus boberg
0b109c817b [NetPhysics] Improved handling of client server desync.
- Inputs sent from client and server are sent from latest processed frame, with redundant inputs back in time
- If inputs arrive late to the server and the buffer is empty, inject the input for the next tick
- If client receives target states from the server before the client has simulated the corresponding tick, compare that state after the client has simulated the tick
- Deactivate logic that checks if all NetworkPhysicsComponents have inputs and states when performing a rewind, this often stopped resimulations from triggering due to not all sim-proxies having all data aligned for one single frame.
- Allow larger time accumulation towards fixed physics tick when having physics prediction enabled
- Rebalance time dilation and physics tick sync corrections
- Base time dilation settings on time rather than physics ticks

#rb chris.caulfield, tom.waterson, bill.henderson

[CL 35821841 by markus boberg in ue5-main branch]
2024-08-27 07:19:38 -04:00
steven barnett
3afe997d34 Add linear and angular joint violation callbacks. Use them in swivel plate to break the plate if the constraint is too violated for too long.
[REVIEW] tom.waterson, chris.caulfield

[CL 35743541 by steven barnett in ue5-main branch]
2024-08-22 12:04:16 -04:00
robomerge
4f0d06c762 [REVIEW-35730817] [at]steven.barnett [at]cedric.caillaud
Updating Gravity Group setup, allowing gravity groups to be properly set via Push/Pull, and allowing the BodyInstance to offer an API for modification.

[CL 35730815 by robomerge in ue5-main branch]
2024-08-21 23:12:52 -04:00
steven barnett
d8f06240b0 Correct spelling for "shrink" deformation type EConstraintPlasticityType
#rb benn.gallagher

[CL 35349166 by steven barnett in ue5-main branch]
2024-08-06 15:16:47 -04:00
marc audy
b89ea1c805 Crunch primitive components.
#rnx

[CL 35246837 by marc audy in ue5-main branch]
2024-08-01 11:50:45 -04:00
ben woodhouse
2ea61ce0c6 Switch to CSV_PROFILER_STATS instead of CSV_PROFILER for various profiling subsystems. This allows them to be compiled out when CSV_PROFILER_MINIMAL is defined.
As part of this change we also promote dynamic resolution and IO/PackageQueueDepth stats to Minimal since they're important for high level performance reporting.
Also fix up a few places that were redundantly using #if CSV_PROFILER around CSV macros.

#rb mickael.gilabert

[CL 34386798 by ben woodhouse in ue5-main branch]
2024-06-14 18:16:47 -04:00
sergio gardeazabal
378d747dec [ChaosVD] Initial implementation to add support to record and visualize game thread acceleration structures
This CL adds only AABB Tree are support

In addition as part of this change

- Added a way to generate a struct view that can be fed to the vanilla details panel for Solver Data structs. CVD solver data usually consist of a main struct that can contain several substructs in containers. When we select something in the viewport, we usually want to see the data in the parent struct and then some specific items in the containers.
Until now for these cases we created dedicated details panels with added functionality to interact with the data. But there are cases where we just want to see the struct data. Now for these cases we can just use this struct view API in the CVD Selection handle system to use the normal CVD's details panel.
- Added a way to allow CVD's main details panel to ignore struct types (needed to ignore structs that have their own data inspector widgets).
-Fixed an issue with CVD's Details panel where if you try to inspect a struct after uobject was inspected, the uobject details view was not being properly cleared out and hidden

#jira UE-216082, FORT-745804

#rb Benn.Gallagher

[CL 34084863 by sergio gardeazabal in ue5-main branch]
2024-06-03 23:24:37 -04:00
brandon schaefer
d1becd40a2 Remove the now deleted option to EnableAutoRTFM, this is default and now youve to explicitly disable it for a module
#rb neil.henning

[CL 34015057 by brandon schaefer in ue5-main branch]
2024-05-30 18:00:50 -04:00
chris caulfield
01bb59b751 Fix use of HitResult and OverlapResult in LatentActions when using verse
#rb Benn.Gallagher, kristoffer.jonsson

[CL 33903639 by chris caulfield in ue5-main branch]
2024-05-24 15:50:38 -04:00
chris caulfield
2b4c22e916 Add FBodyInstance::GetBodyBoundsLocal
#rb Benn.Gallagher, cedric.caillaud

[CL 33740254 by chris caulfield in ue5-main branch]
2024-05-17 18:24:47 -04:00
chris caulfield
05ad138d9d [Backout] - CL33567582
[FYI] edwin.maynard
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL33567068 (backed out due to compile error)
[FYI] Chris.Caulfield
Original CL Desc
-----------------------------------------------------------------
Chaos Debug Draw
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)

#rb Benn.Gallagher

[CL 33569703 by chris caulfield in ue5-main branch]
2024-05-10 00:39:11 -04:00
edwin maynard
708aa692b9 [Backout] - CL33567068
[FYI] Chris.Caulfield
Original CL Desc
-----------------------------------------------------------------
Chaos Debug Draw
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)

#rb Benn.Gallagher

[CL 33567677 by edwin maynard in ue5-main branch]
2024-05-09 21:55:10 -04:00
chris caulfield
c07941d521 Chaos Debug Draw
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)

#rb Benn.Gallagher

[CL 33567161 by chris caulfield in ue5-main branch]
2024-05-09 21:29:45 -04:00
chris caulfield
39a382d104 Chaos - new debug draw backend to handle debugdraw from async phsyics
Work in progress. Debug draw from the physics thread now works correctlyl Still need to add debug draw context to ParallelFor and Tasks. Also RBANs need their own timeline and begin/end frame sequence. If the debug draw context is not set up on a thread it falls back to the original global singleton mechanism.

#rb Benn.Gallagher

[CL 33356155 by chris caulfield in ue5-main branch]
2024-04-30 17:58:46 -04:00
chris caulfield
40a7684c5a Chaos - fix joint angle reporting on game thread
#jira UE-158863
#rb Benn.Gallagher, vincent.robert

[CL 33171482 by chris caulfield in ue5-main branch]
2024-04-23 12:26:26 -04:00
steve robb
d5a12c0eff Initialized some FVector variables that were potentially uninitialized.
#jira UE-87511

[CL 32982763 by steve robb in ue5-main branch]
2024-04-15 21:30:40 -04:00
steve robb
d7209b821e Removed unused variables in Chaos.
Fixed uninitialized members in TSQVisitor.

#jira UE-87511

[CL 32981146 by steve robb in ue5-main branch]
2024-04-15 20:32:06 -04:00
michael bao
6c488fd0a5 TSQVisitor needs to initialize HitFaceNormal in all constructors
[CL 32495570 by michael bao in ue5-main branch]
2024-03-25 23:17:35 -04:00
chris caulfield
64c6d759ec Chaos - set solver config before the first Advance
Any particles that exist in the scene at the start were not seeing the correct settings.

#rb Benn.Gallagher

[CL 32404597 by chris caulfield in ue5-main branch]
2024-03-21 12:56:59 -04:00
steve robb
8517c776db Added UE_DEPRECATED_HEADER which acts like UE_DEPRECATED and should be placed in headers that should no longer be included.
#rb devin.doucette

[CL 32297380 by steve robb in ue5-main branch]
2024-03-18 07:05:59 -04:00
jaco vandyk
ee93804f17 Chaos User Entity now includes a virtual destructor to support user entity destruct from a base class pointer
#rb Benn.Gallagher
#[fyi] Benn.Gallagher

[CL 32151477 by jaco vandyk in ue5-main branch]
2024-03-11 07:13:42 -04:00