#rb Vincent.Robert
#[fyi] Benn.Gallagher, Chris.Caulfield
#jira UE-199987
#ushell-cherrypick of 29932881 by jaco.vandyk
[CL 29987160 by jaco vandyk in ue5-main branch]
- This change won't have much impact on memory when building in game, but the impact will be when loading. Also it harmonize the Dynamic Collection and the Rest Collection. And so it optimizes the access, and conversion to transforms.
- DynamicCollection has a function set back transforms to its RestCollection, and free memory
- Remove function from ManageArrayCollection makes sure to free memory now.
#rb cedric.caillaud
[CL 28721098 by vincent robert in ue5-main branch]
Set the kinematic target in SetGlobalPose so that this is a teleport and velocity reset for kinematics as intended (if a teleport is not desired, the user should be calling SetKinematicTarget, not SetGlobalPose). Previously there could be problems with interpolation in async physics.
#jira UE-196442
#rb cedric.caillaud
[CL 28665908 by chris caulfield in ue5-main branch]
- Removed Implicits
- Removed Particles
- Compressed Dynamic State
#rb cedric.caillaud, benn.gallagher
[CL 28427877 by vincent robert in ue5-main branch]
Remove children array of set from Dynamic Collection, it is now using the bit array from its parent.
#rb cedric.caillaud
[CL 28331755 by vincent robert in ue5-main branch]
This is needed because now that the new mode is enabled by default, the existing test is failing.
#jira UE-196244
#rb jaco.vandyk
Note the preflight apears as failed, but it is because other test are also failing at the moment. With this CL the test we are trying to fix, Passes.
[CL 28125910 by sergio gardeazabal in ue5-main branch]
Those parameters are still available throw CVar. This change has been made to be able to customize those variable by project.
#rb benn.gallagher
[CL 27993584 by vincent robert in ue5-main branch]
- fix islands not waking when a particle is disabled
- fix waking of isolated particles when all other particles or constraints have been removed from their island
1) We were not waking islands on removal of a particle. 2) We were destroying single-particle islands before the sleep status was processed, preventing particles from being awoken when the penultimate particle was removed from an island.
The fix is to explicitly wake islands on particle removal, and to defer island/node destruction until FinalizeIslands, after we have processed sleep/wake changes and synched the sleep state to particles.
#rb benn.gallagher
[CL 27964398 by chris caulfield in ue5-main branch]
Relative Transform in Dynamic Collection are now in single precision. This change implicates an API change. The Managed Array of transforms being in public, and being changed make some backward compatibility breakage. This array shouldn't have be used much.
#rb cedric.caillaud
[CL 27942269 by vincent robert in ue5-main branch]
It was testing that a box gets pushed out of a plane, but the defaulrt depenetration velocity is now zero
#rb none
[CL 27934719 by chris caulfield in ue5-main branch]
When the convex hits an end cap and we generate an additional contact on the capsule's cylinder, it would create an additional contact even if the convex plane was nearly opposite the capsule axis, leading to an unnecessary point and a potential NaN when exact opposite.
#rb sean.campbell
[CL 27819458 by chris caulfield in ue5-main branch]
- using the RestCollection immutable MassToLocal instead
- this save a 2x96 bytes per bone per geometry collection instance
#rb vincent.robert, benn.gallagher, brice.criswell
[CL 27777942 by cedric caillaud in ue5-main branch]
- Zero length sweeps will now return correct normals and hit positions
- Overlaps can now return hit positions, and the normals will be in global space for all shape types
#rb Benn.Gallagher
[FYI] Tom.waterson
#jira UE-191196
[REVIEW] [at]Benn.Gallagher
[CL 26811848 by jaco vandyk in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]